Bard is a class in Baldur’s Gate 3. Bards know music is more than idle fancy - it is power. Through study and adventure, these travelling troubadours master song, speech, and the magic within.
Bard
Class
Bards know music is more than idle fancy - it is power. Through study and adventure, these travelling troubadours master song, speech, and the magic within.
- Hit points at level 1
- 8
- Hit points per level
- 5
- Spellcasting ability
- Charisma
- Subclasses
- 4
Bard progression
Class levels 1–12 · Select a feature to read its game description.
-
1Level
Bardic Inspiration
Granted feature
Can use
Bardic Inspiration.Starting equipment Choose 1 · No option dataLevel 1 spell slots × 2 Current spell slots -
2Level
Jack of All Trades
Granted feature
Your vast experiences make you more likely to succeed in any undertaking. Add half of your
Proficiency Bonus (rounded down) to
Ability Checks that you are not
Proficient in.
Song of Rest
Granted
You and your allies are revitalised as though you would have taken a Short Rest.Level 1 spell slots × 3 Current spell slots -
3LevelChoose a subclass 4 branchesLevel 1 spell slots × 4 · Level 2 spell slots × 2 Current spell slots
-
4LevelLevel 1 spell slots × 4 · Level 2 spell slots × 3 Current spell slots
-
5Level
Font of Inspiration
Granted feature
You regain all your
Bardic Inspiration after a Long or Short Rest.
Improved Bardic Inspiration
Granted feature
The bonus gained from
Bardic Inspiration increases to +[1].Level 1 spell slots × 4 · Level 2 spell slots × 3 · Level 3 spell slots × 2 Current spell slots -
6Level
Countercharm
Granted
You and any allies within 9m have
Advantage on
Saving Throws against being
Charmed or
Frightened.Level 1 spell slots × 4 · Level 2 spell slots × 3 · Level 3 spell slots × 3 Current spell slots -
7LevelLevel 1 spell slots × 4 · Level 2 spell slots × 3 · Level 3 spell slots × 3 · Level 4 spell slots × 1 Current spell slots
-
8LevelLevel 1 spell slots × 4 · Level 2 spell slots × 3 · Level 3 spell slots × 3 · Level 4 spell slots × 2 Current spell slots
-
9LevelLevel 1 spell slots × 4 · Level 2 spell slots × 3 · Level 3 spell slots × 3 · Level 4 spell slots × 3 · Level 5 spell slots × 1 Current spell slots
-
10LevelLevel 1 spell slots × 4 · Level 2 spell slots × 3 · Level 3 spell slots × 3 · Level 4 spell slots × 3 · Level 5 spell slots × 2 Current spell slots
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11LevelLevel 1 spell slots × 4 · Level 2 spell slots × 3 · Level 3 spell slots × 3 · Level 4 spell slots × 3 · Level 5 spell slots × 2 · Level 6 spell slots × 1 Current spell slots
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12LevelLevel 1 spell slots × 4 · Level 2 spell slots × 3 · Level 3 spell slots × 3 · Level 4 spell slots × 3 · Level 5 spell slots × 2 · Level 6 spell slots × 1 Current spell slots
College of Lore subclass progression
College of Lore
Subclass
You pursue beauty and truth, collecting knowledge from scholarly tomes to peasants' tales, and use your gifts to hold both audiences and enemies spellbound.
Related entry
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3Level
Cutting Words
Granted feature
Use your wit to distract a creature and sap its confidence. -
6Level
College of Valour subclass progression
College of Valour
Subclass
You wander the land to witness and relate the deeds of the mighty, keeping alive the memory of heroes of the past and inspiring heroes of the future.
Related entry
-
3Level
Combat Inspiration
Granted feature
Can use
Combat Inspiration. -
6Level
Extra Attack
Granted feature
Can make an additional free attack after making an unarmed or weapon attack. If you gain the Extra Attack feature from more than one class, they don't add together.
College of Swords subclass progression
College of Swords
Subclass
A highly trained and skilled warrior, you use your prowess with words and weapons to fight and entertain in equal measure.
Related entry
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3Level
Slashing Flourish (Melee)
Granted
Attack up to 2 enemies at once.
Slashing Flourish (Ranged)
Granted
Attack up to 2 enemies at once.
Mobile Flourish (Melee)
Granted
Thrust your weapon with enough force to push your target back 6m. Afterwards, you can
Teleport to the target.
Mobile Flourish (Ranged)
Granted
Shoot a target with enough force to push it back 6m. Afterwards, you can
Teleport to the target.
Defensive Flourish (Melee)
Granted
Attack defensively, increasing your
Armour Class by 4 if you hit.
Defensive Flourish (Ranged)
Granted
Attack defensively, increasing your
Armour Class by 4 if you hit. -
6Level
Extra Attack
Granted feature
Can make an additional free attack after making an unarmed or weapon attack. If you gain the Extra Attack feature from more than one class, they don't add together.
College of Glamour subclass progression
College of Glamour
Subclass
You mastered your craft under the tutelage of fey creatures, whose captivating magic swirls within you, ready to be released.
Related entry
-
3Level
Mantle of Inspiration
Granted feature
Imbue 2 allies with your vigour and grant them 5. If they're hit with a melee attack, the attacker becomes
Charmed. -
6Level
Mantle of Inspiration
Action
Imbue 3 allies with your vigour and grant them 8. If they're hit with a melee attack, the attacker becomes
Charmed.
Mantle of Majesty: Command
Granted spells
Command a creature to flee, move closer, freeze, drop to the ground or drop its weapon. -
10Level
Mantle of Inspiration
Action
Imbue 4 allies with your vigour and grant them 11. If they're hit with a melee attack, the attacker becomes
Charmed.
Acrobatics
Dexterity skill
Animal Handling
Wisdom skill
Arcana
Intelligence skill
Athletics
Strength skill
Deception
Charisma skill
History
Intelligence skill
Insight
Wisdom skill
Intimidation
Charisma skill
Investigation
Intelligence skill
Medicine
Wisdom skill
Nature
Intelligence skill
Perception
Wisdom skill
Performance
Charisma skill
Persuation
Charisma skill
Religion
Intelligence skill
Sleight of Hand
Dexterity skill
Stealth
Dexterity skill
Survival
Wisdom skill
Blade Ward
Take only half the damage from Bludgeoning, Piercing, and Slashing attacks.
Mage Hand
Create a spectral hand that can manipulate and interact with objects.
Light
Infuse an object with an aura of light.
Vicious Mockery
Insult a creature: it has
Disadvantage on its next
Attack Roll.
Disadvantage on its next
Attack Roll.
True Strike
Gain
Advantage on your next
Attack Roll.
Advantage on your next
Attack Roll.
Dancing Lights
Illuminate a 9m radius.
Friends
Gain
Advantage on Charisma
Checks against a non-hostile creature.
Advantage on Charisma
Checks against a non-hostile creature.
