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Bardic Inspiration [1/2]

  • casting time1 bonus action
  • range60 feet

  • components-
  • duration10 minutes

You can inspire others through stirring words or music. To do so, you use a Bonus Action on Your Turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, Attack roll, or saving throw it makes. The creature can wait until after it rolls The D20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a Long Rest.
Font of Inspiration: Beginning when you reach 5th Level, you regain all of your expended uses of Bardic Inspiration when you finish a short or Long Rest.
At higher levels: Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th Level, a d10 at 10th level, and a d12 at 15th level.
Magical Inspiration:

Bard 1 Bardic Inspiration - Class Feature

Bardic Inspiration [2/2]

  • casting time1 bonus action
  • range60 feet

  • components-
  • duration10 minutes

(2nd Level Bard Feature) If a creature has a Bardic Inspiration die from you and casts a spell that restores hit points or deals damage, the creature can roll that die and choose a target affected by the spell. Add the number rolled as a bonus to the hit points regained or the damage dealt. The Bardic Inspiration die is then lost.

Sage Advice Clarification:

Q: in a no magic pitfight, would bardic inspiration from cheering from the crowd be magical and draw magical attention?
A: Bardic Inspiration isn't magical, unless a DM rules otherwise. -Jeremy Crawford

Q: Do the benefits from Bardic Inspiration and the guidance spell stack? Can they be applied to the same roll?
A: Yes, different effects stack if they don't have the same name. If a creature makes an ability check while it is under the effect of a guidance spell and also has a Bardic Inspiration die, it can roll both a d4 and a d6 if it so chooses.
https://media.wizards.com/2020/dnd/downloads/SA-Compendium.pdf

Bard 1 Bardic Inspiration - Class Feature

Countercharm

  • casting time1 action
  • rangeSelf (30 feet)

  • components-
  • duration1 round

At 6th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing Effects. As an action, you can start a Performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on Saving Throws against being Frightened or Charmed. A creature must be able to hear you to gain this benefit. The Performance ends early if you are Incapacitated or silenced or if you voluntarily end it (no action required).

Sage Advice Clarification:

Q: Do Bards need to make Concentration checks if damaged during their Countercharm feature?
A: Only if the ability specifically says it requires concentration -Mike Mearls

Bard Class Feature

Cutting Words [1/2]

  • casting time1 reaction
  • range60 feet

  • components-
  • durationInstantaneous

Also at 3rd Level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an Attack roll, an ability check, or a damage roll, you can use your Reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature's roll. You can choose to use this feature after the creature makes its roll, but before the GM determines whether the Attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can't hear you or if it's immune to being Charmed.

Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th Level, a d10 at 10th level, and a d12 at 15th level.

Sage Advice Clarification:

Q: Is the intent that a bard gets to know the number rolled on an attack roll or ability check before using Cutting Words, or should they always guess? If used on a damage roll, does Cutting Words apply to any kind of damage roll including an auto-hit spell like magic missile?

A: You can wait to use Cutting

Bard (Lore) 1 Bardic Inspiration - Subclass Feature

Cutting Words [2/2]

  • casting time1 reaction
  • range60 feet

  • components-
  • durationInstantaneous

Words after the roll, but you must commit to doing so before you know for sure whether the total of the roll or check is a success or a failure. You can use Cutting Words to reduce the damage from any effect that calls for a damage roll (including magic missile) even if the damage roll is not preceded by an attack roll.
https://media.wizards.com/2020/dnd/downloads/SA-Compendium.pdf

Bard (Lore) 1 Bardic Inspiration - Subclass Feature

Song of Rest

  • casting time1 short rest
  • rangeSelf and Allies

  • components-
  • duration1 short rest

Beginning at 2nd Level, you can use soothing music or oration to help Revitalize your wounded allies during a Short Rest. If you or any friendly creatures who can hear your Performance regain Hit Points by spending Hit Dice at the end of the Short Rest, each of those creatures regains an extra 1d6 Hit Points.

The extra Hit Points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.

Sage Advice Clarification:

Q: If a party has two bards, do they benefit from Song of Rest twice?
A: Features that have the same name don't stack with each other. -Jeremy Crawford

Bard Class Feature

Peerless Skill

  • casting timeDuring Ability Check
  • rangeSelf

  • components-
  • durationInstantaneous

Starting at 14th level, when you make an ability check, you can expend one use of Bardic Inspiration. Roll a Bardic Inspiration die and add the number rolled to your ability check. You can choose to do so after you roll the die for the ability check, but before the GM tells you whether you succeed or fail.

Bard (Lore) 1 Bardic Inspiration - Subclass Feature

Mage Hand [1/2]

  • casting time1 action
  • range30 feet

  • componentsV, S
  • duration1 minute

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
The hand can't attack, activate magical items, or carry more than 10 pounds.

Sage Advice Clarification:

Q: if Mage Hand is cast in a moving vehicle, it stops dead relative to the ground underneath unless the caster uses its movement, and even then can only max out at 30ft/turn?
A: Unless you move the hand created by mage hand, it floats in place. It's basically a little ghost.
A DM might decide that a moving vehicle (perhaps in a train car) is the ground that the hand hovers over, or the DM might decide that the hand slams into the car's back wall. -Jeremy Crawford

Q: Would Mage Hand have a temperature it would not be able to withstand like it has a max weight it can

Bard Conjuration cantrip

Mage Hand [2/2]

  • casting time1 action
  • range30 feet

  • componentsV, S
  • duration1 minute

carry?
A: Mage hand is unaffected by temperature. Useful for cooking over a campfire! -Jeremy Crawford

Bard Conjuration cantrip

B B
B B
A A
R R
R R
S S
S S
0 0
0 0

Vicious Mockery

  • casting time1 action
  • range60 feet

  • componentsV
  • durationInstantaneous

You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.
This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4) and 17th level (4d4).

Sage Advice Clarification:
Q: If a creature, i.e. construct, is immune to psychic damage, does Vicious Mockery still impose DIS on next att on a fail?
A: the second effect isn't reliant on the psychic damage getting through.
Q: But the creature still has to fail its save to be at disadvantage, right?
A: Yes. -Jeremy Crawford

Bard Enchantment cantrip

Comprehend Languages (Ritual)

  • casting time1 action
  • rangeSelf

  • componentsV, S, M
  • duration1 hour

A pinch of soot and salt

For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface of which the words are written. It takes about 1 minute to read 1 page of text.
This spell doesn't decode secret messages in a text or glyph, such as an arcane sigil, that isn't part of a written language.

Sage Advice Clarification:

Q: can someone use comprehend languages or a similar spell to understand Thieves' Cant?
A: Comprehend languages reveals literal meaning. Thieves' cant is all allusion. Result: misleading translation. -Jeremy Crawford

Comprehend Languages works on Druidic, but not Thieves' Cant because Thieves' Cant isn't actually a language.
https://rpg.stackexchange.com/questions/115587/
does-comprehend-languages-let-you-understand-secret-languages

Bard 1st level Divination

Faerie Fire

  • casting time1 action
  • range60 feet

  • componentsV
  • durationConcentration, up to 1 minute

Each object in a 20-foot cube within range is outlined in (A color) of light (Your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.
Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.

Sage Advice Clarification:

Q: Invis creature failed sv on Faerie Fire. Attacks have advantage on invis creature?
A: That's correct. -Jeremy Crawford

Q: if target affected by Faerie Fire spell enters an area which is under effect of Darkness, do it lose its effect or it dispels the spell entirely? Because Darkness can dispel lower level light spells?
A: The darkness spell dispels light spells in its area that are of 2nd level or lower. For example, faerie fire is a light-producing spell of 1st level. If you are under the effect of faerie fire and enter the area of the darkness spell, faerie fire is dispelled on you. -Jeremy Crawford

Bard 1st level Evocation

Feather Fall

  • casting time1 reaction
  • range60 feet

  • componentsV, M
  • duration1 minute

A white feather or the heart of a hen

Reaction - When you or a creature within 60 feet of you falls Choose up to 5 falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.

Sage Advice Clarification:

Q: what happens if something heavy falls on a creature who's falling under the effect of Feather Fall?
A: As DM, I'd have the thing bonk the faller—maybe even cause damage—but not affect the spell. -Jeremy Crawford

Bard 1st level Transmutation

Thunderwave

  • casting time1 action
  • rangeSelf (15-foot cube)

  • componentsV, S
  • durationInstantaneous

A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.
In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Sage Advice Clarification:
Q: Where is the cube? Is the caster at the center of the cube, or on one side of the cube? Caster's choice?
A: The point of origin of a cubic area of effect, including thunderwave's, is on a face of the cube (PH, pg 204), not inside it.

Bard 1st level Evocation

Identify (Ritual) [1/2]

  • casting time1 minute
  • rangeTouch

  • componentsV, S, M
  • durationInstantaneous

A pearl worth at least 100 gp and an owl feather

You choose 1 object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.
If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.

Sage Advice Clarification:

Q: Since resting identifies magic items, and the identify spell doesn't spot curses, what is the role of the identify spell?
A:The most important factors are time and convenience. During a short rest, which takes at least 1 hour, a character who meets the qualifications can determine the properties of one magic item (see 'Identifying a Magic Item' on page 136 of the Dungeon Master's Guide). In contrast, casting the identify spell takes only 1 minute (or 11 minutes if it is

Bard, 1st level Divination

Identify (Ritual) [2/2]

  • casting time1 minute
  • rangeTouch

  • componentsV, S, M
  • durationInstantaneous

A pearl worth at least 100 gp and an owl feather

cast as a ritual) and can be done when a quick determination is needed.
https://media.wizards.com/2020/dnd/downloads/SA-Compendium.pdf

Bard, 1st level Divination

Guidance

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationConcentration, up to 1 minute

You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.

Sage Advice Clarification:

Q: Do the benefits from Bardic Inspiration and the guidance spell stack? Can they be applied to the same roll?
A: Yes, different effects stack if they don't have the same name. If a creature makes an ability check while it is under the effect of a guidance spell and also has a Bardic Inspiration die, it can roll both a d4 and a d6 if it so chooses.
https://media.wizards.com/2020/dnd/downloads/SA-Compendium.pdf

Cleric Divination cantrip

Thaumaturgy

  • casting time1 action
  • range30 feet

  • componentsV
  • durationUp to 1 minute

You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range.

• Your voice booms up to three times as loud as normal for 1 minute.

• You cause flames to flicker, brighten, dim, or change color for 1 minute.

• You cause harmless tremors in the ground for 1 minute.

• You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.

• You instantaneously cause an unlocked door or window to fly open or slam shut.

• You alter the appearance of your eyes for 1 minute.
If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.

House Rule: You create the sound of a musicial instrument (proficiency required) being played.

