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Vicious Mockery: Bard Cantrip Guide

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Pete Kijek
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0% found this document useful (0 votes)
329 views2 pages

Vicious Mockery: Bard Cantrip Guide

Uploaded by

Pete Kijek
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Vicious Mockery Mage Hand Minor Illusion Cure Wounds

1 action 60 feet 1 Action 30 feet 1 Action 30 feet 1 Action Touch

V Instantaneous V, S 1 minute S, M 1 minute V, S Instantaneous


a bit of pork rind or butter (a bit of fleece)
A spectral, floating hand appears at a point you choose within You create a sound or an image of an object within range that lasts for the duration. See the
You unleash a string of insults laced with range. The hand lasts for the duration. The hand vanishes if it
descriptions below for the effects of each. The illusion ends if you cast this spell again.
A creature you touch regains
subtle enchantments at one creature you is ever more than 30 feet away from you or if you cast this If a creature takes a Study action to examine the sound or image, the creature can determine

can see or hear within range. The target spell again.


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 illusion becomes faint to the creature. a number of Hit Points equal
must succeed on a Wisdom saving throw When you cast the spell, you can use the hand to manipulate
Sound. If you create a sound, its volume can range from a whisper to a scream. It can be
your voice, someone elses voice, a lions roar, a beating of drums, or any other sound
to 2d8 plus your spellcasting
or take 1d6 Psychic damage and have an object, open an unlocked door or container, stow or you choose. The sound continues unabated throughout the duration, or you can make
retrieve an item from an open container, or pour the contents
discrete sounds at different times before the spell ends. ability modifier.
Disadvantage on the next attack roll it out of a vial. Image. If you create an image of an objectsuch as a chair, muddy footprints, or a small
chestit must be no larger than a 5-foot Cube. The image cant create sound, light, smell,
makes before the end of its next turn. As a Magic action on your later turns, you can control the
or any other sensory effect. Physical interaction with the image reveals it to be an illusion,

hand thus again. As part of that action, you can move the
since things can pass through it.
Using a Higher-Level Spell
Cantrip Upgrade. The damage increases hand up to 30 feet.
Slot. The healing increases by
by 1d6 when you reach levels 5 (2d6), The hand cant attack, activate magic items, or carry more
11 (3d6), and 17 (4d6). than 10 pounds. 2d8 for each spell slot level
above 1.

Bard Cantrip Enchantment Bard Cantrip Conjuration Bard Cantrip Illusion Bard Level 1 Abjuration

Command Sleep Feather Fall Dissonent Whispers

1 Action 60 feet 1 Action 60 feet Reaction 60 feet 1 Action 60 feet

V Instantaneous V, S, M C, up to 1 minute V, M 1 minute V Instantaneous


(a pinch of sand or rose petals) (a small feather or piece of down)
You speak a one-word command to a creature you can see within range. The target must
succeed on a Wisdom saving throw or follow the command on its next turn. Choose the Each creature of your choice in a 5-foot-radius Choose up to five falling One creature of your choice that you can see
command from these options:
Sphere centered on a point within range must within range hears a discordant melody in its
Approach. The target moves toward you by the shortest and most direct route, ending its turn
if it moves within 5 feet of you. succeed on a Wisdom saving throw or have creatures within range. A mind. The target makes a Wisdom saving
the Incapacitated condition until the end of its throw. On a failed save, it takes 3d6 Psychic
Drop. The target drops whatever it is holding and then ends its turn.

Flee. The target spends its turn moving away from you by the fastest available means. next turn, at which point it must repeat the falling creatures rate of damage and must immediately use its
Grovel. The target has the Prone condition and then ends its turn. save. If the target fails the second save, the descent slows to 60 feet per Reaction, if available, to move as far away
target has the Unconscious condition for the from you as it can, using the safest route. On
Halt. On its turn, the target doesnt move and takes no action or Bonus Action.

Using a Higher-Level Spell Slot. You can affect one additional creature for each spell slot duration. The spell ends on a target if it takes round until the spell ends. If a a successful save, the target takes half as
level above 1.
damage or someone within 5 feet of it takes creature lands before the spell much damage only.
an action to shake it out of the spells effect.
ends, the creature takes no Using a Higher-Level Spell Slot. The damage
Creatures that dont sleep, such as elves, or damage from the fall, and the increases by 1d6 for each spell slot level
above 1.
that have Immunity to the Exhaustion spell ends for that creature.
condition automatically succeed on saves
against this spell.

Bard Level 1 Enchantment Bard Level 1 Enchantment Bard Level 1 Transmutation

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