Level from: to








custom background URL

custom background icons
Back to default icons

Change class color:
Back to default color


Sorry guys, I need to pay server's bills.
=_=
Download PDF
Liked it?
Support on Boosty

Support on Patreon

Contacts:
Twitter with update log: @angrygazebo
if you have any ideas, email me
In Tobolar we trust!
Last spellbooks:
ArtificerWizardSorcererBardClericDruidPaladinRangerWarlockOtherw40k
What do you think?
http://beta.hardcodex.ru :3
A4 portrait 9 cards
on page

Armor of Agathys

  • casting time1 action
  • rangeSelf

  • componentsV, S, M
  • duration1 hour

a cup of water

A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot level above 1st.

Paladin (Conquest) 1st level Abjuration

Amanuensis

  • casting time1 action
  • range30 feet

  • componentsV, S, M
  • durationConcentration, up to 1 hour

any kind of blank paper

You choose any nonmagical writing you can see within range and it is magically copied onto blank paper you are holding. This spell copies 250 words per minute and creates a perfect duplicate of the original. It does not translate the text or make it clearer
Illustrations or magical writings (such as the text of a spellbook, a spell scroll, or a glyph of warding) are not copied at all by this spell. If the original text contains both normal writing and magical writing or illustrations (such as a letter with a glyph of warding or a drawing in one corner), only the normal text is copied
You must provide blank paper in some form for the spell to copy the text onto. If a blank sheet is filled with copied text, you must cast the spell again with a new blank sheet of paper to continue copying more text.

Bard Transmutation cantrip

Astral Seal

  • casting time1 action
  • range10 feet

  • componentsV, S, M
  • durationInstantaneous

a silver mirror

A flash of silver light streaks toward a creature of your choice you can see within range. Make a ranged spell attack against the target. On a hit, the target suffers 1d6 radiant damage, and you outline your enemy with the silver glow of the Astral Plane, exuding an energizing light that may aid an ally. The next time an ally hits the target with an attack roll before the end of your next turn, that ally gains temporary hit points equal to half the radiant damage inflicted. Objects and creatures with 0 hit points do not grant temporary hit points from this spell when they are struck.
At Higher Levels. This spell's radiant damage increases when you reach higher levels, becoming 2d6 at 5th level, 3d6 at 11th level, and 4d6 at 17th level.

Bard Evocation cantrip

Blazing Starfall

  • casting time1 action
  • range60 feet

  • componentsV, S
  • durationConcentration, up to 1 minute

A shower of radiance falls upon your enemies and then bursts out, creating a cage of burning embers that are painful to pass through. Choose a 10-foot cube within range. Each creature in the cube must make a Dexterity saving throw, taking 1d4 radiant damage if it fails. Until the start of your next turn, the area of the cube is lightly obscured, and the next time a creature leaves the area, it takes 1d4 fire damage and the spell ends.
When you reach 5th level, the radiant damage and fire damage both increase to 2d4. Both damage rolls increase to 3d4 at 11th level, and 4d4 at 17th level.

Sorcerer Conjuration cantrip

Blood Curse

  • casting time1 action
  • range60 feet

  • componentsV, S
  • duration1 round

You gamble some of your own life force on a curse that bedevils your enemy but may empower you. You may not cast this spell if you currently have less than 5 hit points. Choose a target within range that can see or hear you. The target makes a Wisdom saving throw. If it fails, the target takes 1d4 psychic damage. You also take the same amount of psychic damage, which cannot be reduced or redirected in any way. Before the beginning of your next turn, if the target is hit with an attack, it takes an additional 1d4 necrotic damage, and the spell ends. When this happens, you also gain temporary hit points equal to your spellcasting ability modifier plus the amount of necrotic damage the creature took.
The necrotic damage increases by an extra 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Bard Necromancy cantrip

Challenger's Mark

  • casting time1 action
  • range5 feet

  • componentsV, S
  • duration1 round

You bellow out a magical challenge that your opponent finds difficult to ignore. When casting spell, make a melee weapon attack against one creature within range. On a hit, the target suffers the attack's normal effects. In addition, before the beginning of your next turn, the target has disadvantage on the next attack roll it makes that does not target you. Also, if the target willingly moves more than 30 feet away from or makes an attack that suffers disadvantage from this spell it immediately takes 1d8 psychic damage.
This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 psychic damage to the target, and the damage the target suffers for moving more than 30 feet away from you, or attacking you with disadvantage, increases to 2d8. Both damage rolls increase by 1d8 ad 11th level and 17 level.

Sorcerer Enchantment cantrip

Hand of Radiance

  • casting time1 action
  • range60 feet

  • componentsV, S, M
  • durationInstantaneous

a holy symbol

Sparks of holy light streak from your fingertips to strike your enemies. Choose up to three creatures within range, none of whom can be more than 10 feet apart. Each target must succeed on a Dexterity saving throw or take 1d4 radiant damage.
This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Bard Conjuration cantrip

Reaver’s Touch

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationInstantaneous

The touch of your hand drains a target’s life energy, allowing you to sacrifice animals or sometimes other creatures to make their vitality your own. Make a melee spell attack against the target. You have advantage on the attack if your target is a beast. On a hit, the target takes 1d6 necrotic damage, and you gain temporary hit points equal to half the damage dealt (rounded up).
The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Bard Necromancy cantrip

Leading Strike

  • casting time1 action
  • range5 feet

  • componentsV, S, M
  • durationInstantaneous

a melee weapon

As part of the action used to cast this spell, make a melee weapon attack against a creature within range. On a hit, the target suffers the attack's normal effects, and your enchanted strike shows an ally of your choice within 5 feet of you or the target how to hit your foe where it hurts. That ally has advantage on the next attack roll it makes against the target before the start of your next turn. If that attack hits, it inflicts an extra 1d6 radiant damage and the spell ends.
This spell's damage increases when you reach higher levels. At 5th level, your melee attack deals an extra 1d6 radiant damage to the target, and the extra radiant damage from an ally’s strike increases to 2d6. Both damage rolls increase by 1d6 at 11th level and 17th level.