Cleric Transmutation cantrip

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

Word of Radiance

  • casting time1 action
  • range5 feet

  • componentsV, M
  • durationInstantaneous

a holy symbol

You utter a divine word, and burning radiance erupts from you. Each creature of your choice that you can see within range must succeed on a Constitution saving throw or take 1d6 radiant damage.
The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Rules Clarification:

The rules assume that facing direction does not matter for purposes of what you can or cannot see.
https://rpg.stackexchange.com/questions/131540/does-a-character-have-line-of-sight-on-enemies-directly-behind-them/131541

Cleric (XGE) Evocation cantrip

Bless

  • casting time1 action
  • range30 feet

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

a sprinkling of holy water

You bless up to three creatures of your choice within range. 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.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

Sage Advice Clarification:

Q: would the dice from the spell Bless and from Bardic Inspiration stack, or does just the bigger get used? I can see both.
A: Game benefits stack, unless they're from the same feature/effect/item/spell or they're competing AC calculations. -Jeremy Crawford

Cleric (*)(Life) 1st level Enchantment

Command [1/2]

  • casting time1 action
  • range60 feet

  • componentsV
  • duration1 round

You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it.
Some typical commands and their effects follow.
You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can't follow your command, the spell ends.
Approach: The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
Drop: The target drops whatever it is holding and then ends its turn.
Flee: The target spends its turn moving away from you by the fastest available means.
Grovel: The target falls prone and then ends its turn.
Halt: The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can affect

Cleric (*)(Life) 1st level Enchantment

Command [2/2]

  • casting time1 action
  • range60 feet

  • componentsV
  • duration1 round

one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

Sage Advice Clarification:

Q: Will the 'Flee' command from the Command spell attract AoO? What determines 'directly harmful'?
A: Command: Flee isn't directly harmful

Cleric (*)(Life) 1st level Enchantment

Create or Destroy Water [1/2]

  • casting time1 action
  • range30 feet

  • componentsV, S, M
  • durationInstantaneous

a drop of water if creating water or a few grains of sand if destroying it

You either create or destroy water.
Create Water: You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area.
Destroy Water: You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st.

Sage Advice Clarification:

Q: does Create or Destroy water damage Water Elementals?
A: The create or destroy water spell can destroy up to 10 gallons of water in an open container. A water elemental is not water, it's a creature. -Jeremy Crawford

Q: Can Create or Destroy Water, destroy a Fog Cloud spell?
A: the spell can destroy a 30-foot cube of fog. Fog cloud

Cleric 1st level Transmutation

Create or Destroy Water [2/2]

  • casting time1 action
  • range30 feet

  • componentsV, S, M
  • durationInstantaneous

a drop of water if creating water or a few grains of sand if destroying it

creates fog. CorDW can destroy a 30-foot cube of it. -Jeremy Crawford

Q: can this spell completely destroy a Vampire in its mist-form? Current HP not withstanding?
A: the spell can destroy a 30-foot cube of fog. A vampire's mist form is not fog or any other weather effect. -Jeremy Crawford

Cleric 1st level Transmutation

Cure Wounds

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationInstantaneous

A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

Life Cleric Feature - Disciple of Life: Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level.

Cleric (*)(Life) 1st level Evocation

Detect Poison and Disease

  • casting time1 action
  • rangeSelf

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

a yew leaf

For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case.
The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Sage Advice Clarification:

Alcohol is considered poison

Q: Does the dwarven racial poison resistance apply to alcohol?
A: Yes! We had alcohol rules in the playtest, treated it as poison there. -Mike Mearls

A: Early in 5E's development, the 'poisoned' condition was called the 'intoxicated' condition. -Chris Perkins

Cleric 1st level Divination

Healing Word

  • casting time1 bonus action
  • range60 feet

  • componentsV
  • durationInstantaneous

A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.

Life Cleric Feature - Disciple of Life: Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level.

Cleric 1st level Evocation

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

Purify Food and Drink (ritual)

  • casting time1 action
  • range10 feet

  • componentsV, S
  • durationInstantaneous

All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.

Sage Advice Clarification? Contradictory Rulings

Q: Party is on a boat, would Purify Food and Drink desalinize sea water? The minotaur needs it to brew beer.
A: I think that's a fine use of the spell. The beer must flow. -Chris Perkins

Q: how do you handle definitions of food and drink for the purpose of Purify Food and Drink? Examples: sea water to fresh water, mud to fresh water (of various water:dirt ratios), corpse to food, fungal mass to food, corpse/fungal mass to water (~75% water content)
A: I'd apply it only to prepared foods or plants specifically cultivated for consumption -Mike Mearls

Cleric 1st level Transmutation

Sanctuary [1/2]

  • casting time1 bonus action
  • range30 feet

  • componentsV, S, M
  • duration1 minute

a small silver mirror

You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a fireball.
If the warded creature makes an attack, casts a spell that affects an enemy, or deals damage to another creature, this spell ends.

Sage Advice Clarification: The wording on this card is updated to reflect officially published errata.
https://media.wizards.com/2018/dnd/downloads/PH-Errata.pdf

Q: You first cast spirit guardians and then sanctuary. Does sanctuary end when spirit guardians deals damage to enemies?
RAI: A damaging activity ends the spell. -Jeremy Crawford

If you use the grapple or shove option in the combat rules (PH, 195), the sanctuary spell does end on you, since you have made an attack.

Cleric 1st level Abjuration

Sanctuary [2/2]

  • casting time1 bonus action
  • range30 feet

  • componentsV, S, M
  • duration1 minute

a small silver mirror


https://media.wizards.com/2017/dnd/downloads/SA-Compendium.pdf

Cleric 1st level Abjuration

Lesser Restoration

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationInstantaneous

You touch a creature and can end either 1 disease or 1 condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

Sage Advice Clarification:

Q: How effective is Greater/Lesser Restoration at sobering up an intoxicated creature?
A: Any spell that ends the poisoned condition should do the trick. -Chris Perkins

Bard 2nd level Abjuration

Shatter [1/2]

  • casting time1 action
  • range60 feet

  • componentsV, S, M
  • durationInstantaneous

A chip of mica

A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.
A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.

At Higher Levels: When you cast this spell using a spell slot of or higher, the damage increases by 1d8 for each slot level above 2nd.

Sage Advice Clarification:
Q: would the shatter spell work on a statue like a Weeping Angel or is it to heavy to work?
A: i'd treat something like a weeping angel as an object in its inert form-Mike Mearls
Q: it was inert just the head moved. Didn't know if weight was a factor
A: nope, weight doesn't play in. Now that I have my PH, I'd treat it as a

Bard 2nd level Evocation

Shatter [2/2]

  • casting time1 action
  • range60 feet

  • componentsV, S, M
  • durationInstantaneous

A chip of mica

stone/crystal creature for disad on the save -Mike Mearls

Bard 2nd level Evocation

Silence (Ritual)

  • casting time1 action
  • range120 feet

  • componentsV, S
  • durationConcentration, up to 10 minutes

For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.

Sage Advice Clarification:

Q: Can the 5E Silence spell be cast on a person or object, or only on a point in space?
A: The silence spell is centered on a point in space, not on a creature or an object. -Jeremy Crawford

Bard 2nd level Illusion

Hypnotic Pattern

  • casting time1 action
  • range120 feet

  • componentsS, M
  • durationConcentration, up to 1 minute

A glowing stick of incense or a crystal vial filled with phosphorescent material

You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0.
The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.

Charmed Basic Rules:
• A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical Effects.
• The charmer has advantage on any ability check to interact socially with the creature.

Incapacitated Basic Rules:
• An incapacitated creature can't take actions or reactions.

PHB p. 189: anything that deprives you of your ability to take actions also prevents you from taking a bonus action.

Bard 3rd level Illusion

Tongues

  • casting time1 action
  • rangeTouch

  • componentsV, M
  • duration1 hour

A small clay model of a ziggurat

This spell grants the creature you touch the ability to understand any spoken language it hears. Moreover, when the target speaks, any creature that knows at least 1 language and can hear the target understands what it says.

Sage Advice Clarification:

Q: Would you allow someone to roll to resist the effects of Tongues? Some people may not want to broadcast what they say.
A: Tongues—it's irresistible. -Jeremy Crawford

Bard 3rd level Divination

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Polymorph [1/2] [1/3]

  • casting time1 action
  • range60 feet

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

A caterpillar cocoon

This spell transforms a creature with at least 1 hit point that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. A shapechanger automatically succeeds on this saving throw.
The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target's (or the target's level, if it doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality.
The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious.

Bard 4th level Transmutation

Polymorph [1/2] [2/3]

  • casting time1 action
  • range60 feet

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

A caterpillar cocoon

The creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech.
The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment.

Rules Clarifications:

Q: What kind of control should a player have over themselves when they are polymorphed?
A: You retain control over your character.
https://rpg.stackexchange.com/questions/71920/what-kind-of-control-should-a-player-have-over-themselves-when-they-are-polymorp

You can maintain concentration while polymorphed.
https://www.reddit.com/r/DMAcademy/comments/80uvmh/polymorph_and_concentration/

Q: Can Polymorph end spells that require the target to be humanoid?
A: RaW, unclear. Unofficial Crawford rulings, the spell is suppressed.
https://rpg.stackexchange.com/questions/103845/can-polymorph-end-spells-that-require-the-target-to-be-humanoid/103846

Bard 4th level Transmutation

Polymorph [1/2] [3/3]

  • casting time1 action
  • range60 feet

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

A caterpillar cocoon

Q: If you have non concentration buffs like longstrider in effect and then polymorph does the buff carry over into the beast form?
A: Yes -Mike Mearls

PHB Errata: This spell can't affect a target that has 0 hit points.
https://media.wizards.com/2020/dnd/downloads/PH-Errata.pdf

Bard 4th level Transmutation

Polymorph [2/2] [1/2]

  • casting time1 action
  • range60 feet

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

A caterpillar cocoon

Sage Advice Clarification: https://media.wizards.com/2020/dnd/downloads/SA-Compendium.pdf

If a creature under the effects of polymorph takes enough fire damage to revert to its true form and that form has fire resistance, does the true form take the full remaining damage or only half due to resistance?
When the creature reverts to its true form, any leftover damage is subject to that form's damage resistances, if any.

Can a creature under the effects of polymorph have other spell effects on them, or are those game statistics also replaced by the those of the beast form?
Polymorph replaces only the target's character sheet or stat block with the stat block of the chosen form. Other effects, such as other spells, still exist.

What happens if I'm polymorphed or Wild Shaped into a creature with fewer than 100 hit points and then I'm targeted by power word kill?
You die.

Can you concentrate on a spell while transformed by polymorph?
You can't cast spells while you're transformed by

Bard 4th level Transmutation

Polymorph [2/2] [2/2]

  • casting time1 action
  • range60 feet

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

A caterpillar cocoon

polymorph, but nothing in the spell prevents you from concentrating on a spell that you previously cast before being transformed.

Does a willing creature under the effects of polymorph have to take the mental stats of the new form?
Yes. Unless a spell tells you otherwise, its effect is no different for a willing creature than it is for an unwilling one.

Bard 4th level Transmutation

Greater Restoration

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • durationInstantaneous

Diamond dust worth 100 gp, Consumed

You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target's exhaustion level by 1, or end one of the following effects on the target.

• 1 effect that charmed or petrified the target

• 1 curse, including the target's attunement to a cursed magic item

• Any reduction to 1 of the target's ability scores

• 1 effect reducing the target's hit point maximum

Bard 5th level Abjuration

Mass Cure Wounds

  • casting time1 action
  • range60 feet

  • componentsV, S
  • durationInstantaneous

A wave of healing energy washes out from a point of your choice within range. Choose up to 6 creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the healing increases by 1d8 for each slot level above 5th.

Life Cleric Feature - Disciple of Life: Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level.

Bard 5th level Evocation

Raise Dead [1/2]

  • casting time1 hour
  • rangeTouch

  • componentsV, S, M
  • durationInstantaneous

A diamond worth at least 500 gp, Consumed

You return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If the creature's soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point.
This spell also neutralizes any poison and cures nonmagical diseases that affected the creature at the time it died. This spell doesn't, however, remove magical diseases, curses, or similar effects, if these aren't first removed prior to casting the spell, they take effect when the creature returns to life. The spell can't return an undead creature to life.
This spell closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival - its head, for instance - the spell automatically fails.
Coming back from the dead is an ordeal. The target takes a -4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.