Minor Illusion
Create an illusion that compels nearby creatures to investigate.
Feather Fall
You and nearby allies gain
Immunity to Falling damage.
Immunity to Falling damage.
Animal Friendship
Convince a beast not to attack you.
Speak with Animals
Gain the ability to comprehend and communicate with beasts.
Disguise Self
Magically change all aspects of your appearance.
Dissonant Whispers
Disadvantage on
Ability Checks and
Attack Rolls and they cannot move.
Cure Wounds
Heal a creature you can touch.
Sleep
Put creatures into a magical slumber. Select targets up to a combined 24.
Bane
Up to 3 creatures receive a -[1] penalty to
Attack Rolls and
Saving Throws.
Attack Rolls and
Saving Throws.
Heroism
Make yourself or a target immune to
Frightened and gain [1] each turn.
Faerie Fire
All targets within the light turn visible, and
Attack Rolls against them have
Advantage.
Attack Rolls against them have
Advantage.
Charm Person
Advantage on Charisma
Checks in dialogue.
Thunderwave
Release a wave of thunderous force that pushes away all creatures and objects.
Healing Word
Heal a creature you can see.
Tasha's Hideous Laughter
Leave a creature
Prone with laughter, without the ability to get up.
Longstrider
Increase three creatures'
movement speed by [1].
movement speed by [1].
Charisma
No description was found in the game data.
Constitution
No description was found in the game data.
Dexterity
No description was found in the game data.
Intelligence
No description was found in the game data.
Strength
No description was found in the game data.
Wisdom
No description was found in the game data.
Feather Fall
You and nearby allies gain
Immunity to Falling damage.
Immunity to Falling damage.
Animal Friendship
Convince a beast not to attack you.
Speak with Animals
Gain the ability to comprehend and communicate with beasts.
Disguise Self
Magically change all aspects of your appearance.
Dissonant Whispers
Disadvantage on
Ability Checks and
Attack Rolls and they cannot move.
Cure Wounds
Heal a creature you can touch.
Sleep
Put creatures into a magical slumber. Select targets up to a combined 24.
Bane
Up to 3 creatures receive a -[1] penalty to
Attack Rolls and
Saving Throws.
Attack Rolls and
Saving Throws.
Heroism
Make yourself or a target immune to
Frightened and gain [1] each turn.
Faerie Fire
All targets within the light turn visible, and
Attack Rolls against them have
Advantage.
Attack Rolls against them have
Advantage.
Charm Person
Advantage on Charisma
Checks in dialogue.
Thunderwave
Release a wave of thunderous force that pushes away all creatures and objects.
Healing Word
Heal a creature you can see.
Tasha's Hideous Laughter
Leave a creature
Prone with laughter, without the ability to get up.
Longstrider
Increase three creatures'
movement speed by [1].
movement speed by [1].
Crown of Madness
Instil madness in a humanoid enemy, making them attack the creature closest to them (other than you), even if it's allied.
Heat Metal
Cause a metal weapon or armour to glow red-hot and force the wearer to let go or receive
Disadvantage on
Attack Rolls and
Ability Checks.
Disadvantage on
Attack Rolls and
Ability Checks.
Knock
Unlock an object that is held shut by a mundane lock.
Enhance Ability
Bestow a magical enhancement upon an ally. They gain
Advantage on
Ability Checks with a chosen Ability.
Advantage on
Ability Checks with a chosen Ability.
Cloud of Daggers
Conjure a cloud of spinning daggers that attack anyone inside.
Enthrall
Reduce a creature's peripheral vision and make it look at you.
Detect Thoughts
Focus your mind to read the thoughts of certain creatures while talking to them.
Blindness
Attack Rolls against it have
Advantage and the foe attacks with
Disadvantage.
Hold Person
Silence
This creature can't speak or cast spells that have a verbal component.
Invisibility
Touch a creature to turn it
Invisible. Attacks against it have
Disadvantage. It attacks with
Advantage.
Disadvantage. It attacks with
Advantage.
See Invisibility
Become able to see
Invisible creatures, and possibly reveal them to others.
Shatter
Damages all nearby creatures and objects. Creatures made of inorganic material such as stone have
Disadvantage on their
Saving Throw.
Disadvantage on their
Saving Throw.
Calm Emotions
Humanoids can't be
Charmed,
Frightened, or become enraged.
Lesser Restoration
Cure a creature from disease, poison, paralysis or blindness.
Phantasmal Force
Phantasmal Force causes entities to be haunted by an echo of the last thing that attacked them.
They take [1] each turn. Each time they take damage from another source, the damage type of Phantasmal Force changes to that damage type.
They take [1] each turn. Each time they take damage from another source, the damage type of Phantasmal Force changes to that damage type.
Tough
Your hit point maximum increases by 2 for every level you have gained.
Lightly Armoured
You gain Armour Proficiency with Light Armour and your
Strength or
Dexterity increases by 1, to a maximum of 20.
Strength or
Dexterity increases by 1, to a maximum of 20.
Alert
You gain a +5 bonus to Initiative and can't be
Surprised.
Performer
You gain Musical Instrument Proficiency, and your
Charisma increases by 1, to a maximum of 20.
Charisma increases by 1, to a maximum of 20.
Mobile
Your
movement speed increases, and difficult terrain doesn't slow you down when you
Dash.
If you move after making a melee attack, you don't provoke Opportunity Attacks from your target.
movement speed increases, and difficult terrain doesn't slow you down when you If you move after making a melee attack, you don't provoke Opportunity Attacks from your target.
Ability Improvement
You increase one Ability by 2, or two Abilities by 1, to a maximum of 20.
Great Weapon Master
When you land a Critical Hit or kill a target with a melee weapon attack, you can make another melee weapon attack as a
bonus action that turn.
Attacks with melee weapons you are
Proficient with, and are wielding in both hands, can deal an additional 10 damage at the cost of a -5
Attack Roll penalty. (You can toggle this on and off.)
bonus action that turn.Attacks with melee weapons you are
Proficient with, and are wielding in both hands, can deal an additional 10 damage at the cost of a -5
Attack Roll penalty. (You can toggle this on and off.)
Dungeon Delver
You gain
Advantage on Perception
Checks made to detect hidden objects and on
Saving Throws made to avoid or resist traps.
You gain Resistance to the damage dealt by traps.
Advantage on Perception
Checks made to detect hidden objects and on
Saving Throws made to avoid or resist traps.You gain Resistance to the damage dealt by traps.
Charger
You gain
Charger: Weapon Attack and
Charger: Shove.
Magic Initiate: Druid
You learn 2
cantrips and a Level 1 spell from the druid spell list. You can cast the Level 1 spell once per Long Rest. Your Spellcasting Ability for all 3 spells is Wisdom.
cantrips and a Level 1 spell from the druid spell list. You can cast the Level 1 spell once per Long Rest. Your Spellcasting Ability for all 3 spells is Wisdom.
