1st Level Bard Spells in The Cleansed Realm | World Anvil
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1st Level Bard Spells

Animal Friendship

LEVEL
1st
CASTING TIME
1 Action
RANGE/AREA
30 ft.
COMPONENTS
V, S, M*
DURATION
24 Hours
SCHOOL
Enchantment
ATTACK/SAVE
WIS Save
DAMAGE/EFFECT
Charmed
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 spell ends.   At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional beast for each slot level above 1st.   *(a morsel of food)  

Bane (C)

LEVEL
1st
CASTING TIME
1 Action
RANGE/AREA
30 ft.
COMPONENTS
V, S, M*
DURATION
(C) 1 Minute
SCHOOL
Enchantment
ATTACK/SAVE
CHA Save
DAMAGE/EFFECT
Debuff
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.   *(a drop of blood)  

Charm Person

LEVEL
1st
CASTING TIME
1 Action
RANGE/AREA
30 ft.
COMPONENTS
V, S
DURATION
1 Hour
SCHOOL
Enchantment
ATTACK/SAVE
WIS Save
DAMAGE/EFFECT
Charmed
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.  

Comprehend Languages (R)

LEVEL
1st
CASTING TIME
1 Action (R)
RANGE/AREA
Self
COMPONENTS
V, S, M*
DURATION
1 Hour
SCHOOL
Divination
ATTACK/SAVE
None
DAMAGE/EFFECT
Social
  For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.   This spell doesn't decode secret messages in the text or a glyph, such as an arcane sigil, that isn't part of a written language.   *(a pinch of soot and salt)  

Cure Wounds

LEVEL
1st
CASTING TIME
1 Action
RANGE/AREA
Touch
COMPONENTS
V, S
DURATION
Instantaneous
SCHOOL
Evocation
ATTACK/SAVE
None
DAMAGE/EFFECT
Healing
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.   At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.  

Detect Magic (C) (R)

LEVEL
1st
CASTING TIME
1 Action (R)
RANGE/AREA
Self (30 ft. sphere)
COMPONENTS
V, S
DURATION
(C) 10 Minutes
SCHOOL
Divination
ATTACK/SAVE
None
DAMAGE/EFFECT
Detection
For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.   The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.  

Disguise Self

LEVEL
1st
CASTING TIME
1 Action
RANGE/AREA
Self
COMPONENTS
V, S
DURATION
1 Hour
SCHOOL
Illusion
ATTACK/SAVE
None
DAMAGE/EFFECT
Shapechanging
You make yourself-including your clothing, armor, weapons, and other belongings on your person-look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, for, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.   The changes wrought by this spell fail to hold up to physical inspection. For example, if you use the spell to add a hat to your outfit, objects pass through the head, and anyone who touches it would feel nothing or would feel you head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.   To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.    

Dissonant Whispers

LEVEL
1st
CASTING TIME
1 Action
RANGE/AREA
60 ft.
COMPONENTS
V
DURATION
Instantaneous
SCHOOL
Enchantment
ATTACK/SAVE
WIS Save
DAMAGE/EFFECT
Psychic
  You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible plan. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn't move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn't have to move away. A deafened creature automatically succeeds on the save.   At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.    

Earth Tremor

LEVEL
1st
CASTING TIME
1 Action
RANGE/AREA
10 ft.
COMPONENTS
V, S
DURATION
Instantaneous
SCHOOL
Evocation
ATTACK/SAVE
DEX Save
DAMAGE/EFFECT
Bludgeoning
  You cause a tremor in the ground within range. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand.   At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.  

Faerie Fire (C)

LEVEL
1st
CASTING TIME
1 Action
RANGE/AREA
60 ft. (20 ft. cube)
COMPONENTS
V
DURATION
(C) 1 Minute
SCHOOL
Evocation
ATTACK/SAVE
DEX Save
DAMAGE/EFFECT
Debuff
Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.   Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.  

Feather Fall

LEVEL
1st
CASTING TIME
1 Reaction*
RANGE/AREA
60 ft.
COMPONENTS
V, M**
DURATION
1 Minute
SCHOOL
Transmutation
ATTACK/SAVE
None
DAMAGE/EFFECT
Exploration
Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.   *which you take when you or a creature within 60 feet of you falls *(a small feather or piece of down)  

Healing Word

LEVEL
1st
CASTING TIME
1 Bonus Action
RANGE/AREA
60 ft.
COMPONENTS
V
DUATION
Instantaneous
SCHOOL
Evocation
ATTACK/SAVE
None
DAMAGE/EFFECT
Healing
A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.   At Higher Levels. when you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.    

Heroism (C)

LEVEL
1st
CASTING TIME
1 Action
RANGE/AREA
Touch
COMPONENTS
V, S
DURATION
(C) 1 Minute
SCHOOL
Enchantment
ATTACK/SAVE
None
DAMAGE/EFFECT
Buff
  A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell.   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.  