Sage Advice

Bard 5th level Necromancy

Raise Dead [2/2]

  • casting time1 hour
  • rangeTouch

  • componentsV, S, M
  • durationInstantaneous

A diamond worth at least 500 gp, Consumed

Clarification: Gentle repose works with revivify. -Jeremy Crawford

Bard 5th level Necromancy

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Otto's Irresistible Dance

  • casting time1 action
  • range30 feet

  • componentsV
  • durationConcentration, up to 1 minute

Choose 1 creature that you can see within range. The target begins a comic dance in place - shuffling, tapping its feet, and capering for the duration. Creatures that can't be charmed are immune to this spell.
A dancing creature must use all its movement to dance without leaving its space and has disadvantage on Dexterity saving throws and attack rolls. While the target is affected by this spell, other creatures have advantage on attack rolls against it. As an action, a dancing creature makes a Wisdom saving throw to regain control of itself. On a successful save, the spell ends.

Sage Advice Clarification:

The intent is that Otto's irresistible dance consumes your movement as soon as your turn starts. You gotta dance! -Jeremy Crawford

Q: if a dragon is dancing from Otto's Irresistible dance, is it able to use it's Leg. Act. Wing attack to move half its fly?
A: the dragon could use Wing Attack and then fly in place. It's gotta dance! -Jeremy Crawford

Bard 6th level Enchantment

True Seeing

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • duration1 hour

An ointment for the eyes that costs 25 gp, is made from mushroom powder, saffron, and fat, Consumed

This spell gives the willing creature you touch the ability to see things as they actually are. For the duration, the creature has truesight, notices secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 120 feet.

Truesight Basic Rules:
A monster with truesight can, out to a specific range, see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, and perceive the original form of a shapechanger or a creature that is transformed by magic. Furthermore, the monster can see into the Ethereal Plane within the same range.

Bard 6th level Divination

Forcecage [1/2]

  • casting time1 action
  • range100 feet

  • componentsV, S, M
  • duration1 hour

Ruby dust worth 1,500 gp

An immobile, invisible, cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box as you choose.
A prison in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart.
A prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking any spells cast into or out of the area.
When you cast the spell, any creature that is completely inside the cage's area is trapped. Creatures only partially within the area, or those too large to fit inside the area, are pushed away from the center of the area until they are completely outside the area.
A creature inside the cage can't leave it by nonmagical means. If the creature tries to use teleportation or interplanar travel to leave the cage, it must first make a Charisma saving throw. On a success, the creature can use that magic to exit the cage. On a

Bard 7th level Evocation

Forcecage [2/2]

  • casting time1 action
  • range100 feet

  • componentsV, S, M
  • duration1 hour

Ruby dust worth 1,500 gp

failure, the creature can't exit the cage and wastes the use of the spell or effect. The cage also extends into the Ethereal Plane, blocking ethereal travel.
This spell can't be dispelled by dispel magic.

Sage Advice Clarification:

Q: Does Disintegrate destroy Forcecage?
A: Disintegrate can destroy something made of magical force. Forcecage is described in its first sentence as 'composed of magical force.'
Q: This overrule the need to see the target from Disintegrate?
A: Disintegrate is a mischievous spell. It says you must see its target, then quickly makes an exception for wall of force and the like.
Q: I guess since you are casting disintegrate on the wall, you are aware it is there. IE you sense the magic and cast at it?
A: If you cast disintegrate at a wall of force, probably detect magic detected it or you witnessed someone/something bump into it. -Jeremy Crawford

Bard 7th level Evocation

Regenerate

  • casting time1 minute
  • rangeTouch

  • componentsV, S, M
  • duration1 hour

A prayer wheel and holy water

You touch a creature and stimulate its natural healing ability. The target regains 4d8 + 15 hit points. For the duration of the spell, the target regains 1 hit point at the start of each of its turns (10 hit points each minute).
The target's severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, the spell instantaneously causes the limb to knit to the stump.

Life Cleric Feature - Disciple of Life: Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level.

Sage Advice Clarification: The Disciple of Life feature benefits a spell when that spell restores hit points. This means the feature applies whenever the regenerate spell heals someone, assuming the spell was cast by a Life cleric. -Jeremy Crawford

Bard 7th level Transmutation

Resurrection [1/2]

  • casting time1 hour
  • rangeTouch

  • componentsV, S, M
  • durationInstantaneous

A diamond worth at least 1,000 gp, Consumed

You touch a dead creature that has been dead for no more than a century, that didn't die of old age, and that isn't undead. If its soul is free and willing, the target returns to life with all its hit points.
This spell neutralizes any poisons and cures normal diseases afflicting the creature when it died. It doesn't, however, remove magical diseases, curses, and the like, if such affects aren't removed prior to casting the spell, they afflict the target on its return to life.
This spell closes all mortal wounds and restores any missing body parts.
Coming back from the dead is an ordeal. The target takes a -4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.
Casting this spell to restore life to a creature that has been dead for 1 year or longer taxes you greatly. Until you finish a long rest, you can't cast spells again, and you have disadvantage on all attack rolls, ability checks, and saving throws.

Bard 7th level Necromancy

Resurrection [2/2]

  • casting time1 hour
  • rangeTouch

  • componentsV, S, M
  • durationInstantaneous

A diamond worth at least 1,000 gp, Consumed



Sage Advice Clarification:

Q: When casting Resurrection, how much of a body do you need to count it as a 'creature'?
A: Resurrection restores any missing body parts, so it doesn't need much of a corpse to work. The exact amount is up to the DM. -Jeremy Crawford

Bard 7th level Necromancy

Dominate Monster [1/2]

  • casting time1 action
  • range60 feet

  • componentsV, S
  • durationConcentration, up to 1 hour

You attempt to beguile a creature that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.
While the creature is charmed, you have a telepathic link with it as long as the 2 of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as Attack that creature, Run over there, or Fetch that object. If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.
You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.
Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving

Bard 8th level Enchantment

Dominate Monster [2/2]

  • casting time1 action
  • range60 feet

  • componentsV, S
  • durationConcentration, up to 1 hour

throw succeeds, the spell ends.

At Higher Levels: When you cast this spell with a 9th-level spell slot, the duration is concentration, up to 8 hours.

Charmed Basic Rules:
• A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical Effects.
• The charmer has advantage on any ability check to interact socially with the creature.

Bard 8th level Enchantment

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Power Word Stun

  • casting time1 action
  • range60 feet

  • componentsV
  • durationInstantaneous

You speak a word of power that can overwhelm the mind of 1 creature you can see within range, leaving it dumbfounded. If the target has 150 hit points or fewer, it is stunned. Otherwise, the spell has no effect.
The stunned target must make a Constitution saving throw at the end of each of its turns. On a successful save, this stunning effect ends.

Stunned Basic Rules:
• A stunned creature is incapacitated (see the condition), can't move, and can speak only falteringly.
• The creature automatically fails Strength and Dexterity saving throws.
• Attack rolls against the creature have advantage.

Incapacitated Basic Rules:
• An incapacitated creature can't take actions or reactions.

PHB p. 189: anything that deprives you of your ability to take actions also prevents you from taking a bonus action.

Bard 8th level Enchantment

Foresight

  • casting time1 minute
  • rangeTouch

  • componentsV, S, M
  • duration8 hours

A hummingbird feather

You touch a willing creature and bestow a limited ability to see into the immediate future. For the duration, the target can't be surprised and has advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against the target for the duration.
This spell immediately ends if you cast it again before its duration ends.

Bard 9th level Divination

Shield of Faith

  • casting time1 bonus action
  • range60 feet

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

a small parchment with a bit of holy text written on it

A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.

Cleric (*)(War) 1st level Abjuration

True Polymorph [1/2] [1/2]

  • casting time1 action
  • range30 feet

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

A drop of mercury, a dollop of gum arabic, and a wisp of smoke

Choose 1 creature with at least 1 hit point or nonmagical object that you can see within range. You transform the creature into a different creature, the creature into a nonmagical object, or the object into a creature (The object must be neither worn nor carried by another creature). The transformation lasts for the duration, or until the target drops to 0 hit points or dies. If you concentrate on this spell for the full duration, the transformation becomes permanent.

This spell has no effect on a shapechanger or a creature with 0 hit points. An unwilling creature can make a Wisdom saving throw, and if it succeeds, it isn't affected by this spell.

Creature into Creature: If you turn a creature into another kind of creature, the new form can be any kind you choose whose challenge rating is equal to or less than the target's (or its level, if the target doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the new form. It retains its

Bard 9th level Transmutation

True Polymorph [1/2] [2/2]

  • casting time1 action
  • range30 feet

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

A drop of mercury, a dollop of gum arabic, and a wisp of smoke

alignment and personality.
The target assumes the hit points of its new form, and when it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious.
The creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech unless its new form is capable of such actions.
The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment.

Bard 9th level Transmutation

True Polymorph [2/2] [1/2]

  • casting time1 action
  • range30 feet

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

A drop of mercury, a dollop of gum arabic, and a wisp of smoke

Object into Creature: You can turn an object into any kind of creature, as long as the creature's size is no larger than the object's size and the creature's challenge rating is 9 or lower. The creature is friendly to you and your companions. It acts on each of your turns. You decide what action it takes and how it moves. The DM has the creature's statistics and resolves all of its actions and movement.
If the spell becomes permanent, you no longer control the creature. It might remain friendly to you, depending on how you have treated it.

Creature into Object: If you turn a creature into an object, it transforms along with whatever it is wearing and carrying into that form, as long as the object's size is no larger than the creature's size. The creature's statistics become those of the object, and the creature has no memory of time spent in this form, after the spell ends and it returns to its normal form.

Spell's wording updated to reflect PHB

Bard 9th level Transmutation

True Polymorph [2/2] [2/2]

  • casting time1 action
  • range30 feet

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

A drop of mercury, a dollop of gum arabic, and a wisp of smoke

Errata
https://media.wizards.com/2020/dnd/downloads/PH-Errata.pdf


Sage Advice Clarification:

Q: once a true polymorph spell is made permanent from concentrating for the full duration, does reducing that creature to 0hp still cause them to revert to their original form?
A: The text of the spell says it has no effect on a creature with 0 hit points. That statement is made after the bit about lasting until dispelled. At 0 hit points? The transformation ends. -Jeremy Crawford

Q: Does a wizard retains all his casting abilities, class features, feats, after casting True Polymorph (Planetar) on himself?
A: True polymorph replaces the game statistics of the target with those of the new creature. The target's features don't carry over. -Jeremy Crawford

Bard 9th level Transmutation

Counterspell [1/2] [1/2]

  • casting time1 reaction
  • range60 feet

  • componentsS
  • durationInstantaneous

Reaction - which you take when you see a creature within 60 feet of you casting a spell

You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.