Magic Initiate: Bard
You learn 2
cantrips and a Level 1 spell from the bard spell list. You can cast the Level 1 spell once per Long Rest. Your Spellcasting Ability for all 3 spells is Charisma.
cantrips and a Level 1 spell from the bard spell list. You can cast the Level 1 spell once per Long Rest. Your Spellcasting Ability for all 3 spells is Charisma.
Magic Initiate: Sorcerer
You learn 2
cantrips and a Level 1 spell from the sorcerer spell list. You can cast the Level 1 spell once per Long Rest. Your Spellcasting Ability for all 3 spells is Charisma.
cantrips and a Level 1 spell from the sorcerer spell list. You can cast the Level 1 spell once per Long Rest. Your Spellcasting Ability for all 3 spells is Charisma.
Magic Initiate: Warlock
You learn 2
cantrips and a Level 1 spell from the warlock spell list. You can cast the Level 1 spell once per Long Rest. Your Spellcasting Ability for all 3 spells is Charisma.
cantrips and a Level 1 spell from the warlock spell list. You can cast the Level 1 spell once per Long Rest. Your Spellcasting Ability for all 3 spells is Charisma.
Magic Initiate: Wizard
You learn 2
cantrips and a Level 1 spell from the wizard spell list. You can cast the Level 1 spell once per Long Rest. Your Spellcasting Ability for all 3 spells is Intelligence.
cantrips and a Level 1 spell from the wizard spell list. You can cast the Level 1 spell once per Long Rest. Your Spellcasting Ability for all 3 spells is Intelligence.
Magic Initiate: Cleric
You learn 2
cantrips and a Level 1 spell from the cleric spell list. You can cast the Level 1 spell once per Long Rest. Your Spellcasting Ability for all 3 spells is Wisdom.
cantrips and a Level 1 spell from the cleric spell list. You can cast the Level 1 spell once per Long Rest. Your Spellcasting Ability for all 3 spells is Wisdom.
Mage Slayer
When a creature casts a spell within melee range of you, you have
Advantage on any
Saving Throw against it, and you can use a
reaction to immediately make an attack against the caster.
Enemies you hit have
Disadvantage on
Concentration
Saving Throws.
Advantage on any
Saving Throw against it, and you can use a
reaction to immediately make an attack against the caster.Enemies you hit have
Disadvantage on
Concentration
Saving Throws.
Savage Attacker
When making melee weapon attacks, you roll your damage dice twice and use the highest result.
Sharpshooter
Your ranged weapon attacks do not receive penalties from High Ground Rules.
Ranged weapon attacks with weapons you are
Proficient with have a -5 penalty to their
Attack Roll, but deal an additional 10 damage. (You can toggle this on or off.)
Ranged weapon attacks with weapons you are
Proficient with have a -5 penalty to their
Attack Roll, but deal an additional 10 damage. (You can toggle this on or off.)
Weapon Master
You gain
Proficiency with four weapons of your choice, and your
Strength or
Dexterity increases by 1, to a maximum of 20.
Proficiency with four weapons of your choice, and your
Strength or
Dexterity increases by 1, to a maximum of 20.
Martial Adept
You learn two manoeuvres from the Battle Master subclass and gain a
Superiority Die to fuel them. You regain expended Superiority Dice after a Short or Long Rest.
Superiority Die to fuel them. You regain expended Superiority Dice after a Short or Long Rest.
Defensive Duellist
When attacked while wielding a Finesse Weapon you're
Proficient with, you can use a
reaction to add your
Proficiency Bonus to your
Armour Class, possibly causing the attack to miss.
Proficient with, you can use a
reaction to add your
Proficiency Bonus to your
Armour Class, possibly causing the attack to miss.
Shield Master
You gain a +2 bonus to Dexterity
Saving Throws while wielding a shield. If a spell forces you to make a Dexterity
Saving Throw, you can use a
reaction to shield yourself and diminish the effect's damage. On a failed Saving Throw, you only take half damage. On a successful Saving Throw, you don't take any damage.
Saving Throws while wielding a shield. If a spell forces you to make a Dexterity
Saving Throw, you can use a
reaction to shield yourself and diminish the effect's damage. On a failed Saving Throw, you only take half damage. On a successful Saving Throw, you don't take any damage.
Actor
Your
Charisma increases by 1, to a maximum of 20.
Your
Proficiency Bonus is also doubled for Deception and Performance
Checks.
Charisma increases by 1, to a maximum of 20.Your
Proficiency Bonus is also doubled for Deception and Performance
Checks.
Durable
Your
Constitution increases by 1, to a maximum of 20.
You regain full
hit points each time you take a Short Rest.
Constitution increases by 1, to a maximum of 20.You regain full
hit points each time you take a Short Rest.
Crossbow Expert
When you make crossbow attacks within melee range, the
Attack Rolls do not have
Disadvantage.
Your
Piercing Shot also inflicts
Gaping Wounds for twice as long.
Attack Rolls do not have
Disadvantage.Your
Skilled
You gain
Proficiency in 3 Skills of your choice.
Proficiency in 3 Skills of your choice.
Tavern Brawler
When you make an unarmed attack, use an improvised weapon, or throw something, your Strength Modifier is added to the damage and
Attack Rolls an additional time.
Attack Rolls an additional time.
Dual Wielder
You can use Two-Weapon Fighting even if your weapons aren't Light, and you gain a +1 bonus to
Armour Class while wielding a melee weapon in each hand. You cannot dual-wield Two-Handed weapons.
Armour Class while wielding a melee weapon in each hand. You cannot dual-wield Two-Handed weapons.
Athlete
Your
Strength or
Dexterity increases by 1, to a maximum of 20.
When you are Prone, standing up uses significantly less movement. Your
Jump distance also increases by 50%.
Strength or
Dexterity increases by 1, to a maximum of 20.When you are Prone, standing up uses significantly less movement. Your
Elemental Adept
Your spells and attacks ignore Resistance to a damage type of your choice. When you cast spells of that type, you cannot roll a 1.
Ritual Caster
You learn two ritual spells of your choice.
Polearm Master
When attacking with a glaive, halberd, quarterstaff, or spear, you can use a
bonus action to attack with the butt of your weapon.
You can also make an Opportunity Attack when a target comes within range.
bonus action to attack with the butt of your weapon.You can also make an Opportunity Attack when a target comes within range.
Resilient
You increase an Ability by 1, to a maximum of 20, and gain
Proficiency in that Ability's
Saving Throws.
Proficiency in that Ability's
Saving Throws.
War Caster
You gain
Advantage on
Saving Throws to maintain
Concentration on a spell.
You can also use a
reaction to cast
Shocking Grasp at a target moving out of melee range.