Bard Enchantment cantrip

1 1
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0

Virtuous Strike

  • casting time1 action
  • range5 feet

  • componentsV, S, M
  • durationInstantaneous

a melee weapon

As part of the action used to cast this spell, make a melee weapon attack against a creature within range. On a hit, the target suffers the attack's normal effects, and divine light invested in your weapon fills you with resolve. If the target forces you to make a saving throw before the start of your next turn, the target takes an additional 1d6 radiant damage, you gain advantage on the saving throw, and the spell ends.
The spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d6 radiant damage to the target, and the damage the target takes for forcing you to make a saving throw increases to 2d6. Both damage rolls increase by 1d6 at 11th level and 17th level.

Bard Evocation cantrip

Voice of Battle

  • casting time1 action
  • range5 feet

  • componentsV
  • durationInstantaneous

You emit a powerful battle cry that hammers your enemy, distracting it from a nearby ally. Choose a creature within range that is adjacent to one of your allies. That target must make a Wisdom saving throw. If the target fails the saving throw, it takes 1d6 thunder damage and you can choose one ally that is within 5 feet of the target. That ally can use its reaction to move up to 10 feet without provoking an opportunity attack from the target, and the spell ends.
This spell's damage increases when you reach higher levels, dealing 2d6 thunder damage at 5th level, 3d6 at 11th level, and 4d6 at 17th level.

Bard Enchantment cantrip

Fortifying Cry

  • casting time1 action
  • rangeSelf

  • componentsV, S
  • durationInstantaneous

You assume an empowering stance and give a loud shout, rousing your own fighting spirit and defying fear. Roll 1d6. You gain temporary points equal to the number rolled, and you add that same number as a bonus to your next saving throw against exhaustion or becoming frightened before the end of your next turn.
When you cast this cantrip, you may also choose a creature within 5 feet of you and force it to roll a Wisdom saving throw. If it fails, it takes 1d4 psychic damage. The amount of psychic damage you inflict with this spell increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Bard Enchantment cantrip

Air Jaunt

  • casting time1 action
  • rangeSelf

  • componentsV, S, M
  • duration1 round

a fan

You gain the ability to walk on air. You gain a flying speed equal to your walking speed until the end of your next turn, at which point the spell ends, and if you are still aloft, you fall unless you can stop the fall.

Bard 1st level transmutation

Cleanse

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • durationConcentration, up to 1 hour

A mirror

A creature you touch is cleansed of all dirt and grime. The target regains 1 hit point, and for 1 hour the symptoms of any disease afflicting the target are suppressed. In addition, the target has advantage on any Charisma (Deception or Persuasion) checks against non-hostile humanoids made in the next 10 minutes.

Bard 1st level transmutation

Deathwatch

  • casting time1 action
  • range30 feet

  • componentsV, S
  • durationConcentration, up to 1 minute

Until the spell ends, you instantly know if creatures within range are near death (at 0 hit points) or fragile (less than 25% of their hit point maximum). You also know if a creature is undead, alive, or neither (a construct, for example).

Bard 1st level necromancy

Dictation(ritual)

  • casting time1 action
  • range20 feet

  • componentsV, M
  • durationConcentration, up to 1 hour

a quill

Choose a book, scroll, or paper that is on your person when you cast this spell. For the duration, anything said within 20 feet of the chosen object automatically appears written on its pages. Foreign languages are not translated but do appear spelled correctly using that language’s alphabet. Magical spells are not recorded.

Bard 1st level evocation

Entropic Shield

  • casting time1 action
  • rangeSelf

  • componentsV, S, M
  • durationConcentration, up to 1 minute

your holy symbol

Any ranged attack made against you for the duration has disadvantage.

Bard 1st level abjuration

Foundation of Stone

  • casting time1 action
  • range30 feet

  • componentsV, S
  • durationConcentration, up to 1 minute

You infuse your comrades with the strength of the earth. Choose six creatures within range. You and all the selected creatures gain a +2 bonus to AC, and advantage on Strength checks for the duration. However, if an affected creature moves from the space it was standing in when the spell was cast, or if it jumps, flies, or otherwise leaves solid ground, the spell's effects end for that creature
At Higher Levels:When you cast this spell using a spell slot of 3rd level or higher, the bonus to Armor Class increases by 1 for every two slot levels above 1st..

Bard 1st level transmutation

0 0
0 0
0 0
1 1
1 1
1 1
1 1
1 1
1 1

Prophesied Strike

  • casting time1 action
  • range5 feet

  • componentsV, S, M
  • durationInstantaneous

a melee weapon

You cast your mind's eye forward a split second, predicting the best moment for a telling blow. As part of the action used to cast this spell, make a melee weapon attack against a creature within range. You can use your spellcasting ability instead of Strength for the attack and damage bonus for this attack. If the attack hits, it inflicts an additional 2d6 damage of the weapon’s type, and the next attack roll made against the target before the end of your next turn is made with advantage.

Bard 1st level enchantment

Numinous Shield

  • casting time1 bonus action
  • rangeSelf (15-foot cone)

  • componentsV, S, M
  • duration1 action

a shield or metal plate embossed with a symbol of the upper planes

You project a celestial radiance that protects your allies but punishes an enemy. One creature of your choice within a 15-foot cone originating from you must make a Wisdom saving throw. On a failed save, the creature takes 2d10 radiant damage. In addition, choose up to three allies within the same cone. You and those allies each gain a +2 bonus to Armor Class until the end of your next turn.
At Higher Levels:When you cast this spell using a spell slot of 2nd level or higher, the radiant damage increases by 1d10 for each slot level above 1st.

Bard 1st level abjuration

Rejuvenate Self

  • casting time1 action
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 1 minute

For the duration of this spell, at the beginning of each of your turns, if you made one or more melee attacks that inflicted at least 10 points of damage since the start of your previous turn, you gain 1 temporary hit point for every 5 points of damage you inflicted with your most damaging attack. The maximum number of temporary hit points you can gain in this way in one turn is equal to your spellcasting ability modifier.
At Higher Levels:When you cast this spell using a 2nd-level or higher spell slot, you increase the duration of the spell to 10 minutes. If you use a 3rd- level or higher spell slot, the duration increases to 1 hour. In addition, the maximum number of temporary hit points you can gain from this spell in a turn is equal to your spellcasting ability modifier or the level of the slot you used to cast this spell, whichever is higher.

