↓
 
Wyrmworks Publishing logo: A navy blue dragon head, the horns forming a W, letters in tribal font

Wyrmworks Publishing

Helping you make lives better through Tabletop Roleplaying Games (5e & more)

Wyrmworks Publishing
logo
  • Shop
    • Shop
    • Wishlist
    • Send Gift Cards
    • Account details
    • Orders
    • Downloads
  • The Lair 🐉
  • Gaining Advantage Show
  • About
    • About Wyrmworks Publishing
    • Sign up for updates and deals
    • Contact Us
    • Apply to freelance for us!
    • Become a Wyrmworks Publishing Affiliate
    • Retail Locations
Wyrmworks Publishing 1 2 3 … 11 12 >>

Bard Spells

Post navigation

← Older posts

Animal Friendship

Wyrmworks Publishing Posted on March 6, 2023 by Dale CritchleyMarch 6, 2023
hexagonal magic symbol: gold on black

This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast’s Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell’s duration. If you or one of your companions harms the target, the spells ends.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional beast t level above 1st.

Continue reading →
Leave a reply

Animal Messenger

Wyrmworks Publishing Posted on March 6, 2023 by Dale CritchleyMarch 6, 2023
hexagonal magic symbol: gold on black

By means of this spell, you use an animal to deliver a message. Choose a Tiny beast you can see within range, such as a squirrel, a blue jay, or a bat . You specify a location, which you must have visited, and a recipient who matches a general description, such as “a man or woman dressed in the uniform of the town guard” or “a red-haired dwarf wearing a pointed hat.” You also speak a message of up to twenty-five words. The target beast travels for the duration of the spell toward the specified location, covering about 50 miles per 24 hours for a flying messenger, or 25 miles for other animals.
When the messenger arrives, it delivers your message to the creature that you described, replicating the sound of your voice. The messenger speaks only to a creature matching the description you gave. If the messenger doesn’t reach its destination before the spell ends, the message is lost, and the beast makes its way back to where you cast this spell.

At Higher Levels. If you cast this spell using a spell slot of 3nd level or higher, the duration of the spell increases by 48 hours for each slot level above 2nd.

Continue reading →
Leave a reply

Animate Objects

Wyrmworks Publishing Posted on March 6, 2023 by Dale CritchleyMarch 6, 2023
hexagonal magic symbol: gold on black

Objects come to life at your command. Choose up to ten nonmagical objects within range that are not being worn or carried. Medium targets count as two objects, Large targets count as four objects, Huge targets count as eight objects. You can’t animate any object larger than Huge. Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 hit points.
As a bonus action, you can mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

Table- Animate Object Stats

| Size | HP | AC | Attack | Str | Dex |
|——–|—-|—-|—————————-|—–|—–|
| Tiny | 20 | 18 | +8 to hit, 1d4 + 4 damage | 4 | 18 |
| Small | 25 | 16 | +6 to hit, 1d8 + 2 damage | 6 | 14 |
| Medium | 40 | 13 | +5 to hit, 2d6 + 1 damage | 10 | 12 |
| Large | 50 | 10 | +6 to hit, 2d10 + 2 damage | 14 | 10 |
| Huge | 80 | 10 | +8 to hit, 2d12 + 4 damage | 18 | 6 |
| | | | | | |

An animated object is a construct with AC, hit points, attacks, Strength, and Dexterity determined by its size. Its Constitution is 10 and its Intelligence and Wisdom are 3, and its Charisma is 1. Its speed is

30 feet; if the object lacks legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or a larger object, such as a chain bolted to a wall, its speed is 0. It has blindsight with a radius of 30 feet and is blind beyond that distance. When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form.

If you command an object to attack, it can make a single melee attack against a creature within 5 feet of it. It makes a slam attack with an attack bonus and bludgeoning damage determined by its size. The GM might rule that a specific object inflicts slashing or piercing damage based on its form.

At Higher Levels. If you cast this spell using a spell slot of 6th level or higher, you can animate two additional objects for each slot level above 5th.

Continue reading →
Leave a reply

Arcane Sword

Wyrmworks Publishing Posted on March 6, 2023 by Dale CritchleyMarch 6, 2023
hexagonal magic symbol: gold on black

You create a sword-shaped plane of force that hovers within range. It lasts for the duration.
When the sword appears, you make a melee spell attack against a target of your choice within 5 feet of the sword. On a hit, the target takes 3d10 force damage. Until the spell ends, you can use a bonus action on each of your turns to move the sword up to 20 feet to a spot you can see and repeat this attack against the same target or a different one.