Sage Advice Clarifications :

Q: If a sorcerer casts a spell with only verbal or somatic components using Subtle Spell, can an opponent use counterspell against it?
A: If a spell that's altered by Subtle Spell has no material component, then it's impossible for anyone to perceive the spell being cast. So, since you can't see the casting, counterspell is of no use.
https://media.wizards.com/2020/dnd/downloads/SA-Compendium.pdf

If the need for a spell's components has been removed by a special ability, such as the

Bard Magical Secrets 3rd level Abjuration

Counterspell [1/2] [2/2]

  • casting time1 reaction
  • range60 feet

  • componentsS
  • durationInstantaneous

sorcerer's Subtle Spell feature or the Innate Spellcasting trait possessed by many creatures, the casting of the spell is imperceptible. -XGE

Q: Forgive me if you have answered this before but does the counterspell work against wands? And the like?
A: Counterspell targets a creature casting a spell, no matter the source of the spell (the creature, an item, etc.). -Jeremy Crawford

Q: Sorry to bother. Can you counterspell a paladins Divine smite? I thought the feature is in fact not a spell. Gm disagrees.
A: Counterspell counters the casting of a spell. Divine Smite isn't a spell, and you don't cast it. -Jeremy Crawford

Q: Will counter spell counter anti-magic field?
A: Counterspell can counter the casting of any spell, regardless of the spell's effects. -Jeremy Crawford

Q: if my Green Flame Blade is Counterspelled, do I still get to make a normal melee attack or is it counterspelled too?
A: The casting sets up the attack. With counterspell, you foil that setup and anything that would have followed it. -Jeremy Crawford

Bard Magical Secrets 3rd level Abjuration

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Counterspell [2/2] [1/2]

  • casting time1 reaction
  • range60 feet

  • componentsS
  • durationInstantaneous

Q: But since Counterspell is also a reaction, that means you can never actually know the spell you're countering before you counter it? Seems like there should be an exception there.
A: It intentionally doesn't work with counterspell. Counterspell is a sudden effort to break a spell. You're intended to have only enough time to cast it, not to carefully weigh whether the other caster's spell is worth breaking. -Jeremy Crawford

Jack of All Trades works with counterspell. -Jeremy Crawford

Can you also cast a reaction spell on your turn?
You sure can! Here's a common way for it to happen: Cornelius the wizard is casting fireball on his turn, and his foe casts counterspell on him. Cornelius has counterspell Can you also cast a reaction spell on your turn?
You sure can! Here's a common way for it to happen: Cornelius the wizard is casting fireball on his turn, and his foe casts counterspell on him. Cornelius has counterspell prepared, so he uses his reaction to cast it and break his foe's counterspell before it can stop fireball.
https://media.wizards.com/2020/dnd/downloads/SA-Compendium.pdf

Q: Does a failed spellcasting because of Counterspell still count as a trigger for Mage

Bard Magical Secrets 3rd level Abjuration

Counterspell [2/2] [2/2]

  • casting time1 reaction
  • range60 feet

  • componentsS
  • durationInstantaneous

Slayer's attack?Does a failed spellcasting because of Counterspell still count as a trigger for Mage Slayer's attack?
A: Counterspell causes a spell to fail. It doesn't undo the fact that spellcasting occurred. -Jeremy Crawford

Q: if a wild magic sorcerer casts a fireball as a result of their wild magic surge, can they use counterspell to nullify it?
A: As DM, I'd let you cast counterspell on yourself, as long as you're not blinded (counterspell requires you to see). -Jeremy Crawford

Q: Can you counterspell a magical triggered trap?
A: Counterspell says in its Casting Time entry that you cast it in response to a creature casting a spell. A trap isn't a creature. -Jeremy Crawford

Q: Does counterspell target the caster or the spell you're trying to counter?
A: Counterspell targets the other spellcaster.
https://media.wizards.com/2020/dnd/downloads/SA-Compendium.pdf

More Info: https://www.flutesloot.com/counterspell-5e-spell/

Bard Magical Secrets 3rd level Abjuration

Plant Growth

  • casting time1 action or 8 hours
  • range150 feet

  • componentsV, S
  • durationInstantaneous

This spell channels vitality into plants within a specific area. There are two possible uses for the spell, granting either immediate or long-term benefits.
If you cast this spell using 1 action, choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves.
You can exclude one or more areas of any size within the spell’s area from being affected.
If you cast this spell over 8 hours, you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested.

Sage Advice Clarification:

Q: how does that difficult terrain work with the druid land's stride ability
A: The plant growth spell doesn't create difficult terrain. Yet Land's Stride allows a druid to be unhindered by nonmagical plants. -Jeremy Crawford

Bard 3rd level Transmutation

Dissonant Whispers [1/2]

  • casting time1 action
  • range60 feet

  • componentsV
  • durationInstantaneous

You whisper a discordant melody that only 1 creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn't move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn't have to move away. A deafened creature automatically succeeds on the save.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Sage Advice Clarification:

Dissonant Whispers forces the target to move as far as its speed allows, as a reaction. The spell doesn't care about other movement. It refers to your speed, not your movement. -Jeremy Crawford

A creature doesn't provoke an opportunity attack if it is moved without the use of its movement, its action, or its reaction. For example, the effect of the antipathy/sympathy spell requires the target to use its movement, meaning that it would provoke opportunity attacks

Bard 1st level Enchantment

Dissonant Whispers [2/2]

  • casting time1 action
  • range60 feet

  • componentsV
  • durationInstantaneous

when it does so.
Similarly, dissonant whispers requires the target to move using its reaction (if available), so that activity also provokes opportunity attacks. In contrast, a creature that's pushed by a gust of wind spell does not provoke opportunity attacks.
https://media.wizards.com/2020/dnd/downloads/SA-Compendium.pdf

Bard 1st level Enchantment

Misty Step

  • casting time1 bonus action
  • rangeSelf

  • componentsV
  • durationInstantaneous

Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

Sage Advice Clarification:

Q: Does Misty Step allow you to escape from a grapple, from chains tying you up, etc.?
A: yes, as long as you can cast the spell -Mike Mearls

Q: Misty step doesn't say the caster can bring worn or carried equipment with them. Are they intended to leave everything, including their clothes, behind?
A: No, the caster's worn and carried equipment are intended to go with them.
Some teleportation effects do specify that you teleport with your gear. Such specification is an example of a rule being needlessly fastidious, since no teleportation effect in the game assumes that you teleport without your clothes, just as the general movement rules don't assume that you drop everything when you walk.
https://media.wizards.com/2020/dnd/downloads/SA-Compendium.pdf

Bard (Feat) 2nd level Conjuration

Wall of Force [1/2]

  • casting time1 action
  • range120 feet

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

a pinch of powder made by crushing a clear gemstone

An invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick. It lasts for the duration. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice which side).
Nothing can physically pass through the wall. It is immune to all damage and can't be dispelled by dispel magic. A disintegrate spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane, blocking ethereal travel through the wall.
Sage Advice Clarification:
Q: Is there a line of effect in D&D and does Wall of Force block it?

Bard Magical Secrets 5th level Evocation

Wall of Force [2/2]

  • casting time1 action
  • range120 feet

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

a pinch of powder made by crushing a clear gemstone


A: a barrier that stops physical objects stops spells -Mike Mearls

Unless a spell says otherwise, you can't cast it at someone or something behind total cover. -Jeremy Crawford
With misty step, you must be able to see your destination, but you don't need a clear path there. -Jeremy Crawford

Q: Does Disintegrate destroy Forcecage?
A: Disintegrate can destroy something made of magical force. Forcecage is described in its first sentence as 'composed of magical force.'
Q: This overrule the need to see the target from Disintegrate?
A: Disintegrate is a mischievous spell. It says you must see its target, then quickly makes an exception for wall of force and the like.
Q: I guess since you are casting disintegrate on the wall, you are aware it is there. IE you sense the magic and cast at it?
A: If you cast disintegrate at a wall of force, probably detect magic detected it or you witnessed someone/something bump into it. -Jeremy Crawford

Bard Magical Secrets 5th level Evocation

Simulacrum [1/2]

  • casting time12 hours
  • rangeTouch

  • componentsV, S, M
  • durationUntil dispelled

snow or ice in quantities sufficient to made a life-size copy of the duplicated creature some hair, fingernail clippings, or other piece of that creature's body placed inside the snow or ice and powdered ruby worth 1,500 gp, sprinkled over the duplicate and consumed by the spell

You shape an illusory duplicate of one beast or humanoid that is within range for the entire casting time of the spell. The duplicate is a creature, partially real and formed from ice or snow, and it can take actions and otherwise be affected as a normal creature. It appears to be the same as the original, but it has half the creature's hit point maximum and is formed without any equipment. Otherwise, the illusion uses all the statistics of the creature it duplicates, except that it is a construct.
The simulacrum is friendly to you and creatures you designate. It obeys your spoken commands, moving and acting in accordance with your wishes and acting on your turn in combat. The simulacrum lacks the ability to learn or become more powerful, so it never increases its level or other abilities, nor can it regain expended spell slots.
If the simulacrum is damaged, you can repair it in an alchemical laboratory, using rare herbs and minerals worth 100 gp per hit point it regains. The simulacrum lasts until it drops to 0 hit points,

Bard Magical Secrets 7th level Illusion

3 3
3 3
3 3
1 1
1 1
2 2
5 5
5 5
7 7

Simulacrum [2/2]

  • casting time12 hours
  • rangeTouch

  • componentsV, S, M
  • durationUntil dispelled

snow or ice in quantities sufficient to made a life-size copy of the duplicated creature some hair, fingernail clippings, or other piece of that creature's body placed inside the snow or ice and powdered ruby worth 1,500 gp, sprinkled over the duplicate and consumed by the spell

at which point it reverts to snow and melts instantly.
If you cast this spell again, any currently active duplicates you created with this spell are instantly destroyed.

PHB Errata: The following text is added to the final sentence of the first paragraph: ', except that it is a construct.'
https://media.wizards.com/2020/dnd/downloads/PH-Errata.pdf

Sage Advice Clarification: Simulacrum—the spell's creation can't gain levels or regain expended spell slots (RAW). The creation is meant to be unable to regain use of any of its features that it expends (RAI). -Jeremy Crawford

Adventurer's League Guidance: No Copies of a Copy. Simulacrums can't cast simulacrum or any spell that duplicates its effects.
https://media.wizards.com/2017/dnd/downloads/DDAL_FAQv6-1.pdf

Bard Magical Secrets 7th level Illusion

Detect Evil and Good

  • casting time1 action
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 10 minutes

For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place of object within 30 feet of you that has been magically consecrated or desecrated.
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Cleric 1st level Divination

Guiding Bolt

  • casting time1 action
  • range120 feet

  • componentsV, S
  • duration1 round

A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Cleric 1st level Evocation

Bane

  • casting time1 action
  • range30 feet

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

a drop of blood

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

Sage Advice Clarification:

Q: For the new UA cantrip Mind Sliver, would that effect stack with the effect from the Bane spell?
A: In D&D, the effects of different spells stack with each other. For more information, check out the section 'Combining Magical Effects' in the Player's Handbook (p. 205). -Jeremy Crawford

Cleric (*)(Grave) 1st level Enchantment

Dispel Magic [1/2] [1/3]

  • casting time1 action
  • range120 feet

  • componentsV, S
  • durationInstantaneous

Choose any creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.

Sage Advice Clarification: https://media.wizards.com/2020/dnd/downloads/SA-Compendium.pdf

Can permanent magical effects be dispelled? Or are they no longer considered magical effects once permanent?
If the effect of a spell becomes permanent, it can be dispelled, unless its description says otherwise (such as in the wall of stone spell).

Can dispel magic end globe of invulnerability?
Yes, dispel magic can dispel the barrier created by globe of invulnerability, but not any magical effects that are active inside the barrier.

If dispel magic targets the magical effect from bless cast by a cleric, does it remove the effect on all the targets?

Bard 3rd level Abjuration

Dispel Magic [1/2] [2/3]

  • casting time1 action
  • range120 feet

  • componentsV, S
  • durationInstantaneous


Dispel magic ends a spell on one target. It doesn't end the same spell on other targets.

