Bard's Exclusive Spells

by Carreau

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Bard's Exclusive Spells

Bard's Exclusive Spells

Spell level Spell
1st Piano/Forte, Catchy Chorus
2nd Adagio/Allegro, Song of Travel
3rd Attracting Melody, Thundering Voice
4th Wall of Sound, Ring the Charge
5th Staccato/Legato
6th Crescendo
8th Song of Destiny

Piano / Forte

1st-level Transmutation


  • Casting Time: 1 action
  • Range: self (30 ft. radius)
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

Your music controls the volume of the reality around you. When you cast that spell, choose one of the following effect :

Piano : Everything within 30 feet of you become quieter. Any noise originated from inside the area is half as loud as it should be, and can thus be heard only half as far. Wisdom (perception) checks based on sound made to detect creatures or objects that are inside the area of the spell are made with disadvantage. Moreover, creatures in this area gain resistance to thunder damage.

Art credit : Wizards of the Coast

Forte : Everything within 30 feet of you become louder. Any noise originated from inside the area is twice as loud as it should be, and can thus be heard twice as far. Moreover, when a target inside the area should take thunder damage, it takes an extra 1d8 damage, and creatures within the area roll stealth checks with disadvantage.

The area moves with you and is always centered on you, its effects also apply on you, and for the duration of the spell, you can change from one effect to the other as a bonus action.

Catchy Chorus

1st-level Enchantment


  • Casting Time: 1 action
  • Range: self (30 ft. radius)
  • Components: V
  • Duration: Instantaneous

All allies within 30 feet that can hear you gains temporary hit points equal to your spellcasting modifier.

At Higher Level : When you cast this spell with a 2nd-level spellslot or higher, the targets gain an additional 1d6 temporary hit points for each slot level above 1st.

Adagio / Allegro

2nd-level Transmutation


  • Casting Time: 1 action
  • Range: self (30 ft. radius)
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

Life that surrounds you accords its speed to the tempo of your music. When you cast that spell, choose one of the following effect :

Adagio : Creatures within 30 feet of you move slower and become more cautious. When a creature enter the area for the first time on a turn, or if it starts its turn in the area, its speed is reduced by 10 feet until the end of the turn. Moreover, a creature inside the area can Disengage or Hide as a bonus action, but can't take the Dash action.

Allegro : Creatures within 30 feet of you move and act faster. When a creature enter the area for the first time of the round, or if it starts its turn in the area, its speed is increased by 10 feet until the end of its turn. Moreover, a creature inside the area can Dash as a bonus action, but can't take the Disengage or Hide actions.

The area moves with you and is always centered on you, its effects also apply on you, and for the duration of the spell, you can change from one effect to the other as a bonus action.

Song of Travel

2nd-level Enchantment (Ritual)


  • Casting Time: 1 action
  • Range: self (60 ft. radius)
  • Components: V
  • Duration: 12 hours

When you travel, you and all allies within 60 feet of you roll constitution saving throws imposed by the environment with advantage (like saving throw against heat, forced march, hunger etc.).

Attracting Melody

3rd-level Enchantment


  • Casting Time: 1 action
  • Range: self (60 ft. radius)
  • Components: V, S
  • Duration: Instantaneous

You play an hypnotic melody that attract all creatures within 60 feet of you. Each creature within that range that can hear you must succeed a wisdom saving throw or it must use its Dash action to come as close as possible to you during its next turn, by the safest available route.

This spell has no effect on a creature that is immune to being charmed.

Thundering Voice

3rd-level Evocation


  • Casting Time: 1 action
  • Range: self (30 ft. cone)
  • Components: V
  • Duration: Instantaneous

The magic amplifies your scream that become unbearably loud. Each creature in a 30-foot cone must make a constitution saving throw, taking 4d8 thunder damage, or half as much on a success. Large or smaller creatures that fail the saving throw are also pushed 15 feet away from you and knocked prone.

Medium or smaller objects within the cone, if not wielded or carried, are also pushed 15 feet away from you.