Bard 1st level necromancy

Summons of Justice

  • casting time1 action
  • range30 feet

  • componentsV, S, M
  • durationInstantaneous

You sacrifice some of your own vitality to hurl two rays of holy energy that compel your enemies to come forward. You can hurl your rays at one target or divide them among multiple targets. Make a ranged spell attack for each ray against a target within range. On a hit, the target takes 2d6 radiant damage, and you can pull it up to 15 feet closer to you.
You also take 2 points of radiant damage for each ray that hit. Until the start of your next turn, attack rolls against you have advantage, and you have disadvantage on Strength, Dexterity, and Constitution saving throws.
At Higher Levels:When you cast this spell using a spell slot of 2nd level or higher, you create one additional ray for each slot level above 1st.

Bard 1st level evocation

Updraft

  • casting time1 bonus action
  • rangeSelf

  • componentsV, S, M
  • durationInstantaneous

a miniature propeller or windmill

When you cast this spell, a small vortex of swirling air forms beneath your feet, lifting you upward. You can rise a number of feet equal to 20 × your spellcasting ability modifier. You can also move a number of feet horizontally during any part of the movement equal to 5 × your spellcasting ability modifier. At the end of the turn in which you cast this spell, you float gently to the ground if you are still aloft.
At Higher Levels:When you cast this spell using a spell slot of 2nd level or higher, you can rise an additional 20 feet, and move horizontally by another 5 feet, for each slot level above 1st.

Bard 1st level conjuration

Vigor

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationConcentration, up to 1 minute

(a miniature propeller or windmill)The subject regains 1 hit point, and at the start of each of its turns until the spell ends, it regains 1 more hit point if its current hit point total is less than half its hit point maximum.
At Higher Levels:When you cast spell this spell using a slot of 2nd level or higher, the healing the subject gains at the start of each turn increases by 1 hit point for every slot level above 1.st

Bard 1st level evocation

Protection from Aerial Attack

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • durationConcentration up to 10 minutes

a heavy lead weight shaped like a shield

Until the spell ends, one willing creature you touch is protected against flying creatures. A creature with a fly speed has disadvantage on attack rolls against the subject, and when such a creature causes the target to make a Dexterity saving throw, it has advantage on that roll. The target also can’t be charmed or frightened by flying creatures. If the target is already charmed or frightened by such a creature, the target has advantage on any new saving throw against the relevant effect.

Bard 1st level abjuration

Thundering Armor

  • casting time1 bonus action
  • range60 feet

  • componentsV, S, M
  • durationInstantaneous

a tuning fork

You infuse a creature's armor with pulsing energy, increasing its protection and knocking a single foe away with an intense reverberation. Choose a friendly creature within range that is wearing armor. The subject gains a +2 bonus to AC until the end of its next turn. You can also choose a hostile creature within 5 feet of the ally. That hostile creature must make a Strength saving throw. On a failed save, it takes 2d8 thunder damage and is pushed 10 feet away from your ally. On a successful save, the target takes half damage and is not pushed. You cannot cast this spell on yourself.
At Higher Levels:When you cast this spell using a spell slot of 2nd-level or higher, the thunder damage increases by 1d8 for each slot level above 1st.

Bard 1st level abjuration

Celestial Fist

  • casting time1 action
  • range30 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a holy symbol

You conjure a great fist of light that smashes down on your enemy and seeks to hold that foe fast in its grip. Choose a large or smaller creature within range. The target must make a Dexterity saving throw. On a failed save, it takes 3d8 radiant damage and is restrained until the end of its next turn. On a successful save, it takes half as much damage, and isn’t restrained.
A creature restrained by this spell makes a Dexterity saving throw at the end of each of its turns. On a failed save, it remains restrained until the end of its next turn. On a successful save, the spell ends.
At Higher Levels:When you cast this spell using a spell slot of 2nd level or higher, the radiant damage increases by 1d8 for each slot level above 1st.

Bard 1st level conjuration

1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1

Wailing Wind(ritual)

  • casting time1 minute
  • range30 feet

  • componentsV,
  • duration8 hours

When this spell is cast, you set up a magical warning system. Choose any kind of area within range that is an exit or entrance to an indoor or underground area of any kind. The total size of the entrance or exit chosen must fit with a 40-foot cube. Until the spell ends, a wailing, whistling wind blows towards you whenever a Tiny or larger creature touches or enters the warded area.
You do not have to be in the area to receive the knowledge this spell provides. The wailing wind will seek you out as long as you are within 500 feet of the target area. The wailing wind has a distinct audible sound that can be heard by any creature, though they do not know what it means unless they are familiar with this spell.

Bard 1st level abjuration

Alicorn Lance

  • casting time1 action
  • range120 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a lock of Unicorn mane

A transparent alicorn (unicorn horn) forms about 2 inches from your brow. Starting the turn you cast this spell, for the duration you can use a bonus action during each of your turns to launch the horn at a creature you can see within range. The target must make a Dexterity saving throw, taking 3d6 radiant damage on a failed save. It is also outlined in silver faerie fire on a failed save, causing any attacks against it to be made with advantage until the start of your next turn. On a successful save the target takes half as much radiant damage, but suffers no other effects.
At Higher Levels:When you cast this spell using a spell slot of 3rd level or higher, the amount of radiant damage increases by 1d6 for each slot level above 2nd.

Bard 2nd level evocation

Blood Bond(ritual)

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • durationConcentration, up to 10 minute

a length of red silk ribbon

You choose two willing creatures within an Intelligence of 6 or higher and link their life forces. Any damage taken by either creature targeted by this spell is split between the linked creatures. If a spell that allows a saving throw for half damage strikes both creatures, they make only one saving throw (they may choose which creature will make the save) and then split any damage inflicted between them per this spell's normal effect.

Bard 2nd level enchantment

Blood Wind

  • casting time1 bonus action
  • range30 feet

  • componentsV, S
  • duration1 round

You choose one friendly creature within range as the spell’s target. Until the end of the creature's next turn, any melee attack it makes with an unarmed strike or a natural weapon (such as a claw, bite, or tail) carries the force of the wind, giving that attack a reach of 20 feet.

