Give one Inspiration die, a d6 to another creature. Once within the next 10 minutes, the die can be added to one ability check, attack roll, or saving throw.
Inspiration can be used after seeing the roll, but before DM says success/fail
A creature can have only one Bardic Inspiration die at a time.
At higher levels
Inspiration die becomes a d8 at 5th level, d10 at 10th, and d12 at 15th
Once within the next 10 minutes, a single D6 roll can be added to one ability check, attack roll, or saving throw.
This inspiration die can be used after seeing the roll, but before DM says success/fail
You may only have one of these dice at a time.
Once within the next 10 minutes, a single D6 roll can be added to one ability check, attack roll, or saving throw.
This inspiration die can be used after seeing the roll, but before DM says success/fail
You may only have one of these dice at a time.
Once within the next 10 minutes, a single D6 roll can be added to one ability check, attack roll, or saving throw.
This inspiration die can be used after seeing the roll, but before DM says success/fail
You may only have one of these dice at a time.
Once within the next 10 minutes, a single D6 roll can be added to one ability check, attack roll, or saving throw.
This inspiration die can be used after seeing the roll, but before DM says success/fail
You may only have one of these dice at a time.
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.
You reach out to spirits who tell their tales through you. While you are holding your Spiritual Focus, you can use a bonus action to expend one use of your Bardic Inspiration and roll on the Spirits’ Tales table (accompanying card) using your Bardic Inspiration die to determine the tale told. You retain the tale in mind until you bestow the tale’s effect or you finish a short or long rest.
You can use an action to choose one creature you can see within 30 feet of you (this can be you) to be the target of the tale’s effect. Once you do so, you can’t bestow the tale’s effect again until you roll it again.
You can retain only one of these tales in mind at a time, and rolling on the Spirits’ Tales table immediately ends the effect of the previous tale. If the tale requires a saving throw, the DC equals your spell save DC.
Roll | Tale |
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1 | Beast: You recite the tale of a clever animal. For 1 minute, the target has advantage on Wisdom (Perception) checks and advantage on attack rolls against a creature if another enemy is within 5 feet of it, and that enemy isn’t incapacitated. |
2 | Warrior: You recount the story of a renowned duelist. Make a melee spell attack against the target as an attacking spectral warrior briefly appears in an unoccupied space within 5 feet of the target before vanishing. On a hit, the target takes force damage equal to two rolls of your Bardic Inspiration die + your Charisma modifier |
3 | Friends: You recite the tale of friends who found each other in the afterlife. The target and another creature of its choice it can see within 5 feet of it regains hit points equal to a roll of your Bardic Inspiration die + your Charisma modifier. |
Roll | Tale |
---|---|
4 | Runaway: You tell the tale of an adventurer that could escape an confinement. The target can immediately use its reaction to teleport up to 30 feet to an unoccupied space it can see. When the target teleports, it can choose a number of creatures it can see within 30 feet of it up to your Charisma modifier (minimum of 1) to immediately use the same reaction. |
5 | Avenger: You recount the tale of an avenging knight. For 1 minute, whenever a creature the target can see within 30 feet of it is damaged by a creature, the target can use its reaction to deal force damage equal to a roll of your Bardic Inspiration die to the attacker. |
6 | Hero: You speak the tale of an epic hero. Choose a creature you can see within 30 feet of you. The target gains temporary hit points equal to a roll of your Bardic Inspiration die + your bard level. While it has these temporary hit points, the target’s walking speed increases by 10 feet. |
Roll | Tale |
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7 | Fey: You recount the tale of a mischievous fey. The target must succeed on a Wisdom saving throw or become charmed by you until the end of its next turn. The charmed target must use its action to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no other creature. |
8 | Dark Spirit: You speak a dreadful tale of a slayer in the dark. The target becomes invisible until the end of its next turn or until it hits a creature with an attack. If it hits a creature with an attack during this invisibility, that creature takes necrotic damage equal to a roll of your Bardic Inspiration die and is frightened of the target until the end of its next turn |
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.
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.
At higher levels
Damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4) and 17th level (4d4).
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.
This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell's duration. If you or one of your companions harms the target, the spell ends.
At higher levels
When you cast this spell using a 2nd level spell slot or higher, you can affect 1 additional beast for each slot level above 1st.
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.
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.
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.
Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access.
A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only 1 of them is unlocked.
If you choose a target that is held shut with arcane lock, that spell is suppressed for 10 minutes, during which time the target can be opened and shut normally.
When you cast the spell, a loud knock, audible from as far away as 300 feet, emanates from the target object.
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.
You regain 2d4 + 2 Hit Points when you drink this potion. The potion's red liquid glimmers when agitated.
You regain 2d4 + 2 Hit Points when you drink this potion. The potion's red liquid glimmers when agitated.
You regain 2d4 + 2 Hit Points when you drink this potion. The potion's red liquid glimmers when agitated.