Continue reading →
Leave a reply

Awaken

Wyrmworks Publishing Posted on March 6, 2023 by Dale CritchleyMarch 6, 2023
hexagonal magic symbol: gold on black

After spending the casting time tracing magical pathways within a precious gemstone, you touch a Huge or smaller beast or plant. The target must have either no Intelligence score or an Intelligence of 3 or less. The target gains an Intelligence of 10. The target also gains the ability to speak one language you know. If the target is a plant, it gains the ability to move its limbs, roots, vines, creepers, and so forth, and it gains senses similar to a human’s. Your GM chooses statistics appropriate for the awakened plant, such as the statistics for the awakened shrub or the awakened tree.
The awakened beast or plant is charmed by you for 30 days or until you or your companions do anything harmful to it. When the charmed condition ends, the awakened creature chooses whether to remain friendly to you, based on how you treated it while it was charmed.

Continue reading →
Leave a reply

Bane

Wyrmworks Publishing Posted on March 6, 2023 by Dale CritchleyMarch 6, 2023
hexagonal magic symbol: gold on black

Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

Continue reading →
Leave a reply

Bestow Curse

Wyrmworks Publishing Posted on March 6, 2023 by Dale CritchleyMarch 6, 2023
hexagonal magic symbol: gold on black

You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options:
– Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score.
– While cursed, the target has disadvantage on attack rolls against you.
– While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing.
– While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target.

A remove curse spell ends this effect. At the GM’s option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The GM has final say on such a curse’s effect.

At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn’t require concentration.

Continue reading →
Leave a reply

Blindness/Deafness

Wyrmworks Publishing Posted on March 6, 2023 by Dale CritchleyMarch 6, 2023
hexagonal magic symbol: gold on black

You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

Continue reading →
Leave a reply

Calm Emotions

Wyrmworks Publishing Posted on March 6, 2023 by Dale CritchleyMarch 6, 2023
hexagonal magic symbol: gold on black

You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects.
You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.

Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the GM rules otherwise.

Continue reading →
Leave a reply

Charm Person

Wyrmworks Publishing Posted on March 6, 2023 by Dale CritchleyMarch 6, 2023
hexagonal magic symbol: gold on black

You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

Continue reading →
Leave a reply

Post navigation

← Older posts

We treasure you! Join the Dragon’s Hoard for free battle maps, exclusive add-ons, opportunities to improve TTRPG accessibility, and more.

  • Book & Kindle displaying cover: As our heroes fight the hydra, we see just some of the variety of symptoms represented in this book. The paladin has a prosthetic arm to assist with their amputation. The barbarian rages from their wheelchair, providing mobility for their paralyzed legs. The ranger, whose body is more accustomed to an aquatic environment just as someone in the real world may be more comfortable in a quieter or darker sensory environment, finds ways to compensate and keep fighting. The wizard’s vitiligo may not be thought of as a disability, nor should it be, yet many in the real world experience severe discrimination due to unusual skin pigment — how many celebrities, corporate executives, or politicians do you know with visibly irregular skin?
    Limitless Heroics: Including Characters with Disabilities, Mental Illness, and Neurodivergence in Fifth Edition
    Select options

Latest in the Lair

  • Andovir
  • Intersex
  • Ardent
  • Embodiment of Disgust
  • Embodiment of Surprise
  • Embodiment of Sadness
  • Embodiment of Happiness
  • Embodiment of Fear

Meta

  • Register
  • Log in
  • Entries feed
  • Comments feed
  • WordPress.org

A note on language: I am aware that terminology is important when discussing disability; no community is homogenous, and I am aware that, in the debate between people who prefer identity-first or person-first language, there is an obvious access clash. Since this is currently unavoidable without being less than ideal for someone, I have decided to alternate the two approaches in my writing.

Wyrmworks Publishing participates in the OneBookShelf Affiliate Program and is an Amazon Associate. These programs provide advertising fees by linking to DriveThruRPG and Amazon.

All content on this site is © Wyrmworks Publishing
Wyrmworks Publishing is a division of Making It Better LLC and is owned by Dale and Teresa Critchley [email protected]
Privacy Policy of Wyrmworks Publishing
↑

10 adventures on a haphazard pile of maps👀 Get 10 Free Adventures
+ Free Hi-Res Battle Maps!

 

We treasure you! Join the Dragon’s Hoard for free battle maps, exclusive add-ons, opportunities to improve TTRPG accessibility, and more.

Loving the treasures of the Dragon’s Lair?
For only $5/month, you get:

  • Full access to all Lair content, the most affordable and accessible way to use our products
  • Previews of future projects
  • Discord access to chat with the team
  • Full access to all of our Foundry VTT modules
  • And more…

Get a 7-day free trialSubscribe with Patreon button