Sorcerer 1st level evocation

Body Blades

  • casting time1 action
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 10 minutes

When you cast this spell, sharp metallic blades sprout from your body and all your gear. You are proficient with the blades as light melee weapons that inflict 1d6 + your Strength modifier piercing damage. You can choose to attack with the blades using an attack action, and may even attack with one using each hand (following all normal rules for wielding a light weapon in each hand)
In addition, for the duration, you can deal damage when successfully grappling a creature. Whenever you have a creature grappled at the end of your turn, that creature takes piercing damage equal to 1d6 + your Strength modifier.
Finally, you have advantage on all ability checks or saving throws made to escape a grapple, and whenever a creature tries to grapple you, it takes piercing damage equal to 1d6 + your Strength modifier, whether they succeed or fail in their grapple attempt.

Bard 2nd level transmutation

Chilling Scythe

  • casting time1 action
  • rangeSelf

  • componentsV, S, M
  • durationConcentration, up to 1 minutes

a bone chip

You create a weightless 7-foot scythe. As part of the action of casting this spell, and as an action on each of your turns for the duration, you can make a melee spell attack. If the target is undead, you inflict force damage equal to 4d6 + your spellcasting ability modifier on a hit, otherwise if you hit you inflict magical slashing damage equal to 2d6 + your spellcasting ability modifier.
Undead hit by the scythe must also make a successful Strength save or be hurled 20 feet away from the wielder.

Bard 2nd level necromancy

Desecrate(ritual)

  • casting time1 action
  • range50 feet

  • componentsV, S, M
  • duration24 hours

25 gp worth of silver dust, and a vial of unholy water

You imbue a 20-foot radius sphere with negative energy. Any undead in this area have advantage on their saving throws. If the area includes an altar to your god, or a desecrated altar to an enemy god, then any undead in the area also gain resistance to nonmagical bludgeoning, piercing, and slashing damage. If an undead creature is animated, created, conjured, or summoned in the area, it gains temporary hit points equal to its Hit Dice as soon as it appears

Bard 2nd level evocation (ritual)

Command Minor Beast

  • casting time1 action
  • range50 feet

  • componentsV
  • durationConcentration, up to 1 hour

You target a Medium or smaller beast within range and force it to make a Wisdom saving throw. The beast you target must be CR 3 or less. If the beast fails its save then it is charmed by you.So long as the beast is charmed, you have a telepathic link with it and can issue simple commands. If the beast receives no commands from you, it waits and defends itself if attacked.
Any time the beast takes damage, it is allowed a new Wisdom saving throw. If the save is successful, the spell ends.

Bard 2nd level enchantment

Curse of Ill Fortune

  • casting time1 action
  • range60 feet

  • componentsV, S
  • durationConcentration, up to 1 minute

When you cast this spell, you bestow a minor curse on a creature you can see within range. That creature must make a successful Wisdom saving throw, or suffer your choice of one of the following effects for the duration:
-The target has disadvantage on ability checks and saving throws with an ability of your choice.
-The target has disadvantage on attack rolls against you for the spell’s duration.
-Your attacks and spells deal an extra 1d8 necrotic damage to the target.

Bard 2nd level transmutation

1 1
2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2

Energized Shield

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • duration1 minute

When casting this spell, you touch a shield and transform it into an elemental energy type of your choice (cold, fire, lightning, or acid). You can safely wield the shield, and you also gain resistance to damage from the shield's type for the spell's duration.
In addition, you can use a bonus action on each of your turns to make a spell attack to bash a target within 5 feet with the shield. On a hit, the target takes an amount of damage of the shield's type equal to 2d6 + your spellcasting ability modifier.
At Higher Levels:When you cast this spell using a spell slot of 4th level or higher, the amount of elemental energy damage increases by 1d6 for every two slot levels above 2nd.

Bard 2nd level abjuration

Lava Missile

  • casting time1 action
  • range90 Feet

  • componentsV, S, M
  • durationInstantaneous

any object made of glass

You conjure handfuls of liquid-hot stone from the elemental planes and hurl them at foes with unerring accuracy. You create four lava missiles, each of which hits a target of your choice that you can see within range. A lava missile deals 1d4 fire damage and 1d4 bludgeoning damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several. The darts can also target objects that are not being worn or carried, and ignites them if they are flammable.
If a lava missile strikes a firenewt or an earth- based or fire-based elemental creature (such as a gargoyle or salamander), it does not inflict damage on the creature. Instead, that creature is healed, regaining 1d4 hit points for each lava missile that hits. Only firenewts or creatures of the elemental type can benefit from this effect.
At Higher Levels:When you cast this spell using a spell slot of 3rd level or higher, the spell creates one more dart for each slot level above 2nd.

Bard 2nd level conjuration

Sticks to Snakes

  • casting time1 action
  • range60 feet

  • componentsV, S, M
  • durationConcentration, up to 10 minutes

several sticks

You turn a hand full of sticks into 1d4 + 1 constrictor snakes. The snakes you create with this spell are friendly to you and your companions. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. Once the spell ends, the snakes turn back into sticks.
At Higher Levels:When you cast this spell using a spell slot of 4th level, you transmute the sticks into giant constrictor snakes. If you cast the spell using a spell slot of 5th level or higher, you transmute one extra stick into a giant constrictor snake for every two slot levels above 4th.

Bard 2nd level transmutation

Invigorating Strike

  • casting time1 reaction, which you take when you hit a creature with a melee weapon attack
  • rangeSelf

  • componentsV, S, M
  • durationInstantaneous

a melee weapon

When you hit with a melee attack, in addition to dealing damage to your target, you regain a number of hit points equal to the weapon’s normal damage dice + your spellcasting ability modifier. Roll the amount of hit points you regain separately from the outcome of the attack.

Bard 2nd level evocation

Whip of Flame

  • casting time1 action
  • rangeSelf

  • componentsV, S, M
  • durationConcentration, up to 1 minute

lump of charcoal and some of the caster’s hair

A whip of flame extends from one of your hands. The whip is a melee weapon with a reach of 10 feet, with which you are considered proficient. It sheds bright light in a 10-foot radius and dim light for an additional 10 feet. As part of the action of casting this spell, and again as an action on each of your turns for the spell's duration, you can make a melee spell attack with the whip. If you hit, the whip deals fire damage equal to 3d4 + your spellcasting ability modifier.