Advantage on
Saving Throws to maintain
Concentration on a spell.You can also use a
reaction to cast
Spell Sniper
You learn a
cantrip, and the number you need to
roll a Critical Hit with spells is reduced by 1. This effect can stack.
cantrip, and the number you need to
roll a Critical Hit with spells is reduced by 1. This effect can stack.
Heavily Armoured
You gain Armour Proficiency with Heavy Armour and your
Strength increases by 1, to a maximum of 20.
Strength increases by 1, to a maximum of 20.
Heavy Armour Master
Your
Strength increases by 1, to a maximum of 20.
Incoming damage from non-magical attacks also decreases by 3 while you're wearing heavy armour.
Strength increases by 1, to a maximum of 20.Incoming damage from non-magical attacks also decreases by 3 while you're wearing heavy armour.
Sentinel
When an enemy within melee range attacks an ally, you can use a
reaction to make a weapon attack against that enemy. Target ally must not have the Sentinel Feat.
You gain
Advantage on Opportunity Attacks, and when you hit a creature with an Opportunity Attack, it can no longer move for the rest of its turn.
reaction to make a weapon attack against that enemy. Target ally must not have the Sentinel Feat.You gain
Advantage on Opportunity Attacks, and when you hit a creature with an Opportunity Attack, it can no longer move for the rest of its turn.
Moderately Armoured
You gain Armour Proficiency with Medium Armour and shields, and your
Strength or
Dexterity increases by 1, to a maximum of 20.
Strength or
Dexterity increases by 1, to a maximum of 20.
Medium Armour Master
When you wear Medium Armour, it doesn't impose
Disadvantage on Stealth
Checks. The bonus to
Armour Class you can gain from your Dexterity Modifier also becomes +3 instead of +2.
Disadvantage on Stealth
Checks. The bonus to
Armour Class you can gain from your Dexterity Modifier also becomes +3 instead of +2.
Lucky
You gain 3
Luck Points, which you can use to gain
Advantage on
Attack Rolls,
Ability Checks, or
Saving Throws, or to make an enemy reroll their Attack Rolls.
Luck Points, which you can use to gain
Advantage on
Attack Rolls,
Ability Checks, or
Saving Throws, or to make an enemy reroll their Attack Rolls.
Feather Fall
You and nearby allies gain
Immunity to Falling damage.
Immunity to Falling damage.
Animal Friendship
Convince a beast not to attack you.
Speak with Animals
Gain the ability to comprehend and communicate with beasts.
Disguise Self
Magically change all aspects of your appearance.
Dissonant Whispers
Disadvantage on
Ability Checks and
Attack Rolls and they cannot move.
Cure Wounds
Heal a creature you can touch.
Sleep
Put creatures into a magical slumber. Select targets up to a combined 24.
Bane
Up to 3 creatures receive a -[1] penalty to
Attack Rolls and
Saving Throws.
Attack Rolls and
Saving Throws.
Heroism
Make yourself or a target immune to
Frightened and gain [1] each turn.
Faerie Fire
All targets within the light turn visible, and
Attack Rolls against them have
Advantage.
Attack Rolls against them have
Advantage.
Charm Person
Advantage on Charisma
Checks in dialogue.
Thunderwave
Release a wave of thunderous force that pushes away all creatures and objects.
Healing Word
Heal a creature you can see.
Tasha's Hideous Laughter
Leave a creature
Prone with laughter, without the ability to get up.
Longstrider
Increase three creatures'
movement speed by [1].
movement speed by [1].
Crown of Madness
Instil madness in a humanoid enemy, making them attack the creature closest to them (other than you), even if it's allied.
Heat Metal
Cause a metal weapon or armour to glow red-hot and force the wearer to let go or receive
Disadvantage on
Attack Rolls and
Ability Checks.
Disadvantage on
Attack Rolls and
Ability Checks.
Knock
Unlock an object that is held shut by a mundane lock.
Enhance Ability
Bestow a magical enhancement upon an ally. They gain
Advantage on
Ability Checks with a chosen Ability.
Advantage on
Ability Checks with a chosen Ability.
Cloud of Daggers
Conjure a cloud of spinning daggers that attack anyone inside.
Enthrall
Reduce a creature's peripheral vision and make it look at you.
Detect Thoughts
Focus your mind to read the thoughts of certain creatures while talking to them.
Blindness
Attack Rolls against it have
Advantage and the foe attacks with
Disadvantage.
Hold Person
Silence
This creature can't speak or cast spells that have a verbal component.
Invisibility
Touch a creature to turn it
Invisible. Attacks against it have
Disadvantage. It attacks with
Advantage.
Disadvantage. It attacks with
Advantage.
See Invisibility
Become able to see
Invisible creatures, and possibly reveal them to others.
Shatter
Damages all nearby creatures and objects. Creatures made of inorganic material such as stone have
Disadvantage on their
Saving Throw.
Disadvantage on their
Saving Throw.
Calm Emotions
Humanoids can't be
Charmed,
Frightened, or become enraged.
Lesser Restoration
Cure a creature from disease, poison, paralysis or blindness.
Phantasmal Force
Phantasmal Force causes entities to be haunted by an echo of the last thing that attacked them.
They take [1] each turn. Each time they take damage from another source, the damage type of Phantasmal Force changes to that damage type.
They take [1] each turn. Each time they take damage from another source, the damage type of Phantasmal Force changes to that damage type.
Glyph of Warding
Inscribe a circle of arcane glyphs on the ground. When stepped on by an enemy, the selected magical effect will trigger.
Fear
Hostile targets drop everything and become
Fearful: they have
Disadvantage on
Ability Checks and
Attack Rolls.
Disadvantage on
Ability Checks and
Attack Rolls.
Speak with Dead
Grant a semblance of life to a humanoid corpse, allowing it to answer up to 5 questions.
Plant Growth
Make weeds burst from the ground and smother the area. Creatures moving through the weeds have their
movement speed quartered.
movement speed quartered.
Stinking Cloud
Create a cloud of gas so nauseating it prevents creatures from taking actions.
Bestow Curse
Curse a creature with your touch. The curse either bestows
Disadvantage on
checks and
Saving Throws or
attacks, lets you deal additional damage to the target, or robs it of its actions.
Disadvantage on
checks and
Saving Throws or
attacks, lets you deal additional damage to the target, or robs it of its actions.
Feign Death
Put an ally in a protective coma. They become Resistant to all damage except Psychic damage. Disease and poison have no effect.
Hypnotic Pattern
Feather Fall
You and nearby allies gain
Immunity to Falling damage.
Immunity to Falling damage.
Animal Friendship
Convince a beast not to attack you.
Speak with Animals
Gain the ability to comprehend and communicate with beasts.
Disguise Self
Magically change all aspects of your appearance.
Dissonant Whispers
Disadvantage on
Ability Checks and
Attack Rolls and they cannot move.
Cure Wounds
Heal a creature you can touch.
Sleep
Put creatures into a magical slumber. Select targets up to a combined 24.