Can you use dispel magic to dispel a magical effect like a vampire's Charm ability or a druid's Wild Shape?
Dispel magic has a particular purpose: to break other spells. It has no effect on a vampire's Charm ability or any other magical effect that isn't a spell. It also does nothing to the properties of a magic item. It can, however, end a spell cast from a magic item or from another source. Spells—they're what dispel magic is about. For example, if you cast dispel magic on a staff of power, the spell fails to disrupt the staff's magical properties, but if the staff's wielder casts hold monster from the staff, dispel magic can end that spell if cast on the target of hold monster.

Can you use dispel magic on the creations of a spell like animate dead or affect those creations with antimagic field?
Whenever you wonder whether a spell's effects can be dispelled or suspended, you need to answer one question: is the spell's duration instantaneous? If the answer is yes, there is nothing to dispel or suspend. Here's why: the effects of an instantaneous spell are brought into being by magic, but the

Bard 3rd level Abjuration

Dispel Magic [1/2] [3/3]

  • casting time1 action
  • range120 feet

  • componentsV, S
  • durationInstantaneous

effects aren't sustained by magic (see PH, 203). The magic flares for a split second and then vanishes.

Bard 3rd level Abjuration

Dispel Magic [2/2] [1/2]

  • casting time1 action
  • range120 feet

  • componentsV, S
  • durationInstantaneous

For example, the instantaneous spell animate dead harnesses magical energy to turn a corpse or a pile of bones into an undead creature. That necromantic magic is present for an instant and is then gone. The resulting undead now exists without the magic's help. Casting dispel magic on the creature can't end its mockery of life, and the undead can wander into an antimagic field with no adverse effect.
Another example: cure wounds instantaneously restores hit points to a creature. Because the spell's duration is instantaneous, the restoration can't be later dispelled. And you don't suddenly lose hit points if you step into an antimagic field! In contrast, a spell like conjure woodland beings has a non-instantaneous duration, which means its creations can be ended by dispel magic and they temporarily disappear within an antimagic field.

Can you ready dispel magic to stop another spell from taking effect?
The easiest way to stop a spell is to cast counterspell on its caster while it's being cast. If successful, counterspell interrupts the other spell's casting, and that spell fails to take effect. Counterspell works against any spell, regardless of a spell's casting time or duration.
With the Ready

Bard 3rd level Abjuration

Dispel Magic [2/2] [2/2]

  • casting time1 action
  • range120 feet

  • componentsV, S
  • durationInstantaneous

action, dispel magic can be cast in response to another spell being cast, yet dispel magic can't substitute for counterspell. The main reason is that dispel magic removes a spell that is already on a target, whether that target is a creature, an object, or some other phenomenon. Dispel magic can't dispel something in advance. If a spell isn't already present on a target, dispel magic does nothing to that target. The best that a readied dispel magic can do is dispel a spell immediately after the spell has been cast to prevent it from having any effect after the action used to cast it. For example, on your turn you could say something like this: 'I ready dispel magic, and if the high priest casts a spell on anyone, I cast dispel magic on the target if the spell takes hold.' If the high priest then cast hold person on your companion who fails the save against it, you could unleash your readied dispel magic and end hold person.

Bard 3rd level Abjuration

7 7
1 1
1 1
1 1
3 3
3 3
3 3
3 3
3 3

Inflict Wounds

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationInstantaneous

Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

Cleric 1st level Necromancy

Detect Magic (ritual)

  • casting time1 action
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 10 minutes

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Sage Advice Clarification:

Q: Are there any creatures that are inherently magical--that would necessarily be sensed by Detect Magic? Constructs, for example, or undead?
A: No creature type is inherently magical for the purpose of something like the detect magic spell. In fact, there are no general rules associated with any creature type. -Jeremy Crawford

Q: Would it detect Spell Scrolls or Wizard Spellbooks? They don't have active magic on them. How about a Magical sword w/ +1 property?
A: A spellbook is not a magic item. A spell scroll, a +1 weapon, and anything else in the magic item section of the Dungeon Master's Guide is a magic item. Detect magic senses magic items.-Jeremy Crawford

Cleric (*)(Arcana) 1st level Divination

Ceremony (ritual) [1/2]

  • casting time1 hour
  • rangeTouch

  • componentsV, S, M
  • durationInstantaneous

25 gp worth of powdered silver, which the spell consumes

You perform a special religious ceremony that is infused with magic. When you cast the spell, choose one of the following rites, the target of which must be within 10 feet of you throughout the casting.

Atonement: You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (Insight) check. On a successful check, you restore the target to its original alignment.

Bless Water: You touch one vial of water and cause it to become holy water.

Coming of Age: You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this rite only once.

Dedication: You touch one humanoid who wishes to be dedicated to your god's service. For the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save. A creature can benefit from this rite only once.

Funeral

Cleric (XGE) 1st level Abjuration

Ceremony (ritual) [2/2]

  • casting time1 hour
  • rangeTouch

  • componentsV, S, M
  • durationInstantaneous

25 gp worth of powdered silver, which the spell consumes

Rite: You touch one corpse, and for the next 7 days, the target can't become undead by any means short of a wish spell.

Wedding: You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed.

Cleric (XGE) 1st level Abjuration

Mass Healing Word

  • casting time1 bonus action
  • range60 feet

  • componentsV
  • durationInstantaneous

As you call out words of restoration, up to six creatures of your choice that you can see within range regain hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the healing increases by 1d4 for each slot level above 3rd.

Life Cleric Feature - Disciple of Life: Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level.

Bard 3rd level Evocation

Pass Without Trace [1/2]

  • casting time1 action
  • rangeSelf

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

ashes from a burned leaf of mistletoe and a sprig of spruce

A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.

Group Ability Checks (PHB p.175 or Basic Rules p.59):
To make a group ability check, everyone in the group makes the ability check. If at least half the group succeeds, the whole group succeeds. Otherwise, the group fails.

Sage Advice Clarification:

Q: Targets of Pass w/o Trace must remain within 30 ft. of caster in order to maintain benefit?
A: Pass without trace is meant to benefit you only while you're within the spell's radius. -Jeremy Crawford

Q: had to stop a session because I didn't have an answer for players. Players drink invisibility potion cast pass without trace to infiltrate pirate hideout. Says can't be tracked

Bard Magical Secrets 2nd level Abjuration

Pass Without Trace [2/2]

  • casting time1 action
  • rangeSelf

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

ashes from a burned leaf of mistletoe and a sprig of spruce

without magical means. Could a gaurd dog still smell them?
A: The pass without trace spell gives you a bonus to your Dexterity (Stealth) checks and causes you to leave no tracks or other traces of your passage. That doesn't stop someone from smelling you if you're nearby. The bonus to Stealth does make you harder to smell, though.
Q:The problem I'm having to rule is the ending of the spell where it says leaves no tracks or trace of presence ever being there. Wouldn't the smell that the dog is trying to pick up be considered a trace of the person hence the smell cant be detected without magic?
A: Pass without trace magically obscures any traces you leave, including smells. The spell doesn't remove smell from your body, however. So you can still be smelled. -Jeremy Crawford

Bard Magical Secrets 2nd level Abjuration

Synaptic Static

  • casting time1 action
  • range120 feet

  • componentsV, S
  • durationInstantaneous

You choose a point within range and cause psychic energy to explode there. Each creature in a 20-foot-radius sphere centered on that point must make an Intelligence saving throw. A creature with an Intelligence score of 2 or lower can't be affected by this spell. A target takes 8d6 psychic damage on a failed save, or half as much damage on a successful one.
After a failed save, a target has muddled thoughts for 1 minute. During that time, it rolls a d6 and subtracts the number rolled from all its attack rolls and ability checks, as well as its Constitution saving throws to maintain concentration. The target can make an Intelligence saving throw at the end of each of its turns, ending the effect on itself on a success.

Bard (XGE) 5th level Enchantment

Dimension Door [1/2]

  • casting time1 action
  • range500 feet

  • componentsV
  • durationInstantaneous

You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as 200 feet straight downward or upward to the northwest at a 45-degree angle, 300 feet.
You can bring along objects as long as their weight doesn't exceed what you can carry. You can also bring 1 willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell.
If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you.

Sage Advice Clarification:

Q: So you can't Dimension Door behind total cover then?The spell doesn't say you can, and the spell's target is your destination.
A: The first paragraph of dimension door is a long-winded exception to the general rule. -Jeremy Crawford

Q: Can you take a unconscious target with you using dimension door?
A: Only a willing creature can travel with you via dimension door. You can't

Bard 4th level Conjuration

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1 1
1 1
3 3
2 2
2 2
5 5
4 4

Dimension Door [2/2]

  • casting time1 action
  • range500 feet

  • componentsV
  • durationInstantaneous

give consent when you're unconscious. -Jeremy Crawford

Q: Cast Dimension Door inside Prismatic Wall: can I teleport outside all layers of wall because isn't forbidden? Or the Indigo layer prevents teleport with Dimension Door?
A: The indigo layer of prismatic wall prevents you from casting spells through it. This doesn't stop a spell with a range of self, such as misty step, but it does stop dimension door, which has a range of 500 ft.
Q: Prismatic Wall is opaque and Misty Step requires sight though, correct?
A: My tweet about the indigo layer of prismatic wall doesn't change the fact that misty step requires you to see where you're teleporting.

Bard 4th level Conjuration

Find Greater Steed [1/2] [1/2]

  • casting time10 minutes
  • range30 feet

  • componentsV, S
  • durationInstantaneous

You summon a spirit that assumes the form of a loyal, majestic mount. Appearing in an unoccupied space within range, the spirit takes on a form you choose: a griffon, a pegasus, a peryton , a dire wolf, a rhinoceros, or a saber-toothed tiger. The creature has the statistics provided in the Monster Manual for the chosen form, though it is a celestial, a fey, or a fiend (your choice) instead of its normal creature type. Additionally, if it has an Intelligence score of 5 or lower, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak.

You control the mount in combat. While the mount is within 1 mile of you, you can communicate with it telepathically. While mounted on it, you can make any spell you cast that targets only you also target the mount.

The mount disappears temporarily when it drops to 0 hit points or when you dismiss it as an action. Casting this spell again re-summons the bonded mount, with all its hit points restored and any conditions removed.

You can't have more than one mount bonded by this spell or find steed at the same time. As an action, you can release a mount from its bond, causing it to disappear

Bard Magical Secrets (XGE) 4th level Conjuration

Find Greater Steed [1/2] [2/2]

  • casting time10 minutes
  • range30 feet

  • componentsV, S
  • durationInstantaneous

permanently.

Whenever the mount disappears, it leaves behind any objects it was wearing or carrying.