Bard 2nd level evocation

Knight's Move

  • casting time1 bonus action
  • range30 feet

  • componentsV, M
  • durationInstantaneous

a piece from a chess set

Time slows briefly for you or on ally, allowing a quick burst of movement no one else can perceive. Choose a creature within range of this spell. That creature can use its reaction to teleport up to 30 feet to an unoccupied space. When it arrives, choose a creature within 5 feet of it. It gains advantage on its next attack roll against that creature before the end of its next turn.

Bard 2nd level conjuration

Lifetap

  • casting time1 action
  • rangeSelf

  • componentsS, M
  • durationInstantaneous

two identical needles

You launch two magical darts, one at an ally and one at an adversary, and the foe’s dart transfers life force to your friend in a golden flash. Make a ranged spell attack against a hostile creature. On a hit, the target takes necrotic damage equal to 2d10 plus your spellcasting ability modifier, and a friendly creature of your choice within range gains temporary hit points equal to the damage inflicted. If the attack misses, a friendly creature of your choice within range gains temporary hit points equal to your spellcasting ability modifier.
At Higher Levels:When you cast this spell using a spell slot of 3rd level or higher, the necrotic damage increases by 1d10 for each slot level above 2nd.

Bard 2nd level necromancy

Unluck

  • casting time1 action
  • range60 feet

  • componentsV, M
  • duration1 round

a broken horseshoe

You manipulate what was once an ode to fate, speaking it in reverse and warping the weave of fortune. Choose one target within range to make a Charisma saving throw. On a failure, the target takes 3d6 psychic damage and has disadvantage on the next attack roll it makes before the end of its next turn. On a success, the target takes half damage, but suffers no other ill effects.
In addition, whether the target fails or succeeds on its saving throw, you can choose one ally within 60 feet to gain advantage on the next attack roll it makes before the end of its next turn.
At Higher Levels:When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

Bard 2nd level enchantment

Cloak of Bravery

  • casting time1 action
  • rangeSelf (30-foot radius)

  • componentsV, S
  • durationConcentration, up to 1 hour

When you cast this spell, a glittering mantle of courage settles upon your allies. All creatures you select within range have advantage on saving throws against being frightened for the duration.

Bard 3rd level abjuration

2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2
3 3

Clutch of Orcus

  • casting time1 action
  • range60 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a heart that has been set on fire

Spectral hands grab the heart of one humanoid you choose, and start to squeeze. The victim must make a Constitution saving throw. On a successful save, the victim takes 1d12 necrotic damage and the spell ends.
On a failed save, the victim is paralyzed for the duration and takes 1d12 necrotic damage at the start of each of their turns. At the end of every round, the victim can make another Constitution saving throw. If it succeeds on the saving throw, the spell ends.
If the victim dies during this spell, its smoking heart appears in your hand.

Bard 3rd level necromancy

Grace

  • casting time1 bonus action
  • rangeSelf

  • componentsV
  • durationConcentration, up to 1 minute

After casting this spell, a silvery nimbus of bright light emanates from you in a 60-foot radius. While the spell is active, you have disadvantage on Dexterity (Stealth) checks.
In addition, for the duration of the spell, your speed increases by 10 feet, you gain advantage on Dexterity saving throws and on all Dexterity checks that are not Dexterity (Stealth) checks, and any melee weapon you wield deals one extra die of its damage when you hit with it.
At Higher Levels:When you cast this spell using a spell slot of 5th level or higher, melee weapons you wield deal one additional extra die of their damage for every two slot levels above 3rd.

Bard 3rd level transmutation

Hearth Spirit

  • casting time1 action
  • range30 feet

  • componentsV, M
  • durationConcentration, up to 1 minute

the claw of a predator

You summon a comforting spirit of the sacred hearth, which manifests as a pillar of flame that burns enemies but soothes you and your allies. Choose a 5-foot-radius by 10-foot-high cylinder that you can see within range. Until the spell ends, sacred flames fill that space, and anyone within it when you cast this spell must make a Wisdom saving throw. On a failed save, a creature takes 3d6 fire damage, or half as much damage on a success. A creature must also make the saving throw when it enters that space for the first time on its turn or ends its turn there.
Whenever a creature that fails its saving throw takes fire damage from this spell, friendly creatures of your choice within 5 feet of the damaged creature regain hit points equal to half the amount of fire damage dealt.
At Higher Levels:When you cast this spell using a spell slot of 4th level or higher, the fire damage increases by 1d6 for each slot level above 3rd.

Bard 3rd level conjuration

Holy Storm

  • casting time1 action
  • range60 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a flask of holy water

When you cast this spell, select a point within range

Bard 3rd level conjuration

Ice Axe

  • casting time1 action
  • range5 feet

  • componentsV, S, M
  • duration1 minute

a shard of ice, glass, or crystal

When you cast this spell, a battleaxe of swirling ice appears in your hand. You are proficient with the axe, and you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using it. On a hit, a target takes 1d12 cold damage in addition to the axe’s magical slashing damage.
You cannot be disarmed of the ice axe for the duration of the spell—if you are forced to drop it, it flies back to your hand immediately.
At Higher Levels:When you cast this spell using a spell slot of 5th level or higher, the cold damage increases by 1d12 for every two slot levels above 3rd.

Bard 3rd level evocation

Knightly Intercession

  • casting time1 reaction, which you take when a creature you can see within range is hit with a melee attack
  • range60 feet

  • componentsV, M
  • duration1 round

a melee weapon

You call out a prayer for protective intercession which teleports the creature that made the triggering attack to an unoccupied space within 5 feet of you. The triggering attack hits you instead, and you can then make one melee weapon attack against the attacker. If that attack hits, it deals an extra 1d10 radiant damage.
At Higher Levels:When you cast this spell using a spell slot of 4th level or higher, the radiant damage increases by 1d10 for each slot level above 3rd.

