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.
You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration.
An affected target's speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn.
If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted.
A creature affected by this spell makes another Wisdom saving throw at the end of its turn. On a successful save, the effect ends for it.
Touch a creature and roll a number of d4s equal to your proficiency bonus. The creature regains a number of hit points equal to the total rolled.
Once you use this trait, you can't use it again until you finish a long rest.
Unleash a celestial energy in a form of Radiant Consumption. Searing light temporarily radiates from your eyes and mouth. For the duration, you shed bright light in a 10-foot radius and dim light for an additional 10 feet. At the end of each of your turns, each creature within 10 feet of you takes radiant damage equal to your proficiency bonus.
Once on each of your turns while active, you can deal extra radiant damage equal to your proficiency bonus to one target when you deal damage to it with an attack or a spell.
This transformation lasts for 1 minute or until you end it as a bonus action. Once you transform, you cannot do so again until you finish a long rest.
You can inspire others through stirring words or magic tricks. You can 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 (or short rest at level 5).
Your Bardic Inspiration die changes when you reach certain levels in this class.
At Higher Levels:The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.
Whenever you use your Bardic Inspriation feature, a small mote orbits within 5 feet of that creature until the Bardic Inspiration die is lost. When a creature uses the Bardic Inspiration die, the mote provides an additional effect based on the type of roll made.
Ability Check: The mote pops colorfully and the creature can roll the Bardic Inspiration die again and choose which roll to use.
Attack Roll: The mote thunderously shatters. The target and each creature of your choice within 5 feet of it must make a Constitution saving throw against your spell save DC. On a failure, it takes thunder damage equal to the number rolled on the Bardic die.
Saving Throw:The mote vanishes with soft music, causing the creature to gain temporary hit points equal to the number rolled on the Bardic die plus your Charisma modifier.
You use the Songs of Creation to create one nonmagical item of your choice in an unoccupied space within 10 feet of you with the folowing restrictions:
• The item must appear on a surface or in a liquid that can support it.
• The gp value of the item can't be more than 20 times your bard level.
• The item must be Medium or smaller.
• The item glimmers softly and a creature can faintly hear music when touching it.
The created item disappears after a number of hours equal to your proficiency bonus.
You can use this feature once until a long rest, or if you expend a 2nd level or higher spell slot, but if you already have an item from this feature, the first one immediately vanishes.
At Higher Levels:The size of the item you can create with this feature increases by one size category when you reach 6th level (Large) and 14th level (Huge).
You are surrounded by invisible, necrotic spores that are harmless until you unleash them on a creature nearby.
On your turn, you may choose one creature within 10 feet of you to make a Constitution saving throw against your spell save DC. On a failure, it takes 1d4 necrotic damage.
At Higher Levels: The necrotic damage increases when you reach certain levels in this class, to 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level.
As an action, you can expend a use of your Wild Shape feature to awaken the magic within your spores, rather than transforming into a beast form.
When activated, you gain 4 Temporary Hit Points per druid level you have, and may make a melee weapon attack at a creature within range.
While this feature is active, you gain the following benefits:
•When you deal your Halo of Spores damage, roll the damage die a second time and add it to the total.
•Your melee weapon attacks deal an extra 1d6 necrotic damage to any target they hit.
These benefits last for 10 minutes, until you lose all these temporary hit points, or until you use your Wild Shape again. At the end of 10 minutes, you retain any remaining temporary hit points until a long rest.
At Higher Levels: The necrotic damage increases when you reach certain levels in this class to a d8 at 6th level, 1d10 at 10th level, and 1d12 at 14th level.