You learn the Guidance cantrip, which doesn't count against the number of bard cantrips you know.
For you, it has a range of 60 feet when you cast it.
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.
Describe or name an object that is familiar to you. You sense the direction to the object's location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.
The spell can locate a specific object known to you, as long as you have seen it up close - within 30 feet - at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.
This spell can't locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.
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.
This spell creates an invisible, mindless, shapeless force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can't attack. If it drops to 0 hit points, the spell ends.
Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.
If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.
You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.
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. The creatures must be within 30 feet of each other when you target them.
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.
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 Spirit Tales table using your Bardic Inspiration die to determine the tale the spirits direct you to tell.
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 Spirit Tales table immediately ends the effect of the previous tale.
If the tale requires a saving throw, the DC equals your spell save DC.
Tale Told Through You
1 Tale of the Clever Animal.
2 Tale of the Renowned Duelist.
3 Tale of the Beloved Friends.
4 Tale of the Runaway.
5 Tale of the Avenger.
6 Tale of the Traveler.
For the next 10 minutes,
whenever you makes an Intelligence, a Wisdom, or a Charisma check,
you can roll an extra d___ die immediately after rolling the d20 and add the extra die's number to the check.
Parno makes a melee spell attack against the target.
On a hit, the target takes force damage equal to 2d___ + ___
You and another creature of your choice you can see within 5 feet of you gains temporary hit points equal to d___ + ___
You can immediately use your reaction to teleport up to 30 feet to an unoccupied space you can see.
When you teleport, you can choose a number of creatures you can see within 30 feet of you up to ___to immediately use the same reaction.
For 1 minute, any creature that hits you with a melee attack takes force damage equal to d___ .
You gain temporary hit points equal to d___ + ___
While you have these temporary hit points, your speed increases by 10 feet and you gain a +1 bonus to its AC.