Bard 3rd level conjuration

Nauseating Breath

  • casting time1 action
  • range30-foot cone

  • componentsV, S, M
  • durationInstantaneous

a piece of rotting fish

You breathe out a cloud of sickly green gas. Anyone caught in the cloud must make a successful Constitution saving throw or be stunned for 2d6 rounds.
The affected target must make a Constitution saving throw at the end of each of its turns. On a successful save, the stunned effect ends.

Bard 3rd level conjuration

Life Drain

  • casting time1 action
  • rangeTouch

  • componentsV
  • durationConcentration, up to 1 minute

You heal your wounds by draining vital energies from a foe you touch. Make a melee spell attack against a creature within your reach. On a hit, the target takes 1d8 necrotic damage and it is paralyzed until the end of your next turn, and you or an ally within 5 feet regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends, you can make the attack again on each of your turns as an action, but only against the same target.

Bard 3rd level necromancy

Quickening Breeze

  • casting time1 bonus action
  • range60 feet

  • componentsV, S, M
  • durationInstantaneous

a thin-bladed razor

You summon a gentle wind spirit whose influence grants serenity and good fortune to your allies. Choose a 15-foot cube within range. The next three saving throws rolled by your allies within that area before the spell ends are made with advantage. Once the third saving throw is rolled with advantage, the spell ends.
At Higher Levels:When you cast this spell using a spell slot of 5th level or higher, the number of saving throws made at advantage are increased by 1 for every 2 slot levels above 3rd.

Bard 3rd level conjuration

3 3
3 3
3 3
3 3
3 3
3 3
3 3
3 3
3 3

Redirect Spell

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationConcentration, up to 10 minutes

You create a magical connection between yourself and an ally, such that any spells that would harm the ally are redirected to you. Touch a willing creature when you cast this spell. Whenever you are within 15 feet of that creature, and it is forced to make a saving throw against a spell, or it is targeted by a spell attack, the spell targets you instead. If the spell forces a saving throw, you make your own saving throw against it and undergo its effects for a success or failure. If the spell is an attack, the attack roll is made against you.
This spell ends early if the chosen creature is ever more than a mile away from you.

Bard 3rd level abjuration

Knightly Intercession

  • casting time1 reaction, which you take when a creature you can see within range is hit with a melee attack
  • range60 feet

  • componentsV, M
  • duration1 round

a melee weapon

You call out a prayer for protective intercession which teleports the creature that made the triggering attack to an unoccupied space within 5 feet of you. The triggering attack hits you instead, and you can then make one melee weapon attack against the attacker. If that attack hits, it deals an extra 1d10 radiant damage.

Cleric 3rd level conjuration

Searing Light

  • casting time1 action
  • range120 feet

  • componentsV, S
  • durationInstantaneous

A blast of light shoots from your palm. Make a ranged spell attack against a target within range. If you hit, the target takes 4d10 radiant damage. If the target is undead, it takes maximum damage, and must make a Wisdom saving throw. On a failed save, the target is stunned until the end of its next turn.
At Higher Levels:When you cast this spell using a spell slot of 4th level or higher, the radiant damage increases by 1d10 (or max damage against undead) for every slot level above 3rd.

Cleric 3rd level evocation

Aegis of Shielding

  • casting time1 reaction, which you take when a creature within range of you hits one of your allies with a melee attack
  • range30 feet

  • componentsV, M
  • durationInstantaneous

a weapon

You protect your ally with a gleaming barrier of invisible force. Until the end of the turn, the target of the triggering attack gains resistance to bludgeoning, piercing, and slashing damage, as well as a +5 bonus to AC, including against the triggering attack.
After the triggering attack is resolved (whether it hits or misses), the creature that made the attack takes 1d4 force damage and has disadvantage on attack rolls against creatures besides you until the end of its next turn.
At Higher Levels:When you cast this spell using a spell slot of 4th level or higher, the range increases to 60 feet, and the force damage increases by 1d4 for each slot level above 3rd.

Cleric 3rd level abjuration

Shroud of Undeath [1/2]

  • casting time1 action
  • rangeSelf

  • componentsV, S, M
  • durationConcentration, up to 1 hour

dust or bone fragments from any destroyed undead creature

You shroud yourself in necrotic energy, temporarily gaining the traits of undeath. Your appearance does not change except for a very slight pallor, but your creature type changes to undead for the duration of the spell.
Nonintelligent undead creatures perceive you as one of their kind, ignoring you. Intelligent undead do not immediately recognize you as alive, but may question whether you are undead. Any ability check made to determine that you are not truly undead is made with disadvantage, and you have advantage on all Charisma checks to convince others of your undead nature.
If an undead creature does target you directly with an attack or a harmful spell, that creature must make a Wisdom saving throw (an undead needn't make the save when it includes you in an area effect, such as the explosion or fireball). On a failed saving throw, the creature must choose a new target or forfeit targeting someone else, potentially wasting the attack or spell. A creature automatically succeeds on this saving throw if it has made a

Bard 3rd level necromancy

Shroud of Undeath [2/2]

  • casting time1 action
  • rangeSelf

  • componentsV, S, M
  • durationConcentration, up to 1 hour

dust or bone fragments from any destroyed undead creature

successful saving throw against this effect within the last 24 hours or it has seen you target an undead creature with an attack or other harmful effect within the last 24 hours.
Because you are undead, if a spell or other effect states that it does not affect undead, then it does not affect you for the spell’s duration. Conversely, effects that do affect undead (such as the Turn Undead class feature) affect you as such.

Bard 3rd level necromancy

Poison

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a fang or stinger from a venomous creature

You channel venom into your victim. The creature you touch takes 3d10 poison damage and is poisoned until of its next turn. Until the spell ends, the creature must make a Constitution saving throw at the end of each of its turns. If the target fails the save, it takes 3d10 damage and remains poisoned until the end of its next turn. If it succeeds, the spell ends.
At Higher Levels:When you cast this spell using a spell slot of 4th or higher level, the duration you may concentrate increases by 1 minute for each slot level above 3rd.

Bard 3rd level necromancy

Shield of Warding

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationUp to 1 minute

You touch a shield and imbue it with protective magic. The shield grants its bearer a +2 bonus to Armor Class and Dexterity saving throws for the spell’s duration.