Bard Magical Secrets (XGE) 4th level Conjuration

Find Greater Steed [2/2]

  • casting time10 minutes
  • range30 feet

  • componentsV, S
  • durationInstantaneous

Sage Advice Clarification:

Q: When I summon a pegasus and mount it, is it controlled or independent? Or can I choose like with a normal mount?
A: Find steed / find greater steed—when you ride the mount in combat, you decide whether it follows the rules for a controlled or an independent mount. -Jeremy Crawford

Q: If I have a Pegasus from Greater Find Steed then true polymorph it into a Silver Dragon Wyrmling, the wyrmling still has a lifelong bond and has a telepathic link, correct?
A: One spell doesn't end another spell's effects unless (a) one of them says it does or (b) a general rule says it does. For example, no rule says polymorphing your supernatural steed has any effect on your bond with it.
It's still your steed. Polymorphing it doesn't change its magical relationship to you.
The bond between the paladin and the steed isn't one of the steed's game statistics. -Jeremy Crawford

Bard Magical Secrets (XGE) 4th level Conjuration

Heroes' Feast

  • casting time10 minutes
  • range30 feet

  • componentsV, S, M
  • durationInstantaneous

a gem-encrusted bowl worth at least 1,000 gp, which the spell consumes

You bring forth a great feast, including magnificent food and drink. The feast takes 1 hour to consume and disappears at the end of that time, and the beneficial effects don't set in until this hour is over. Up to twelve creatures can partake of the feast.
A creature that partakes of the feast gains several benefits. The creature is cured of all diseases and poison, becomes immune to poison and being frightened, and makes all Wisdom saving throws with advantage. Its hit point maximum also increases by 2d10, and it gains the same number of hit points. These benefits last for 24 hours.

PHB Errata: In the first paragraph, 'twelve other creatures' is now 'twelve creatures.'
https://media.wizards.com/2020/dnd/downloads/PH-Errata.pdf

Sage Advice Clarification:

Q: does the Heroes Feast spell grant immunity to poison damage or just the poison condition?
A: The heroes' feast spell grants immunity to poison in any form—damage and the condition. -Jeremy Crawford

Bard 6th level Conjuration

Wish [1/2] [1/2]

  • casting time1 action
  • rangeSelf

  • componentsV
  • durationInstantaneous

Wish is the mightiest spell a mortal creature can cast. By simply speaking aloud, you can alter the very foundations of reality in accord with your desires.
The basic use of this spell is to duplicate any other spell of 8th level or lower. You don't need to meet any requirements in that spell, including costly components. The spell simply takes effect. Alternatively, you can create one of the following effects of your choice.

• You create one object of up to 25,000 gp in value that isn't a magic item. The object can be no more than 300 feet in any dimension, and it appears in an unoccupied space you can see on the ground.

• You allow up to twenty creatures that you can see to regain all hit points, and you end all effects on them described in the greater restoration spell.

• You grant up to ten creatures that you can see resistance to a damage type you choose.

• You grant up to ten creatures you can see immunity to a single spell or other magical effect for 8 hours. For instance, you could make yourself and all your companions immune to a lich's life drain attack.

• You undo a single recent event by forcing a reroll of any roll made within the last round

Bard Magical Secrets 9th level Conjuration

Wish [1/2] [2/2]

  • casting time1 action
  • rangeSelf

  • componentsV
  • durationInstantaneous

(including your last turn). Reality reshapes itself to accommodate the new result. For example, a wish spell could undo an opponent's successful save, a foe's critical hit, or a friend's failed save. You can force the reroll to be made with advantage or disadvantage, and you can choose whether to use the reroll or the original roll.

Bard Magical Secrets 9th level Conjuration

Wish [2/2] [1/2]

  • casting time1 action
  • rangeSelf

  • componentsV
  • durationInstantaneous

You might be able to achieve something beyond the scope of the above examples. State your wish to the DM as precisely as possible. The DM has great latitude in ruling what occurs in such an instance, the greater the wish, the greater the likelihood that something goes wrong. This spell might simply fail, the effect you desire might only be partly achieved, or you might suffer some unforeseen consequence as a result of how you worded the wish. For example, wishing that a villain were dead might propel you forward in time to a period when that villain is no longer alive, effectively removing you from the game. Similarly, wishing for a legendary magic item or artifact might instantly transport you to the presence of the item's current owner.

The stress of casting this spell to produce any effect other than duplicating another spell weakens you. After enduring that stress, each time you cast a spell until you finish a long rest, you take 1d10 necrotic damage per level of that spell. This damage can't be reduced or prevented in any way. In addition, your Strength drops to 3, if it isn't 3 or lower already, for 2d4 days. For each of those days that you spend resting and doing nothing more than light activity,

Bard Magical Secrets 9th level Conjuration

Wish [2/2] [2/2]

  • casting time1 action
  • rangeSelf

  • componentsV
  • durationInstantaneous

your remaining recovery time decreases by 2 days. Finally, there is a 33 percent chance that you are unable to cast wish ever again if you suffer this stress.

Sage Advice Clarification:
There's a 33% chance of not casting wish again if it does anything other than duplicate a spell of level 0-8.
(1) Duplicated a spell of 8th level or lower? No stress. (2) Did anything else with wish? Stress.
-Jeremy Crawford

Bard Magical Secrets 9th level Conjuration

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4 4
4 4
4 4
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9 9
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9 9

Hallow [1/2] [1/2]

  • casting time24 hours
  • rangeTouch

  • componentsV, S, M
  • durationUntil dispelled

herbs, oils, and incense worth at least 1,000 gp, which the spell consumes

You touch a point and infuse an area around it with holy (or unholy) power. The area can have a radius up to 60 feet, and the spell fails if the radius includes an area already under the effect a hallow spell. The affected area is subject to the following effects.

First, celestials, elementals, fey, fiends, and undead can't enter the area, nor can such creatures charm, frighten, or possess creatures within it. Any creature charmed, frightened, or possessed by such a creature is no longer charmed, frightened, or possessed upon entering the area. You can exclude one or more of those types of creatures from this effect.

Second, you can bind an extra effect to the area. Choose the effect from the following list, or choose an effect offered by the DM. Some of these effects apply to creatures in the area, you can designate whether the effect applies to all creatures, creatures that follow a specific deity or leader, or creatures of a specific sort, such as ores or trolls. When a creature that would be affected

Bard Magical Secrets 5th level Evocation

Hallow [1/2] [2/2]

  • casting time24 hours
  • rangeTouch

  • componentsV, S, M
  • durationUntil dispelled

herbs, oils, and incense worth at least 1,000 gp, which the spell consumes

enters the spell's area for the first time on a turn or starts its turn there, it can make a Charisma saving throw. On a success, the creature ignores the extra effect until it leaves the area.

Bard Magical Secrets 5th level Evocation

Hallow [2/2] [1/2]

  • casting time24 hours
  • rangeTouch

  • componentsV, S, M
  • durationUntil dispelled

herbs, oils, and incense worth at least 1,000 gp, which the spell consumes

Courage: Affected creatures can't be frightened while in the area.
Darkness: Darkness fills the area. Normal light, as well as magical light created by spells of a lower level than the slot you used to cast this spell, can't illuminate the area.
Daylight: Bright light fills the area. Magical darkness created by spells of a lower level than the slot you used to cast this spell can't extinguish the light.
Energy Protection: Affected creatures in the area have resistance to one damage type of your choice, except for bludgeoning, piercing, or slashing.
Energy Vulnerability: Affected creatures in the area have vulnerability to one damage type of your choice, except for bludgeoning, piercing, or slashing.
Everlasting Rest: Dead bodies interred in the area can't be turned into undead.
Extradimensional Interference: Affected creatures can't move or travel using teleportation or by extradimensional or interplanar means.
Fear: Affected creatures are frightened

Bard Magical Secrets 5th level Evocation

Hallow [2/2] [2/2]

  • casting time24 hours
  • rangeTouch

  • componentsV, S, M
  • durationUntil dispelled

herbs, oils, and incense worth at least 1,000 gp, which the spell consumes

while in the area.
Silence: No sound can emanate from within the area, and no sound can reach into it.
Tongues: Affected creatures can communicate with any other creature in the area, even if they don't share a common language.

Sage Advice Clarification:
Q: What happens when you cast Hallow on a place that has already undead on the location?
A: The hallow spell prevents undead from entering its area. If they're already there, they already entered it. -Jeremy Crawford

Bard Magical Secrets 5th level Evocation

Invisibility [1/2]

  • casting time1 action
  • rangeTouch

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

An eyelash encased in gum arabic

A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target 1 additional creature for each slot level above 2nd.

Invisible Basic Rules:
• An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves.
• Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage.
The Environment Basic Rules:
A heavily obscured area--such as darkness, opaque fog, or dense foliage--blocks vision entirely. A creature effectively suffers from the blinded condition when trying to see something in that area.
Blinded Basic Rules:

Instrument of the Bards 2nd level Illusion

Invisibility [2/2]

  • casting time1 action
  • rangeTouch

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

An eyelash encased in gum arabic


• A blinded creature can't see and automatically fails any ability check that requires sight.
• Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.

Sage Advice Clarification:

There are also just a ton of spells and abilities that require you to see the target. Invisibility foils all of them. The biggest one for me is counterspell. Invisible spellcaster can't be counterspelled. -Dan Dillon

Q: When does the Invisibility spell end: immediately before or immediately after you attack/cast a spell?
A: The invisibility spell is meant to end right after you make an attack or cast a spell. It doesn't predict what you're about to do! -Jeremy Crawford

Instrument of the Bards 2nd level Illusion

Fly [1/2]

  • casting time1 action
  • rangeTouch

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

a wing feather from any bird

You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.

Breaking Up Your Move (Combat Basic Rules):
If you have more than one speed, such as your walking speed and a flying speed, you can switch back and forth between your speeds during your move. Whenever you switch, subtract the distance you've already moved from the new speed. The result determines how much farther you can move. If the result is 0 or less, you can't use the new speed during the current move.
For example, if you have a speed of 30 and a flying speed of 60 because a wizard cast the fly spell on you, you could fly 20 feet, then walk 10 feet, and then leap into the air to fly 30 feet more.

Flying Movement (Combat Basic Rules):
Flying

Instrument of the Bards 3rd level Transmutation

Fly [2/2]

  • casting time1 action
  • rangeTouch

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

a wing feather from any bird

creatures enjoy many benefits of mobility, but they must also deal with the danger of falling. If a flying creature is knocked prone, has its speed reduced to 0, or is otherwise deprived of the ability to move, the creature falls, unless it has the ability to hover or it is being held aloft by magic, such as by the fly spell.

Falling Damage Rules: You take 1d6 bludgeoning damage per 10ft fallen, up to a max of 20d6 (PHB p.183). You fall at a rate of 500ft/round (XGtE p.77). Actual Math for Falling Body: d=0.5*g*t*t

Sage Advice Clarification:
Q: A monster is immune to damage from nonmagical bludgeoning weapons. Does he still take damage from falling?
A: Yep, that monster is still going to feel the hurt of a fall. -Jeremy Crawford

Instrument of the Bards 3rd level Transmutation

Levitate [1/2]

  • casting time1 action
  • range60 feet

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

either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end

One creature or loose object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.
The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell's range.
When the spell ends, the target floats gently to the ground if it is still aloft.

PHB Errata: In the first sentence, 'One creature or object' is now 'One creature or loose object.'
https://media.wizards.com/2020/dnd/downloads/PH-Errata.pdf

Sage Advice Clarification:
Q: is it

Instrument of the Bards 2nd level Transmutation

5 5
5 5
5 5
5 5
2 2
2 2
3 3
3 3
2 2

Levitate [2/2]

  • casting time1 action
  • range60 feet

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

either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end

limited to up and down movement or can you use your action to move the target in any direction?
A: the spell says you can move the target up or down. If it meant any direction, it would say that instead. -Jeremy Crawford

Instrument of the Bards 2nd level Transmutation

Protection from Evil and Good [1/2]

  • casting time1 action
  • rangeTouch

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

holy water or powdered silver and iron, which the spell consumes

Until the spell ends, one willing creature you touch is protected against certain types of creatures - aberrations, celestials, elementals, fey, fiends, and undead.
The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.

