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.
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.
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.
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).
You touch 1 object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.
If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.
You touch a creature and bestow upon it a magical enhancement. Choose 1 of the effects from the Enhance Ability list - the target gains the effect until the spell ends.
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.
An enemy wounded by the words of an ally gives you the opportunity to verbally kick them when they're down.
The target creature must make a Wisdom saving throw. On a failed save, they take 1d4 psychic damage and have disadvantage on concentration checks until the start of your next turn.
At Higher Levels: This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
You can use music or encouraging words to inspire one creature (other than yourself) that is within range and can hear you, granting them 1d6 bardic inspiration die for 10 minutes, or until it is used (whichever comes first).
You can use this feature a number of times equal to your Charisma modifier. You regain any expended uses when you complete a long rest.
The inspired creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. They can wait until they roll a d20 before deciding to use their bardic inspiration die, but must decide before the DM calls if the roll succeeds or fails. Once a bardic inspiration die is rolled, it is lost. A creature can have only one bardic inspiration die at a time.
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.