Bane
Up to 3 creatures receive a -[1] penalty to
Attack Rolls and
Saving Throws.
Attack Rolls and
Saving Throws.
Heroism
Make yourself or a target immune to
Frightened and gain [1] each turn.
Faerie Fire
All targets within the light turn visible, and
Attack Rolls against them have
Advantage.
Attack Rolls against them have
Advantage.
Charm Person
Advantage on Charisma
Checks in dialogue.
Thunderwave
Release a wave of thunderous force that pushes away all creatures and objects.
Healing Word
Heal a creature you can see.
Tasha's Hideous Laughter
Leave a creature
Prone with laughter, without the ability to get up.
Longstrider
Increase three creatures'
movement speed by [1].
movement speed by [1].
Crown of Madness
Instil madness in a humanoid enemy, making them attack the creature closest to them (other than you), even if it's allied.
Heat Metal
Cause a metal weapon or armour to glow red-hot and force the wearer to let go or receive
Disadvantage on
Attack Rolls and
Ability Checks.
Disadvantage on
Attack Rolls and
Ability Checks.
Knock
Unlock an object that is held shut by a mundane lock.
Enhance Ability
Bestow a magical enhancement upon an ally. They gain
Advantage on
Ability Checks with a chosen Ability.
Advantage on
Ability Checks with a chosen Ability.
Cloud of Daggers
Conjure a cloud of spinning daggers that attack anyone inside.
Enthrall
Reduce a creature's peripheral vision and make it look at you.
Detect Thoughts
Focus your mind to read the thoughts of certain creatures while talking to them.
Blindness
Attack Rolls against it have
Advantage and the foe attacks with
Disadvantage.
Hold Person
Silence
This creature can't speak or cast spells that have a verbal component.
Invisibility
Touch a creature to turn it
Invisible. Attacks against it have
Disadvantage. It attacks with
Advantage.
Disadvantage. It attacks with
Advantage.
See Invisibility
Become able to see
Invisible creatures, and possibly reveal them to others.
Shatter
Damages all nearby creatures and objects. Creatures made of inorganic material such as stone have
Disadvantage on their
Saving Throw.
Disadvantage on their
Saving Throw.
Calm Emotions
Humanoids can't be
Charmed,
Frightened, or become enraged.
Lesser Restoration
Cure a creature from disease, poison, paralysis or blindness.
Phantasmal Force
Phantasmal Force causes entities to be haunted by an echo of the last thing that attacked them.
They take [1] each turn. Each time they take damage from another source, the damage type of Phantasmal Force changes to that damage type.
They take [1] each turn. Each time they take damage from another source, the damage type of Phantasmal Force changes to that damage type.
Glyph of Warding
Inscribe a circle of arcane glyphs on the ground. When stepped on by an enemy, the selected magical effect will trigger.
Fear
Hostile targets drop everything and become
Fearful: they have
Disadvantage on
Ability Checks and
Attack Rolls.
Disadvantage on
Ability Checks and
Attack Rolls.
Speak with Dead
Grant a semblance of life to a humanoid corpse, allowing it to answer up to 5 questions.
Plant Growth
Make weeds burst from the ground and smother the area. Creatures moving through the weeds have their
movement speed quartered.
movement speed quartered.
Stinking Cloud
Create a cloud of gas so nauseating it prevents creatures from taking actions.
Bestow Curse
Curse a creature with your touch. The curse either bestows
Disadvantage on
checks and
Saving Throws or
attacks, lets you deal additional damage to the target, or robs it of its actions.
Disadvantage on
checks and
Saving Throws or
attacks, lets you deal additional damage to the target, or robs it of its actions.
Feign Death
Put an ally in a protective coma. They become Resistant to all damage except Psychic damage. Disease and poison have no effect.
Hypnotic Pattern
Dimension Door
Teleport yourself and up to 1 adjacent ally to a place you can see. The ally cannot be larger than medium.
Polymorph
Transform a creature into a harmless sheep.
Greater Invisibility
Turn a creature
Invisible. Attacks against it have
Disadvantage. It attacks with
Advantage.
Disadvantage. It attacks with
Advantage.
Freedom of Movement
Snap an ally out of any
Stun.
Difficult Terrain can't slow them down, and they can't be magically
Paralysed or
Restrained.
Confusion
Feather Fall
You and nearby allies gain
Immunity to Falling damage.
Immunity to Falling damage.
Animal Friendship
Convince a beast not to attack you.
Speak with Animals
Gain the ability to comprehend and communicate with beasts.
Disguise Self
Magically change all aspects of your appearance.
Dissonant Whispers
Disadvantage on
Ability Checks and
Attack Rolls and they cannot move.
Cure Wounds
Heal a creature you can touch.
Sleep
Put creatures into a magical slumber. Select targets up to a combined 24.
Bane
Up to 3 creatures receive a -[1] penalty to
Attack Rolls and
Saving Throws.
Attack Rolls and
Saving Throws.
Heroism
Make yourself or a target immune to
Frightened and gain [1] each turn.
Faerie Fire
All targets within the light turn visible, and
Attack Rolls against them have
Advantage.
Attack Rolls against them have
Advantage.
Charm Person
Advantage on Charisma
Checks in dialogue.
Thunderwave
Release a wave of thunderous force that pushes away all creatures and objects.
Healing Word
Heal a creature you can see.
Tasha's Hideous Laughter
Leave a creature
Prone with laughter, without the ability to get up.
Longstrider
Increase three creatures'
movement speed by [1].
movement speed by [1].
Crown of Madness
Instil madness in a humanoid enemy, making them attack the creature closest to them (other than you), even if it's allied.
Heat Metal
Cause a metal weapon or armour to glow red-hot and force the wearer to let go or receive
Disadvantage on
Attack Rolls and
Ability Checks.
Disadvantage on
Attack Rolls and
Ability Checks.
Knock
Unlock an object that is held shut by a mundane lock.
Enhance Ability
Bestow a magical enhancement upon an ally. They gain
Advantage on
Ability Checks with a chosen Ability.
Advantage on
Ability Checks with a chosen Ability.
Cloud of Daggers
Conjure a cloud of spinning daggers that attack anyone inside.
Enthrall
Reduce a creature's peripheral vision and make it look at you.
Detect Thoughts
Focus your mind to read the thoughts of certain creatures while talking to them.
Blindness
Attack Rolls against it have
Advantage and the foe attacks with
Disadvantage.
Hold Person
Silence
This creature can't speak or cast spells that have a verbal component.
Invisibility
Touch a creature to turn it
Invisible. Attacks against it have
Disadvantage. It attacks with
Advantage.
Disadvantage. It attacks with
Advantage.
See Invisibility
Become able to see
Invisible creatures, and possibly reveal them to others.
Shatter
Damages all nearby creatures and objects. Creatures made of inorganic material such as stone have
Disadvantage on their
Saving Throw.
Disadvantage on their
Saving Throw.