Bard 3rd level necromancy

Storm Cone

  • casting time1 action
  • range60 feet

  • componentsV, S
  • durationConcentration, up to 1 minute

When casting this spell, you point in a direction and emit a 60-foot cone shaped whirling vortex. As an action on each of your turns, you can change the direction of the cone up, down, or sideways by 10 feet.
The vortex whirls around any creature caught in its area, blasting it with fist-sized balls of force, and jolting it with small lightning strikes. The creature takes 5d4 bludgeoning damage from the wind buffets, and 2d4 lightning damage. A successful Dexterity saving throw halves the bludgeoning damage, but not the lightning damage.
In addition, a spellcaster caught in the cone must make a successful Constitution saving throw when casting a spell with somatic components. Though it is against your normal spellcasting DC, this saving throw is the equivalent of a roll to maintain concentration on a spell, and special benefits or other effects the creatures has on such Constitution saving throws apply.

Bard 3rd level evocation

3 3
3 3
3 3
3 3
3 3
3 3
3 3
3 3
3 3

Storm Shield

  • casting time1 action
  • range60 feet

  • componentsV, S
  • durationConcentration, up to 1 minute

You conjure a small area of whirling air that occupies a 5-foot radius sphere centered on a point you choose within range. The swirling air forms a shield that blocks acid, cold, fire, lightning, and thunder damage. The shield attracts all elemental discharges and neutralizes them, granting l creatures within a 30-foot radius from its center immunity to the listed damage types. However, the shield's immunity is limited. If the shield reduces damage a creature would take to 0, the spell ends if it is not the first time that the shield has reduced damage that particular creature would have taken to 0 since this spell was cast.

Bard 3rd level abjuration

Anyspell

  • casting time1 action
  • range60 feet

  • componentsV, S
  • durationInstantaneous

This spell grants you the ability to cast any one spell of your choice from the wizard spell list, provided it is a 1st, 2nd, 3rd, or 4th level spell. As part of the action used to cast this spell, you must read the spell you intend to cast directly from a scroll or a wizard’s spellbook, or the spell fails (reading from a spell scroll in this way does not use the spell scroll).
Once you cast anyspell, the spell you chose and read can be cast any time until the end of your next turn, using the required casting time and components. (Therefore, spells that take longer than 1 round to cast are usually not suitable choices this spell.) To cast the chosen spell, you must still expend a spell slot of the appropriate level.

Bard 4th level transmutation

Breath of the Elements (ritual)

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • duration24 hours

Choose air, earth, fire, or water. For the duration of the spell, you can breathe that element normally, as if it were whatever element you normally breathe (air for most surface creatures, water for most creatures of the sea).

Bard 4th level transmutation

Crown of Light

  • casting time1 action
  • range60 feet

  • componentsV, S
  • duration1 round

Blazing light coalesces over your ally to form a crown of radiance that sears surrounding foes. Choose an ally you can see within range. That ally gains temporary hit points equal to your proficiency bonus + your spellcasting ability modifier and is considered proficient with all saving throws until the end of its next turn. Also, every hostile creature within 5 feet of the ally must make a Dexterity saving throw. The creature takes 4d6 radiant damage on a failed save, or half as much damage on a successful one.
At Higher Levels:When you cast this spell using a spell slot of 5th level or higher, the radiant damage increases by 1d6 for each slot level above 4th.

Bard 4th level abjuration

Recitation

  • casting time1 bonus action
  • range30 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a sacred text of your faith

By reciting a sacred passage or declaration from holy teachings, you invoke ancient divine blessings upon your allies. Choose up to four creatures within range, one of which may be yourself. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.
If the target worships the same patron deity as you, it may choose to roll a d6 for the benefit of this spell instead of a d4.
Whether or not you choose yourself as a target of this spell, you gain a +2 bonus to your Armor Class for the duration. At Higher Levels:When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.

Bard 4th level enchantment

Thunderous Reprisal

  • casting time1 reaction, which you take in response to being damaged by a creature within 30 feet of you that you can see
  • rangeSelf (30-foot radius)

  • componentsV, S
  • durationConcentration, up to 10 minutes

You blast your enemies away in a wave of thunder and destruction. Each creature within 30 feet of you must make a Dexterity saving throw. On a failed save, a creature takes 4d8 thunder damage, or half as much damage on a successful save. In addition, creatures that fail their saving throw are pushed 10 feet away from you and become deafened until the end of your next turn.
At Higher Levels:When you cast this spell using a spell slot of 5th level or higher, the thunder damage increases by 1d8 for each slot level above 4th.

Bard 4th level abjuration

Code of Secrecy

  • casting time1 minute
  • rangeTouch

  • componentsV, S, M
  • duration1 day

an animal tongue

While casting this spell, you pick one specific piece of information known to both you and the target. If the target fails a Wisdom saving throw, it may not communicate this secret to anyone else for one day. Any form of communication, whether written, verbal, or mental is blocked.

Bard 5th level enchantment

Curse of Ill Fortune, Mass

  • casting time1 action
  • range60 feet

  • componentsV, S
  • durationConcentration, up to 1 minute

This spell functions the same as curse of ill fortune, except that you may select any number of targets within a 20-foot cube you choose within range.

Bard 5th level transmutation

Doomtide

  • casting time1 bonus action
  • range40 feet

  • componentsV, S
  • duration1 minute

This spell creates four 10-foot cubes of swirling black mist, filled with grasping, shadowy tentacles. You can choose which spaces the cubes occupy within range, but at least 5 feet of each cube's outer edge must be within or adjacent to another cube. When you cast the spell, you choose whether the mists are stationary, or move away from you at a speed of 10 feet on each of your turns.
The area within the mists is heavily obscured, even blocking darkvision beyond 5 feet. The area is lightly obscured within 5 feet for creatures with darkvision. Any creature that starts its turn within the mists must make a successful Wisdom saving throw, or be restrained by the shadowy tentacles. A restrained creature can try a new saving throw to escape at the end of each of its turns.
The mists can be dispersed within 4 rounds by moderate winds, or within 1 round by a gust of wind spell.
At Higher Levels:When you cast this spell using a spell slot of 6th level or higher, you can create an additional 10-foot cube of mists for each slot level above 5th.