At Higher Level : When you cast this spell with a 4th-level spellslot or higher, the damage increases by 1d8 for each slot level above 3rd. If you expend a spellslot of 6th-level or higher, creatures that fail the saving throw are pushed and knocked prone whatever their size.

Wall of Sound

4th-level Evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a small silver bell)
  • Duration: Concentration, up to 10 minute

A vibrating wall of pure condensed sound appears at a point you choose within range. The wall appears in any orientation you choose: horizontally, vertically, or diagonally. It can be free floating, or it can rest on a solid surface. The wall can be up to 60 feet long, 10 feet high, and 1/4 inch thick. The wall doesn't block line of sight, but sound, small or tiny creatures, and small or tiny objects can't pass through it. Medium or larger creatures can only pass through the wall when using the Dash action. When something pass through the wall (a creature or an object), each creature within 10 feet of the wall must make a constitution saving throw, taking 4d6 thunder damage on a fail, or half as much on a success.

At Higher Level : When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.

Ring the Charge

4th-level Enchantment


  • Casting Time: 1 action
  • Range: self (30 ft. radius)
  • Components: V, S
  • Duration: Instantaneous

You point to a direction you can see, and all allies within 30 feet of you can use their reaction to move up to their speed in that direction. If there are enemies in their reach at the end of their movement, your allies can make one melee attack or a shove action each against an enemy in their reach. On a hit, they deal an extra 1d8 damage.

Staccato / Legato

5th-level Evocation


  • Casting Time: 1 action
  • Range: self (30 ft. radius)
  • Components: V, S
  • Duration: Concentration, up to 1 minute

The rythm of your music dictate the pace of your magic. When you cast that spell, choose one of the following effect :

Staccato : When you deal damage to a target that is within 30 feet of you with a spell or an attack, two musical echoes also hit that target, each one dealing 1d4 of the same damage type than your spell or attack. When you heal a target that is within 30 feet of you, two musical echoes also heal that target, each one healing 1d4 hit points.

Legato : When you deal damage to a target that is within 30 feet of you with a spell or an attack, that target takes 1d4 of the same type of damage than your spell or attack at the start of each of your turn until you cast an other spell on it or until your Legato ends (because the spell ends or because you changed the rythm to Staccato). When you heal a target that is within 30 feet of you, that target regain 1d4 hit points at the start of each of your turn until you cast an other spell on it or until your Legato ends.

The area moves with you and is always centered on you, its effects also apply on you, and for the duration of the spell, you can change from one effect to the other as a bonus action.

Crescendo

6th-level Enchantment


  • Casting Time: 1 action
  • Range: self (30 ft. radius)
  • Components: V, S, M (a handful or snow and a few drops of vegetable oil)
  • Duration: Concentration, up to 1 minute

Bolstered with magic, your music amplifies the power of the companions that can hear you. Choose one ability between strength, dexterity, constitution, intelligence, wisdom or charisma : at the start of each of your turn for the duration of the spell, you, and all of your allies that are within 30 feet of you get a +1 to this ability modifier (up to a maximum of +3). That bonus lasts until the spell ends or until the ally ends its turn more than 30 feet away from you.

When an ally (or you) get the maximum bonus, it also gains one of the following benefits, according to the ability you chose :

  • Crescendo of Strength : your carry capacity is doubled and you can grapple creatures that are 2 sizes larger than you.
  • Crescendo of Dexterity : Your speed is increased by 10ft.
  • Crescendo of Constitution : When you should take damage, you take 3 less damage.
  • Crescendo of Intelligence : You can add your intelligence modifier to the damage roll of your cantrips.
  • Crescendo of Wisdom : You gain true sight within a 10 feet range.
  • Crescendo or Charisma : You can take the help action as a bonus action.

Song of Destiny

8th-level Divination


  • Casting Time: 1 action
  • Range: 60 ft.
  • Components: V, S, M (a phoenix feather)
  • Duration: Instantaneous

Choose a creature within range that can hear you, you can choose that the result of the next d20 it rolls is either a natural 1 or a natural 20.

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