Hideous Laughter (C)

 
LEVEL
1st
CASTNIG TIME
1 Action
RANGE/AREA
30 ft.
COMPONENTS
V, S, M*
DURATION
(C) 1 Minute
SCHOOL
Enchantment
ATTACK/SAVE
WIS Save
DAMAGE/EFFECT
Prone
A creature of your choice that you can see within range perceive everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected.   At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if its's triggered by damage. Ona success, the spell ends.   *(tiny tarts and a feather that is waved in the air)  

Identify (R)

LEVEL
1st
CASTING TIME
1 Minute (R)
RANGE/AREA
Touch
COMPONENTS
V, S, M*
DURATION
Instantaneous
SCHOOL
Divination
ATTACK/SAVE
None
DAMAGE/EFFECT
Detection
You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was creating by a spell, you learn which spell created it.   If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.   *(a pearl worth at least 100 gp and an owl feather)  

Illusory Script (R)

LEVEL
1st
CASTING TIME
1 Minute (R)
RANGE/AREA
Touch
COMPONENTS
S, M*
DURATION
10 Days
SCHOOL
Illusion
ATTACK/SAVE
None
DAMAGE/EFFECT
Communication
You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration.   To you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know.   Should the spell be dispelled, the original script and the illusion both disappear.   A creature with truesight can read the hidden message.   *(a lead-based ink worth at least 10 gp, which the spell consumes)    

Longstrider

LEVEL
1st
CASTING TIME
1 Action
RANGE/AREA
Touch
COMPOENTNS
V, S, M*
DUARTION
1 Hour
SCHOOL
Transmutation
ATTACK/SAVE
None
DAMAGE/EFFECT
Buff
You touch a creature. The target's speed increases by 10 feet until the spell ends.   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.  

Silent Image

 
LEVEL
1st
CASTING TIME
1 Action
RANGE/AREA
60 ft. (15 ft. cube)
COMPONENTS
V, S, M*
DURATION
(C) 10 Minutes
SCHOOL
Illusion
ATTACK/SAVE
None
DAMAGE/EFFECT
Control
You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn't accompanied by sound, smell, or other sensory effects.   You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movement appear natural for the image. For example, if you create an image of a creature and move it, you can alter the images so that it appears to be walking.   Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image.   *(a bit of fleece)    

Sleep

 
LEVEL
1st
CASTING TIME
1 Action
RANGE/AREA
90 ft. (20 ft. sphere)
COMPONENTS
V, S, M*
DURATION
1 Minute
SCHOOL
Enchantment
ATTACK/SAVE
None
DAMAGE/EFFECT
Unconscious
This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).   Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.   Undead and creatures immune to being charmed aren't affected by this spell.   At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.   *(a pinch of fine sand, rose petals, or a cricket)    

Speak with Animals (R)

 
LEVEL
1st
CASTING TIME
1 Action (R)
RANGE/AREA
Self
COMPONENTS
V, S
DURATION
10 Minutes
SCHOOL
Divination
ATTACK/SAVE
None
DAMAGE/EFFECT
Communication
You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monster, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the GM's discretion.  

Tasha's Hideous Laughter (C)

LEVEL
1st
CASTING TIME
1 Action
RANGE/AREA
30 ft.
COMPONETS
V, S, M*
DURATION
(C) 1 Minute
SCHOOL
Enchantment
ATTACK/SAVE
WIS Save
DAMAGE/EFFECT
Prone
A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected.   At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if its's triggered by damage. On a success, the spell ends.   *(tiny tarts and a feather that is waved in the air)    

Thunderwave

 
LEVEL
1st
CASTING TIME
1 Action
RANGE/AREA
Self (15 ft. cube)
COMPONENTS
V, S
DURATION
Instantaneous
SCHOOL
Evocation
ATTACK/SAVE
CON Save
DAMAGE/EFFECT
Thunder
A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.   In addition, unsecured objects that are completely within the area of effected are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.   At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.  

Unseen Servant (R)

LEVEL
1st
CASTING TIME
1 Action (R)
RANGE/AREA
60 ft.
COMPONENTS
V, S, M*
DURATION
1 Hour
SCHOOL
Conjuration
ATTACK/SAVE
None
DAMAGE/EFFECT
Control
This spell creates an invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can't attack. If it drops to 0 hit points, the spell ends.   Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.   If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.   *(a bit of string and of wood

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Comments

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Jan 10, 2022 20:55

Having spells together on the site is a great idea! Have you considered turning off the sidebar so it gets rid of the big blank space on the side? Also, having the end of one spell and the beginning of the next would help it be easier on the eyes. Maybe add some art in-between some? If not not thats fine, but a bigger space between them would still help.

Evie the dragonmagpie
Jan 13, 2022 03:52

Thanks this was for my players who don't have enough money to buy some of the books that I have.