DMG p.141: Some Magic items allow the user to cast a spell from the item ... and requires no components, unless the item's description says otherwise.

Sage Advice Clarification:

Q: Does Protection From Good & Evil protect against a non-evil undead or a non-good celestial?
A: The protection from evil and good spell wards against creatures of certain types. It doesn't care what their alignments are. -Jeremy Crawford

Q: Can Protection From Evil and Good be cast with a component pouch

Instrument of the Bards 1st level Abjuration

Protection from Evil and Good [2/2]

  • casting time1 action
  • rangeTouch

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

holy water or powdered silver and iron, which the spell consumes

or a focus?
A: If a spell consumes its material component, you must provide that component every time you cast it.
Q: So the material component should be interpreted as a vial of holy water worth 25 gold OR powdered silver worth 25 gold, correct?
A: The cost isn't a concern for that spell, only that you have some of the material for the spell to consume. It's a narrative device: sprinkling holy water or the powder.
Q: In practical terms, does that mean a flask of holy water could be reused for multiple castings of the spell?
A: If a DM was generous and allowed that. Typically, a DM will expect a flask to be used.-Jeremy Crawford

Instrument of the Bards 1st level Abjuration

Animate Objects [1/2] [1/2]

  • casting time1 action
  • range120 feet

  • componentsV, S
  • durationConcentration, up to 1 minute

Objects come to life at your command. Choose up to 10 nonmagical objects within range that are not being worn or carried. Medium targets count as 2 objects, Large targets count as 4 objects, Huge targets count as 8 objects. You can't animate any object larger than Huge. Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 hit points.

As a bonus action, you can mentally command any animated object if it is within 500 feet of you (if you control multiple, you can command any or all of them at the same time, issuing the same command to each.) You decide what action ti takes and where it moves during its next turn, or you can issue a general command, such as to guard an area. If you issue no command, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until the task is complete.

An animated object is a construct with AC, hit points, attacks, Strength, and Dexterity determined by its size. Its Cons is 10 and its Int and Wis are 3, and its Char is 1. Speed is 30 ft, if the objects lack legs or other appendages it instead has a flying speed of 30 feet and can hover. If the object is

Bard 5th level Transmutation

Animate Objects [1/2] [2/2]

  • casting time1 action
  • range120 feet

  • componentsV, S
  • durationConcentration, up to 1 minute

securely attached to a surface or larger object, such as a chain on a wall, its speed is 0. It has blindsight with a radius of 30 ft and is blind beyond that. When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form.

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

Bard 5th level Transmutation

Animate Objects [2/2]

  • casting time1 action
  • range120 feet

  • componentsV, S
  • durationConcentration, up to 1 minute

Animated Object Statistics
Size. . , HP, AC, Hit, Damage,Str,Dex
Tiny. . , 20, 18, +8 , 1d4 + 4. , 4 , 18
Small , 25, 16, +6 , 1d8 + 2. , 6 , 14
Med. ., 40, 13, +5 , 2d6 + 1 , 10, 12
Large , 50, 10, +6 , 2d10 +2,14, 10
Huge. , 80, 10, +8 , 2d12 +4,18 , 6

Con = 10 (+0), Int = 3 (-4), Wis = 3 (-4), Cha = 1 (-5)

At Higher Levels: If you cast this spell using a spell slot of 6th level or higher, you can animate 2 additional objects for each slot level above 5th.

Sage Advice Clarification:
Q: Is the damage from Animate objects objects now magical? or nonmagical?
A: non-magical -Mike Mearls

Bard 5th level Transmutation

Enhance Ability [1/2]

  • casting time1 action
  • rangeTouch

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

Fur or a feather from a beast

You touch a creature and bestow upon it a magical enhancement. Choose 1 of the following effects - the target gains the effect until the spell ends.

Bear's Endurance: The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.

Bull's Strength: The target has advantage on Strength checks, and his or her carrying capacity doubles.

Cat's Grace: The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated.

Eagle's Splendor: The target has advantage on Charisma checks.

Fox's Cunning: The target has advantage on Intelligence checks.

Owl's Wisdom: The target has advantage on Wisdom checks.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target 1 additional creature for each slot level above 2nd.

Sage Advice Clarification:

Q: Are attack

Bard 2nd level Transmutation

Enhance Ability [2/2]

  • casting time1 action
  • rangeTouch

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

Fur or a feather from a beast

rolls and saving throws basically specialized ability checks?
A: No (see link for more details).
https://media.wizards.com/2020/dnd/downloads/SA-Compendium.pdf

Q: Would the spell Cat's Grace Enhanced Ability's advantage work with initiative?
A: Initiative is a Dexterity check. It can benefit from things like Cat's Grace in the enhance ability spell. -Jeremy Crawford

Bard 2nd level Transmutation

Heroism [1/2]

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationConcentration, up to 1 minute

A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target 1 additional creature for each slot level above 1st.

Sage Advice Clarification: https://media.wizards.com/2020/dnd/downloads/SA-Compendium.pdf

Q: Do the temporary hit points from heroism accumulate each round?
A: Temporary hit points aren't cumulative. The spell would tell you if you were meant to add together the temporary hit points it provides. At the start of each of your turns, the spell, effectively, refreshes the number of temporary hit points you have from it. If you lost some or all of the temporary hit points, the spell gives them back to you.

Q: If the heroism spell is cast on a character that is already frightened, does it remove the frightened effect?
A: The heroism spell would suppress a frightening effect that was already on its target.

Bard 1st level Enchantment

2 2
1 1
1 1
5 5
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Heroism [2/2]

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationConcentration, up to 1 minute

When the spell ends, the target's immunity goes away and the frightening effect resumes if it has not expired or been removed.

Bard 1st level Enchantment

Aid

  • casting time1 action
  • range30 feet

  • componentsV, S, M
  • duration8 hours

a tiny strip of white cloth

Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target's hit point maximum and current hit points increase by 5 for the duration.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, a target's hit points increase by an additional 5 for each slot level above 2nd.

Sage Advice Clarification:
Q: Can the spell aid stabilize downed players?
A: Yes. If something in the game gives you hit points and they're not called temporary hit points, they don't follow the temporary hp rule. -Jeremy Crawford

Cleric 2nd level Abjuration

Speak with Animals (Ritual)

  • casting time1 action
  • rangeSelf

  • componentsV, S
  • duration10 minutes

You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM's discretion.

Sage Advice Clarification:

Q: Does casting Speak with Animals allow you to cast spells like Command or Suggestion on beasts?
A: Yes. -Jeremy Crawford

Q: Does Speak with Animals/Beasts (spell, forest gnome skill, or UA ranger ability) give a bonus to Animal Handling checks?
A: I'd allow the character to use Charisma checks in that instance, would make a lot of basic things automatic that would normally require checks because it eliminates the communication gap that Animal Handling tries to bridge. -Mike Mearls

Bard 1st level Divination

Minor Illusion [1/2]

  • casting time1 action
  • range30 feet

  • componentsS, M
  • duration1 minute

Fleece

You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.
If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.
If you create an image of an object - such as a chair, muddy footprints, or a small chest - it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.
If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is the

Bard Illusion cantrip

Minor Illusion [2/2]

  • casting time1 action
  • range30 feet

  • componentsS, M
  • duration1 minute

Fleece

illusion becomes faint to the creature.

Sage Advice Clarification:

Q: Can an object created with minor illusion move? For example, a wall sliding down a corridor?
A: An illusory object created by minor illusion doesn't move. Compare to spells like major image and mislead, which talk about moving.

Q: Could minor illusion create a fog cloud? If so, would shooting an arrow through it cancel the illusion?
A: An illusory object made by minor illusion is meant to be like a stool or a rock, not an atmospheric effect.

https://media.wizards.com/2020/dnd/downloads/SA-Compendium.pdf

Bard Illusion cantrip

Sacred Flame [1/2]

  • casting time1 action
  • range60 feet

  • componentsV, S
  • durationInstantaneous

Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.
The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Sage Advice Clarification:

There are spells that create exceptions to this rule about needing a path clear of obstruction. One cantrip [that breaks] this rule is sacred flame. Sacred flame is one of the low level spells that has this text: 'The target gains no benefit from cover for this saving throw.' [...] So, they're getting no benefit from cover [...] and that includes total cover. So sacred flame is one of the few spells that allows you to target somebody even if they're behind total cover. [...] You can be looking through the window in the tower and cast it on someone outside.

The narrative reason for that, the reason I wrote it that way, is that sacred flame is coming down from above the person. The idea is the cleric is calling this divine energy down on the target and it is not actually shooting out from the cleric, it's coming down. [Which is an

Cleric Evocation cantrip

Sacred Flame [2/2]

  • casting time1 action
  • range60 feet

  • componentsV, S
  • durationInstantaneous

exception] and in the game the exceptional always beats the general. [...] It can be cast at somebody on the other side of a Wall of Force if you can see that person.

Jeremy Crawford on the Jan. 19, 2017 episode of Dragon Talk
https://rpg.stackexchange.com/questions/115820/can-sacred-flame-target-someone-that-is-behind-total-cover

Cleric Evocation cantrip

Thunderclap

  • casting time1 action
  • range5 feet

  • componentsS
  • durationInstantaneous

You create a burst of thunderous sound that can be heard up to 100 feet away. Each creature within range, other than you, must make a Constitution saving throw or take 1d6 thunder damage.
The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Bard (XGE) Evocation cantrip

Dash

  • casting time1 action
  • rangeSelf

  • components-
  • duration-

When you take the Dash action, you gain extra Movement for the current turn. The increase equals your speed, after applying any modifiers. With a speed of 30 feet, for example, you can move up to 60 feet on Your Turn if you dash.
Any increase or decrease to your speed changes this additional Movement by the same amount. If your speed of 30 feet is reduced to 15 feet, for instance, you can move up to 30 feet this turn if you dash.

https://roll20.net/compendium/dnd5e/Combat

Basic Combat Rules Action

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Disengage

  • casting time1 action
  • rangeSelf

  • components-
  • duration-

If you take the Disengage action, your Movement doesn't provoke Opportunity Attacks for the rest of the turn.

https://roll20.net/compendium/dnd5e/Combat

Basic Combat Rules Action

Dodge

  • casting time1 action
  • rangeSelf

  • components-
  • duration-

When you take the Dodge action, you focus entirely on avoiding attacks. Until the start of your next turn, any Attack roll made against you has disadvantage if you can see the attacker, and you make Dexterity Saving Throws with advantage. You lose this benefit if you are Incapacitated (as explained in Conditions ) or if your speed drops to 0.

https://roll20.net/compendium/dnd5e/Combat

Basic Combat Rules Action

Help

  • casting time1 action
  • range-

  • components-
  • duration-

You can lend your aid to another creature in the completion of a task. When you take the Help action, the creature you aid gains advantage on the next ability check it makes to perform the task you are helping with, provided that it makes the check before the start of your next turn.

Alternatively, you can aid a friendly creature in attacking a creature within 5 feet of you. You feint, distract the target, or in some other way team up to make your ally's Attack more effective. If your ally attacks the target before your next turn, the first Attack roll is made with advantage.

https://roll20.net/compendium/dnd5e/Combat

Basic Combat Rules Action

Hide

  • casting time1 action
  • rangeSelf

  • components-
  • duration-

When you take the Hide action, you make a Dexterity (Stealth) check in an attempt to hide, following the rules for Hiding. If you succeed, you gain certain benefits, as described in the 'Unseen Attackers and Targets' section.

Unseen Attackers and Targets:

Combatants often try to escape their foes' notice by Hiding, casting the Invisibility spell, or lurking in Darkness.