Calm Emotions
Humanoids can't be
Charmed,
Frightened, or become enraged.
Lesser Restoration
Cure a creature from disease, poison, paralysis or blindness.
Phantasmal Force
Phantasmal Force causes entities to be haunted by an echo of the last thing that attacked them.
They take [1] each turn. Each time they take damage from another source, the damage type of Phantasmal Force changes to that damage type.
They take [1] each turn. Each time they take damage from another source, the damage type of Phantasmal Force changes to that damage type.
Glyph of Warding
Inscribe a circle of arcane glyphs on the ground. When stepped on by an enemy, the selected magical effect will trigger.
Fear
Hostile targets drop everything and become
Fearful: they have
Disadvantage on
Ability Checks and
Attack Rolls.
Disadvantage on
Ability Checks and
Attack Rolls.
Speak with Dead
Grant a semblance of life to a humanoid corpse, allowing it to answer up to 5 questions.
Plant Growth
Make weeds burst from the ground and smother the area. Creatures moving through the weeds have their
movement speed quartered.
movement speed quartered.
Stinking Cloud
Create a cloud of gas so nauseating it prevents creatures from taking actions.
Bestow Curse
Curse a creature with your touch. The curse either bestows
Disadvantage on
checks and
Saving Throws or
attacks, lets you deal additional damage to the target, or robs it of its actions.
Disadvantage on
checks and
Saving Throws or
attacks, lets you deal additional damage to the target, or robs it of its actions.
Feign Death
Put an ally in a protective coma. They become Resistant to all damage except Psychic damage. Disease and poison have no effect.
Hypnotic Pattern
Dimension Door
Teleport yourself and up to 1 adjacent ally to a place you can see. The ally cannot be larger than medium.
Polymorph
Transform a creature into a harmless sheep.
Greater Invisibility
Turn a creature
Invisible. Attacks against it have
Disadvantage. It attacks with
Advantage.
Disadvantage. It attacks with
Advantage.
Freedom of Movement
Snap an ally out of any
Stun.
Difficult Terrain can't slow them down, and they can't be magically
Paralysed or
Restrained.
Confusion
Hold Monster
Mass Cure Wounds
Unleash a soothing hum of energy that heals you and nearby allies.
Greater Restoration
Touch a creature and negate any
Charm,
Petrification,
Stun, or curse afflicting it.
Seeming
Disguise up to 4 members of your adventuring party.
Planar Binding
Target an otherworldly creature and attach its consciousness to your own. It will follow and fight for you as an ally.
Dominate Person
Make a humanoid fight alongside you. Every time the creature takes damage, it makes a Wisdom
Saving Throw against your domination. Allies cannot be dominated.
Saving Throw against your domination. Allies cannot be dominated.
Bone Chill
Prevent the target from healing until your next turn. The target cannot help
Downed characters. An undead target receives
Disadvantage on
Attack Rolls.
Downed characters. An undead target receives
Disadvantage on
Attack Rolls.
Ray of Frost
Reduces the target's
movement speed by 3m.
movement speed by 3m.
Eldritch Blast
Conjure [1] beam(s) of crackling energy.
Sacred Flame
Engulf a target in a flame-like radiance.
Fire Bolt
Hurl a mote of fire.
False Life
Gain 12.
Magic Missile
Shoot 3 magical darts, each dealing 1d4+1 Force damage. They always hit their target.
Command
Command a creature to flee, move closer, freeze, drop to the ground or drop its weapon.
Hunter's Mark
When you attack your quarry, you deal an additional 1d6 damage.
Sanctuary
You or an ally cannot be targeted until you attack or harm a creature. You can still take damage from area spells.
Armour of Agathys
A spectral frost covers you and your gear. When a creature hits you with a melee attack, it takes 5 Cold damage.
Ice Knife
Throw a shard of ice that deals 1d10 Piercing damage. It explodes and deals 2d6 Cold damage to anyone nearby. It leaves an ice surface.
Chromatic Orb
Hurl a sphere that deals 3d8 Thunder damage and possibly creates a surface on impact. Alternatively, choose a different type of damage.
Guiding Bolt
The next
Attack Roll against this target has
Advantage.
Attack Roll against this target has
Advantage.
Hex
Attacking the target of your Hex spell deals an extra 1d6 Necrotic damage.
Hellish Rebuke
React to your next attacker with flames that deal 2d10 Fire damage.
Thunderous Smite
Pushes your target 3m away and possibly knocks it
Prone.
Bless
Bless up to 3 creatures. They gain a +[1] bonus to
Attack Rolls and
Saving Throws.
Attack Rolls and
Saving Throws.
Entangle
Create a vine surface, slowing down creatures, possibly
Entangling them.
Spike Growth
Shape a piece of ground into hard spikes. Movement is halved. A creature walking on the spikes takes 2d4 Piercing damage for every 1.5m it moves.
Web
Cover an area in thick, flammable webbing that slows creatures within and possibly
Enwebs them.
Arcane Lock
Close a door or container with a magical lock. It can no longer be lockpicked or opened with
Knock.
Pass Without Trace
Call forth a veil of shadows and silence that gives you and all nearby companions a +10 bonus to Stealth
Checks.
Checks.
Misty Step
Surrounded by silver mist, you teleport to an unoccupied space you can see.
Darkvision
You can see in the dark up to 12m.
Ray of Enfeeblement
Weaken a foe: they deal half damage with weapon attacks using
Strength.
Strength.
Darkness
Create a dark shroud that Heavily Obscures and
Blinds creatures within. Creatures cannot make ranged attacks into or out of it.
Spiritual Weapon
Summon a floating, spectral weapon that attacks your enemies alongside you.
Scorching Ray
Hurl 3 rays of fire. Each ray deals 2d6 Fire damage.
Blur
Attackers have
Disadvantage on
Attack Rolls against you.
Disadvantage on
Attack Rolls against you.
Haste
Target yourself or an ally to become
Hastened: gain an action, become faster and gain +2 to
Armour Class.
Armour Class.
Gaseous Form
Transform yourself or an ally into a tiny gas cloud. It can't fall, and fits through small openings. It is very hard to damage.
Call Lightning
Lightning strikes all targets within range. Then for 10 turns, you can call down lightning again without expending a
spell slot.
spell slot.
Mass Healing Word
Heal your nearby allies.
Slow
Target up to 6 creatures and
Slow them. Movement and actions are affected, and their
AC and Dexterity
saves are reduced by 2.
AC and Dexterity
saves are reduced by 2.
Animate Dead
Animate a pile of bones or a corpse to serve you.
Lightning Bolt
Call forth a blast of lightning that hits all creatures in the line of the eruption.
Grant Flight
Bestow the ability to
Fly upon yourself or an ally.
Revivify
Revive a companion. They return to life with 1 hit point.