Bard 5th level illusion

3 3
4 4
4 4
4 4
4 4
4 4
5 5
5 5
5 5

Lesser Chainfire [1/2]

  • casting time1 action
  • range60 feet

  • componentsS
  • duration1 minute

A column of magical fire and light descends on your enemy, then spreads out to not only burn other foes physically, but burn away their ties to the ally you targeted. Make a ranged spell attack against one creature within range. On a hit, the target takes 3d8 radiant damage.
Whether the attack hits or misses, a column of psychic fire consumes it and the creatures around it. Each creature of your choice in a 10-foot-radius, 40- foot-high cylinder centered on the target (including the target) must make a Wisdom saving throw. A creature takes 2d6 fire damage and 2d6 psychic damage on a failed save, or half as much damage on a successful one.
In addition, each creature besides the target who fails the Wisdom saving throw becomes indifferent towards the target and forgets the target ever existed, as if its memories were altered by a modify memory spell. This effect lasts for 1 minute. During that time, the creatures take no action to cooperate with the target and make no special effort to keep it from harm. If it is in a position of authority, affected creatures do not obey its orders. When the effect ends, all affected creatures regain their normal memories.
At Higher Levels:When you cast this spell

Bard 5th level enchantment

Lesser Chainfire [2/2]

  • casting time1 action
  • range60 feet

  • componentsS
  • duration1 minute

using a spell slot of 6th level or higher, the psychic damage increases by 1d6 for each slot level above 5th.

Bard 5th level enchantment

Instill Vulnerability

  • casting time1 action
  • range30 feet

  • componentsV, S
  • duration24 hours

You select a target within range. The creature must make a Constitution saving throw. On a failed save, the creature is vulnerable to the energy type you select (acid, cold, fire, lightning, or thunder) for the duration of the spell. If the saving throw is successful, the spell ends.
If a creature is immune to the selected damage type, but fails its saving throw, it is affected, and it is no longer immune to that damage type. Instead, it has resistance to the damage type for the duration of the spell.

Bard 7th level necromancy

Symphonic Nightmare

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • duration1 week

an exceptionally crafted small statue of an opened skull with a miniature orchestra within the cavity, which is worth at least 1,000 gp

A creature you touch loses its ability to sleep restfully for the duration of the spell. Instead of peaceful fantasies, the subject’s dreams are filled with a discordant orchestra. Starting when the subject next finishes a long rest, it has disadvantage on Wisdom checks and Wisdom saving throws for the duration of the spell.
In addition, until the spell ends, whenever the subject finishes a long rest, it must roll a Wisdom saving throw. If it fails, it does not gain the benefits of that long rest.
The subject is immune to the dream spell while under the influence of this spell. This spell can be ended by a remove curse or greater restoration spell cast using a 7th-level or higher spell slot, in addition to being dispelled normally.

Bard 7th level enchantment

Brain Spider (ritual)

  • casting time1 action
  • range300 feet

  • componentsV, S, M
  • durationConcentration, up to 10 minutes

a spider

You can eavesdrop on the thoughts of up to eight other creatures at once. The targets must each make an Intelligence saving throw. For the creatures that fail their saving throws, you can choose to perceive your choice of one of the following for 1 minute, making a new choice at the end of each minute:
-The surface thoughts of all creatures who failed their saving throw, in any order.
-Insight from one of the target creatures into its reasoning (if any), its emotional state, and information on either one subject of your choice of your choice or on something that looms large in its mind (such as something it worries over, loves, or hates).
-Information from all eight creature's minds on one subject of your choice.
For the duration, as an action on your turn, you can implant a suggestion in the mind of one of the creatures with whom you are connected, as per the suggestion spell. If a creature resists your suggestion, it is immune to any further attempts, but it is not freed from the brain spider.

Bard 8th level divination

True Domination [1/2]

  • casting time1 action
  • range60 feet

  • componentsV, S
  • durationConcentration, up to 1 hour

When this spell is cast, you set up a telepathic link to control one creature within range. If you share a common language, you can command the creature to perform actions as you wish. If you do not share a common language with the creature, then you are only able to issue basic commands, such as “come here,” “go there,” “fight,” or “stand still.”
When you initially cast the spell, the target may try to resist the domination attempt by succeeding on a Wisdom saving throw. On a failed save, the creature is dominated but may attempt a new saving throw if it is ordered to complete an action that is against its nature. However, the new save is made with disadvantage.
Once a creature is dominated, the telepathic link and range of the domination is unlimited if the creature and caster are on the same plane of existence. A protection from evil spell can prevent the caster from controlling a dominated creature using the telepathic link, but it does not prevent the domination or dispel it.
If the dominated creature's hit dice or level is equal to or lower than the spellcaster's level, and concentration is maintained for the spell's entire duration, the creature is permanently dominated. Only a wish

Bard 8th level enchantment

True Domination [2/2]

  • casting time1 action
  • range60 feet

  • componentsV, S
  • durationConcentration, up to 1 hour

can free a creature permanently dominated by this spell, or a successful saving throw with disadvantage if the creature is commanded to complete an action that is against its nature.

Bard 8th level enchantment

Monstrous Thrall

  • casting time1 action
  • range120 feet

  • componentsV, S
  • durationSpecial (permanent or 1 minute, see below)

When you cast this spell, select a non-humanoid target within range. The target must make a Wisdom saving throw. If it fails, the target is charmed and under your mental control (as if under the effects of the dominate monster spell). If the target is a creature with a challenge rating equal to or less than your level, this effect is permanent. Otherwise, it lasts for 1 minute.
Unlike the dominate monster spell, this effect dose not grant the monster a saving throw whenever it takes damage. However, if you give the creature an order that is suicidal, self-destructive, or against the creature's very nature (such as ordering a celestial to murder innocents), it can make another saving throw with disadvantage to resist the order. If the creature makes its saving throw, though it does not obey that particular order, it is still your thrall. However, all future saving throws made to resist are made with advantage.

Bard 9th-level enchantment

5 5
5 5
7 7
7 7
8 8
8 8
8 8
8 8