When you Attack a target that you can't see, you have disadvantage on the Attack roll. This is true whether you're guessing the target's location or you're targeting a creature you can hear but not see. If the target isn't in the location you targeted, you automatically miss, but the GM typically just says that the Attack missed, not whether you guessed the target's location correctly.

When a creature can't see you, you have advantage on Attack rolls against it. If you are hidden—both unseen and unheard—when you make an Attack, you give away your location when the Attack hits or misses.

https://roll20.net/compendium/dnd5e/Combat

Basic Combat Rules Action

Ready [1/2]

  • casting time1 action
  • rangeSelf

  • components-
  • duration-

Sometimes you want to get the jump on a foe or wait for a particular circumstance before you act. To do so, you can take the Ready action on Your Turn, which lets you act using your Reaction before the start of your next turn.

First, you decide what perceivable circumstance will trigger your Reaction. Then, you choose the action you will take in response to that trigger, or you choose to move up to your speed in response to it. Examples include 'If the Cultist steps on the trapdoor, I'll pull the lever that opens it,' and 'If the Goblin steps next to me, I move away.'

When the trigger occurs, you can either take your Reaction right after the trigger finishes or ignore the trigger. Remember that you can take only one Reaction per round.

When you ready a spell, you cast it as normal but hold its energy, which you release with your Reaction when the trigger occurs. To be readied, a spell must have a Casting Time of 1 action, and holding onto the spell's magic requires Concentration. If your Concentration is broken, the spell dissipates without taking Effect. For example, if you are concentrating on the web spell and ready Magic Missile, your web spell ends, and if you take damage before you

Basic Combat Rules Action

Ready [2/2]

  • casting time1 action
  • rangeSelf

  • components-
  • duration-

release Magic Missile with your Reaction, your Concentration might be broken.

https://roll20.net/compendium/dnd5e/Combat

Basic Combat Rules Action

Search

  • casting time1 action
  • range-

  • components-
  • duration-

When you take the Search action, you devote your attention to finding something. Depending on the Nature of your Search, the GM might have you make a Wisdom (Perception) check or an Intelligence (Investigation) check.

https://roll20.net/compendium/dnd5e/Combat

Basic Combat Rules Action

Use an Object

  • casting time1 action
  • range-

  • components-
  • duration-

You normally interact with an object while doing something else, such as when you draw a sword as part of an Attack. When an object requires your action for its use, you take the Use an Object action. This action is also useful when you want to interact with more than one object on Your Turn.

https://roll20.net/compendium/dnd5e/Combat

Basic Combat Rules Action

Attack [1/2]

  • casting time1 action
  • range-

  • components-
  • duration-

The most Common action to take in combat is the Attack action, whether you are swinging a sword, firing an arrow from a bow, or brawling with your fists.

With this action, you make one melee or ranged Attack. See the 'Making an Attack' section for the rules that govern attacks.

Certain features, such as the Extra Attack feature of the Fighter, allow you to make more than one Attack with this action.

Used in hand--to--hand combat, a melee Attack allows you to Attack a foe within your reach. A melee Attack typically uses a handheld weapon such as a sword, a Warhammer, or an axe. A typical monster makes a melee Attack when it strikes with its claws, horns, teeth, tentacles, or other body part. A few Spells also involve making a melee Attack.

Most creatures have a 5-foot reach and can thus Attack Targets within 5 feet of them when making a melee Attack. Certain creatures (typically those larger than Medium) have Melee Attacks with a greater reach than 5 feet, as noted in their descriptions.

Instead of using a weapon to make a melee weapon Attack, you can use an Unarmed Strike: a punch, kick, head--butt, or similar forceful blow (none of which count as weapons). On a hit, an Unarmed

Basic Combat Rules Action

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Attack [2/2]

  • casting time1 action
  • range-

  • components-
  • duration-

Strike deals bludgeoning damage equal to 1 + your Strength modifier. You are proficient with your unarmed strikes.

https://roll20.net/compendium/dnd5e/Combat

Basic Combat Rules Action

Cover [1/2]

  • casting timePositioning
  • range-

  • components-
  • duration-

Walls, trees, creatures, and other obstacles can provide cover during combat, making a target more difficult to harm. A target can benefit from cover only when an Attack or other Effect originates on the opposite side of the cover.

There are three degrees of cover. If a target is behind multiple sources of cover, only the most protective degree of cover applies, the degrees aren't added together. For example, if a target is behind a creature that gives half cover and a tree trunk that gives three--quarters cover, the target has three--quarters cover.

A target with half cover has a +2 bonus to AC and Dexterity Saving Throws. A target has half cover if an obstacle blocks at least half of its body. The obstacle might be a low wall, a large piece of furniture, a narrow tree trunk, or a creature, whether that creature is an enemy or a friend.

A target with three--quarters cover has a +5 bonus to AC and Dexterity Saving Throws. A target has three--quarters cover if about three--quarters of it is covered by an obstacle. The obstacle might be a portcullis, an arrow slit, or a thick tree trunk.

A target with total cover can't be targeted directly by an Attack or a spell, although some Spells can

Basic Combat Rules Rules Reference

Cover [2/2]

  • casting timePositioning
  • range-

  • components-
  • duration-

reach such a target by including it in an area of Effect. A target has total cover if it is completely concealed by an obstacle.

https://roll20.net/compendium/dnd5e/Combat

Basic Combat Rules Rules Reference

Opportunity Attack

  • casting time1 reaction
  • rangeMelee

  • components-
  • duration-

In a fight, everyone is constantly watching for a chance to strike an enemy who is fleeing or passing by. Such a strike is called an opportunity Attack.

You can make an opportunity Attack when a Hostile creature that you can see moves out of your reach. To make the opportunity Attack, you use your Reaction to make one melee Attack against the provoking creature. The Attack occurs right before the creature leaves your reach.

You can avoid provoking an opportunity Attack by taking the Disengage action. You also don't provoke an opportunity Attack when you Teleport or when someone or something moves you without using your Movement, action, or Reaction. For example, you don't provoke an opportunity Attack if an explosion hurls you out of a foe's reach or if gravity causes you to fall past an enemy.

https://roll20.net/compendium/dnd5e/Combat

Basic Combat Rules -

Two-Weapon Fighting

  • casting time1 bonus action
  • range-

  • components-
  • duration-

When you take the Attack action and Attack with a light melee weapon that you're holding in one hand, you can use a Bonus Action to Attack with a different light melee weapon that you're holding in the other hand. You don't add your ability modifier to the damage of the bonus Attack, unless that modifier is negative.

If either weapon has the Thrown property, you can throw the weapon, instead of making a melee Attack with it.

https://roll20.net/compendium/dnd5e/Combat

Basic Combat Rules -

Grappling [1/2]

  • casting time1 attack
  • rangeMelee

  • components-
  • duration-

When you want to grab a creature or wrestle with it, you can use the Attack action to make a Special melee Attack, a grapple. If you're able to make multiple attacks with the Attack action, this Attack replaces one of them.

The target of your grapple must be no more than one size larger than you and must be within your reach. Using at least one free hand, you try to seize the target by making a grapple check instead of an Attack roll: a Strength (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If you succeed, you subject the target to the Grappled condition (see Conditions ). The condition specifies the things that end it, and you can release the target whenever you like (no action required).

Escaping a Grapple: A Grappled creature can use its action to escape. To do so, it must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check contested by your Strength (Athletics) check.

Moving a Grappled Creature: When you move, you can drag or carry the Grappled creature with you, but your speed is halved, unless the creature is two or more sizes smaller than you.

Basic Combat Rules -

Grappling [2/2]

  • casting time1 attack
  • rangeMelee

  • components-
  • duration-



https://roll20.net/compendium/dnd5e/Combat

Basic Combat Rules -

Shoving a Creature

  • casting time1 attack
  • rangeMelee

  • components-
  • duration-

Using the Attack action, you can make a Special melee Attack to shove a creature, either to knock it prone or push it away from you. If you're able to make multiple attacks with the Attack action, this Attack replaces one of them.

The target must be no more than one size larger than you and must be within your reach. Instead of Making an Attack roll, you make a Strength (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If you win the contest, you either knock the target prone or push it 5 feet away from you.

https://roll20.net/compendium/dnd5e/Combat

Basic Combat Rules -

Inspiring Leader

  • casting time10 minutes
  • range30 feet

  • componentsV
  • durationInstantaneous

You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Charisma modifier. A creature can't gain temporary hit points from this feat again until it has finished a short or long rest.

Sage Advice Clarification:

Q: Can a bard with inspiring leader give both THP and extra HP in the same short rest?
A: Yes. -Jeremy Crawford

Feat Feat

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Lucky [1/2]

  • casting time-
  • range-

  • components-
  • durationInstantaneous

You have inexplicable luck that seems to kick in at just the right moment.

• You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.

• You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker's roll or yours. If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out, no additional dice are rolled.

• You regain your expended luck points when you finish a long rest.

Sage Advice Clarification:

How does the Lucky feat interact with advantage and disadvantage?

The Lucky feat represents extraordinary luck that can help you when you need it most. It lets you spend a luck point, roll an extra d20 for an attack roll, ability check, or saving throw, and then choose which d20 to use. This is true no matter how many d20s are in the mix. For

Feat Feat

Lucky [2/2]

  • casting time-
  • range-

  • components-
  • durationInstantaneous

example, if you have advantage or disadvantage on your attack roll, you could spend a luck point, roll a third d20, and then decide which of the three dice to use. You still have advantage or disadvantage, since the feat doesn't say it negates it, but you get to pick the die. The upshot of this fact is that a rogue, for instance, who has disadvantage on an attack roll couldn't use Sneak Attack even if the rogue uses the Lucky feat to pick the die.

The Lucky feat is a great example of an exception to a general rule. The general rule in this case is the one that tells us how advantage and disadvantage work (PH 173). The specific rule is the Lucky feat, and we know that a specific rule trumps a general rule if they conflict with each other (PH 7).

If a DM wants advantage and disadvantage to play their normal roles even when the Lucky feat is used, here's a way to do so: roll two d20s for advantage/disadvantage, roll a third d20 for Lucky, eliminate one of the three dice, and then use the higher (for advantage) or lower (for disadvantage) of the two dice that remain.

https://media.wizards.com/2020/dnd/downloads/SA-Compendium.pdf

Feat Feat

War Caster

  • casting time-
  • range-

  • components-
  • durationInstantaneous

You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:

• You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
• You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
• When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.

Feat Feat

Prestidigitation [1/2]

  • casting time1 action
  • range10 feet

  • componentsV, S
  • durationUp to 1 hour

This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range.
• You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
• You instantaneously light or snuff out a candle, a torch, or a small campfire.
• You instantaneously clean or soil an object no larger than 1 cubic foot.
• You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
• You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
• You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
If you cast this spell multiple times, you can have up to 3 of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Sage Advice Clarification:

Q: What kinds of things count as 'nonmagical trinkets' for prestidigitation?
A: Prestidigitation can create a little bauble, the nature of which is up to the spellcaster and the DM. See the Trinkets table in the PHB (p. 160–61) for examples.

Bard Transmutation cantrip

Prestidigitation [2/2]

  • casting time1 action
  • range10 feet

  • componentsV, S
  • durationUp to 1 hour



https://media.wizards.com/2020/dnd/downloads/SA-Compendium.pdf

Q: Can Prestidigitation clean up black mold?
A: That's certainly what I use it for, among other things. -Chris Perkins

Bard Transmutation cantrip

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