Crusader's Mantle
Radiate a holy power that emboldens you and nearby allies. You and your allies' weapon attacks deal an additional 1d4 Radiant damage.
Spirit Guardians
Call forth spirits to protect you. Nearby enemies take 3d8 Radiant damage or 3d8 Necrotic damage per turn, and their
movement speed is halved.
movement speed is halved.
Remove Curse
Touch a creature or object to remove all Curses and Hexes affecting it.
Counterspell
Try to stop a spell being cast.
Sleet Storm
Call forth a storm that disrupts the
Concentration of spellcasters, douses fires, and creates an ice surface.
Concentration of spellcasters, douses fires, and creates an ice surface.
Hunger of Hadar
Creatures within this black sphere are
Blinded and take damage at the end of their turn and the start of their turn.
Daylight
Enchant an item to shine like the sun or summon a sphere of sunlight that dispels all darkness around it.
Fireball
Shoot a bright flame from your fingers that explodes upon contact, torching everything in the vicinity.
Warden of Vitality
While this aura lasts, you can cast
Restore Vitality as a bonus action to heal yourself or nearby allies.
Vampiric Touch
Touch an enemy to siphon their life force and regain half as many
hit points.
hit points.
Guardian of Faith
When an entity enters your attack range, you can strike them.
Dominate Beast
Make a beast fight alongside you. Every time the beast takes damage, it makes a Wisdom
Saving Throw against your domination.
Saving Throw against your domination.
Ice Storm
Impel a storm of hail and ice to crash from the sky, covering the ground and striking all objects and creatures within range.
Blight
Plants take maximum damage from this spell, and have
Disadvantage on the
Saving Throw against it.
Disadvantage on the
Saving Throw against it.
Death Ward
Protect a creature from death. The next time damage would reduce it to 0
hit points, it remains conscious with 1 hit point left.
hit points, it remains conscious with 1 hit point left.
Banishment
Temporarily
Banish your target to another plane of existence.
Fire Shield
Wreathe your body in flames that shed light in a 3m radius, provide Resistance to Fire or Cold damage, and retaliate against melee attacks.
Wall of Fire
Create a blazing wall of fire, burning anyone who dares stand too close.
Contagion
Cone of Cold
Make a flurry of frost, crisp air, and condensed snow crystals erupt from your hands.
Wall of Stone
Raise a wall of non-magical, solid stone.
Conjure Elemental
Bend the barrier between the Planes until they disgorge an elemental ally to follow and fight for you.
Banishing Smite
Possibly
Banish your target to another plane of existence.
Feather Fall
You and nearby allies gain
Immunity to Falling damage.
Immunity to Falling damage.
Animal Friendship
Convince a beast not to attack you.
Speak with Animals
Gain the ability to comprehend and communicate with beasts.
Disguise Self
Magically change all aspects of your appearance.
Dissonant Whispers
Disadvantage on
Ability Checks and
Attack Rolls and they cannot move.
Cure Wounds
Heal a creature you can touch.
Sleep
Put creatures into a magical slumber. Select targets up to a combined 24.
Bane
Up to 3 creatures receive a -[1] penalty to
Attack Rolls and
Saving Throws.
Attack Rolls and
Saving Throws.
Heroism
Make yourself or a target immune to
Frightened and gain [1] each turn.
Faerie Fire
All targets within the light turn visible, and
Attack Rolls against them have
Advantage.
Attack Rolls against them have
Advantage.
Charm Person
Advantage on Charisma
Checks in dialogue.
Thunderwave
Release a wave of thunderous force that pushes away all creatures and objects.
Healing Word
Heal a creature you can see.
Tasha's Hideous Laughter
Leave a creature
Prone with laughter, without the ability to get up.
Longstrider
Increase three creatures'
movement speed by [1].
movement speed by [1].
Crown of Madness
Instil madness in a humanoid enemy, making them attack the creature closest to them (other than you), even if it's allied.
Heat Metal
Cause a metal weapon or armour to glow red-hot and force the wearer to let go or receive
Disadvantage on
Attack Rolls and
Ability Checks.
Disadvantage on
Attack Rolls and
Ability Checks.
Knock
Unlock an object that is held shut by a mundane lock.
Enhance Ability
Bestow a magical enhancement upon an ally. They gain
Advantage on
Ability Checks with a chosen Ability.
Advantage on
Ability Checks with a chosen Ability.
Cloud of Daggers
Conjure a cloud of spinning daggers that attack anyone inside.
Enthrall
Reduce a creature's peripheral vision and make it look at you.
Detect Thoughts
Focus your mind to read the thoughts of certain creatures while talking to them.
Blindness
Attack Rolls against it have
Advantage and the foe attacks with
Disadvantage.
Hold Person
Silence
This creature can't speak or cast spells that have a verbal component.
Invisibility
Touch a creature to turn it
Invisible. Attacks against it have
Disadvantage. It attacks with
Advantage.
Disadvantage. It attacks with
Advantage.
See Invisibility
Become able to see
Invisible creatures, and possibly reveal them to others.
Shatter
Damages all nearby creatures and objects. Creatures made of inorganic material such as stone have
Disadvantage on their
Saving Throw.
Disadvantage on their
Saving Throw.
Calm Emotions
Humanoids can't be
Charmed,
Frightened, or become enraged.
Lesser Restoration
Cure a creature from disease, poison, paralysis or blindness.
Phantasmal Force
Phantasmal Force causes entities to be haunted by an echo of the last thing that attacked them.
They take [1] each turn. Each time they take damage from another source, the damage type of Phantasmal Force changes to that damage type.
They take [1] each turn. Each time they take damage from another source, the damage type of Phantasmal Force changes to that damage type.
Glyph of Warding
Inscribe a circle of arcane glyphs on the ground. When stepped on by an enemy, the selected magical effect will trigger.
Fear
Hostile targets drop everything and become
Fearful: they have
Disadvantage on
Ability Checks and
Attack Rolls.
Disadvantage on
Ability Checks and
Attack Rolls.
Speak with Dead
Grant a semblance of life to a humanoid corpse, allowing it to answer up to 5 questions.
Plant Growth
Make weeds burst from the ground and smother the area. Creatures moving through the weeds have their
movement speed quartered.
movement speed quartered.
Stinking Cloud
Create a cloud of gas so nauseating it prevents creatures from taking actions.
Bestow Curse
Curse a creature with your touch. The curse either bestows
Disadvantage on
checks and
Saving Throws or
attacks, lets you deal additional damage to the target, or robs it of its actions.
Disadvantage on
checks and
Saving Throws or
attacks, lets you deal additional damage to the target, or robs it of its actions.
Feign Death
Put an ally in a protective coma. They become Resistant to all damage except Psychic damage. Disease and poison have no effect.
Hypnotic Pattern
Dimension Door
Teleport yourself and up to 1 adjacent ally to a place you can see. The ally cannot be larger than medium.
Polymorph
Transform a creature into a harmless sheep.
Greater Invisibility
Turn a creature
Invisible. Attacks against it have
Disadvantage. It attacks with
Advantage.
Disadvantage. It attacks with
Advantage.
Freedom of Movement
Snap an ally out of any
Stun.
Difficult Terrain can't slow them down, and they can't be magically
Paralysed or
Restrained.
Confusion
Hold Monster
Mass Cure Wounds
Unleash a soothing hum of energy that heals you and nearby allies.
Greater Restoration
Touch a creature and negate any
Charm,
Petrification,
Stun, or curse afflicting it.
Seeming
Disguise up to 4 members of your adventuring party.
Planar Binding
Target an otherworldly creature and attach its consciousness to your own. It will follow and fight for you as an ally.
Dominate Person
Make a humanoid fight alongside you. Every time the creature takes damage, it makes a Wisdom
Saving Throw against your domination. Allies cannot be dominated.
Saving Throw against your domination. Allies cannot be dominated.
Eyebite
Your eyes become black corridors walled in teeth, your gaze capable of inflicting dread, sickness, or putting creatures to sleep.
Otto's Irresistible Dance
Cause a creature to start dancing, making it unable to take actions or move. Its attackers have
Advantage on Attack Rolls.
Advantage on Attack Rolls.
Bone Chill
Prevent the target from healing until your next turn. The target cannot help
Downed characters. An undead target receives
Disadvantage on
Attack Rolls.
Downed characters. An undead target receives
Disadvantage on
Attack Rolls.
Ray of Frost
Reduces the target's
movement speed by 3m.
movement speed by 3m.
Eldritch Blast
Conjure [1] beam(s) of crackling energy.
Sacred Flame
Engulf a target in a flame-like radiance.
Fire Bolt
Hurl a mote of fire.
False Life
Gain 12.
Magic Missile
Shoot 3 magical darts, each dealing 1d4+1 Force damage. They always hit their target.
Command
Command a creature to flee, move closer, freeze, drop to the ground or drop its weapon.
Hunter's Mark
When you attack your quarry, you deal an additional 1d6 damage.
Sanctuary
You or an ally cannot be targeted until you attack or harm a creature. You can still take damage from area spells.
Armour of Agathys
A spectral frost covers you and your gear. When a creature hits you with a melee attack, it takes 5 Cold damage.
Ice Knife
Throw a shard of ice that deals 1d10 Piercing damage. It explodes and deals 2d6 Cold damage to anyone nearby. It leaves an ice surface.
Chromatic Orb
Hurl a sphere that deals 3d8 Thunder damage and possibly creates a surface on impact. Alternatively, choose a different type of damage.
Guiding Bolt
The next
Attack Roll against this target has
Advantage.
Attack Roll against this target has
Advantage.
Hex
Attacking the target of your Hex spell deals an extra 1d6 Necrotic damage.
Hellish Rebuke
React to your next attacker with flames that deal 2d10 Fire damage.
Thunderous Smite
Pushes your target 3m away and possibly knocks it
Prone.
Bless
Bless up to 3 creatures. They gain a +[1] bonus to
Attack Rolls and
Saving Throws.
Attack Rolls and
Saving Throws.
Entangle
Create a vine surface, slowing down creatures, possibly
Entangling them.
Spike Growth
Shape a piece of ground into hard spikes. Movement is halved. A creature walking on the spikes takes 2d4 Piercing damage for every 1.5m it moves.
Web
Cover an area in thick, flammable webbing that slows creatures within and possibly
Enwebs them.
Arcane Lock
Close a door or container with a magical lock. It can no longer be lockpicked or opened with
Knock.
Pass Without Trace
Call forth a veil of shadows and silence that gives you and all nearby companions a +10 bonus to Stealth
Checks.
Checks.
Misty Step
Surrounded by silver mist, you teleport to an unoccupied space you can see.
Darkvision
You can see in the dark up to 12m.
Ray of Enfeeblement
Weaken a foe: they deal half damage with weapon attacks using
Strength.
Strength.
Darkness
Create a dark shroud that Heavily Obscures and
Blinds creatures within. Creatures cannot make ranged attacks into or out of it.
Spiritual Weapon
Summon a floating, spectral weapon that attacks your enemies alongside you.
Scorching Ray
Hurl 3 rays of fire. Each ray deals 2d6 Fire damage.
Blur
Attackers have
Disadvantage on
Attack Rolls against you.
Disadvantage on
Attack Rolls against you.
Haste
Target yourself or an ally to become
Hastened: gain an action, become faster and gain +2 to
Armour Class.
Armour Class.
Gaseous Form
Transform yourself or an ally into a tiny gas cloud. It can't fall, and fits through small openings. It is very hard to damage.
Call Lightning
Lightning strikes all targets within range. Then for 10 turns, you can call down lightning again without expending a
spell slot.
spell slot.
Mass Healing Word
Heal your nearby allies.
Slow
Target up to 6 creatures and
Slow them. Movement and actions are affected, and their
AC and Dexterity
saves are reduced by 2.
AC and Dexterity
saves are reduced by 2.
Animate Dead
Animate a pile of bones or a corpse to serve you.
Lightning Bolt
Call forth a blast of lightning that hits all creatures in the line of the eruption.
Grant Flight
Bestow the ability to
Fly upon yourself or an ally.
Revivify
Revive a companion. They return to life with 1 hit point.
Crusader's Mantle
Radiate a holy power that emboldens you and nearby allies. You and your allies' weapon attacks deal an additional 1d4 Radiant damage.
Spirit Guardians
Call forth spirits to protect you. Nearby enemies take 3d8 Radiant damage or 3d8 Necrotic damage per turn, and their
movement speed is halved.
movement speed is halved.
Remove Curse
Touch a creature or object to remove all Curses and Hexes affecting it.
Counterspell
Try to stop a spell being cast.
Sleet Storm
Call forth a storm that disrupts the
Concentration of spellcasters, douses fires, and creates an ice surface.
Concentration of spellcasters, douses fires, and creates an ice surface.
Hunger of Hadar
Creatures within this black sphere are
Blinded and take damage at the end of their turn and the start of their turn.
Daylight
Enchant an item to shine like the sun or summon a sphere of sunlight that dispels all darkness around it.
Fireball
Shoot a bright flame from your fingers that explodes upon contact, torching everything in the vicinity.
Warden of Vitality
While this aura lasts, you can cast
Restore Vitality as a bonus action to heal yourself or nearby allies.
Vampiric Touch
Touch an enemy to siphon their life force and regain half as many
hit points.
hit points.
Duelling
When you are wielding a melee weapon that is not Two-Handed in one hand, and no weapon in the other, you deal an additional 2 damage with that weapon.
Two-Weapon Fighting
When you make an
attack with your off-hand weapon, you can add your Ability Modifier to the damage of the attack.
attack with your off-hand weapon, you can add your Ability Modifier to the damage of the attack.