Remove these ads. Join the Worldbuilders Guild

Estas

21 Level (0/385000 XP for level-up) Soldier Background Leonin Race / Species / Heritage Neutral Good Alignment
Fighter
Level 3
Hit Dice: 3/3
1d10+2 Class 1
Bard
Level 15
Hit Dice: 14/15
1d8+2 Class 2
Troubador
Level 3
Hit Dice: 14/3
1d8+2 Class 3

STR
16
+3
DEX
10
+0
CON
15
+2
INT
10
+0
WIS
10
+0
CHA
16
+3
206
Hit Points
+3
Initiative (DEX)
22
Armor Class (AC)
+7
Prof. Bonus
35/70
Speed (walk/run/fly)
10
Passive Perception
Spellcasting ...
+10 Attack mod
CHA Ability
+3 Abi Mod
18 Save DC
+14 Expertise Bonus
+7 Proficiency Bonus
+3 Jack of all Trades
+10 Strength
+0 Dexterity
+9 Constitution
+0 Intelligence
+0 Wisdom
+3 Charisma
saving throws
+3 Acrobatics DEX
+10 Animal Handling WIS
+3 Arcana INT
+17 Athletics STR
+17 Deception CHA
+3 History INT
+3 Insight WIS
+10 Intimidation CHA
+3 Investigation INT
skills
+3 Medicine WIS
+3 Nature INT
+3 Perception WIS
+17 Performance CHA
+6 Persuasion CHA
+3 Religion INT
+3 Sleight of Hand DEX
+14 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Witch Hunt +11 STR 1d8+3 Slashing/Magic
 Ver. (1d10) - Sentient
Desecration +12 STR 1d8+3 Piercing
 +2d4 Nec on hit - (Curse) CON DC13/ Fail -50% Healing/ Success - Immune 1 day. Ver. (1d10) /Spear
Squall +11 STR 1d8+3 Slashing
 Ranged 50-100 in straight line. /Wielder Immune to Wind Effects /Ver.(1d10) /Saber
Warhammer +10 STR d8+3 Bludgeoning
 Push /Ver. (1d10)
Crossbow +7 DEX d8 Piercing
 Range 80-320 /Slow
Attacks

Spell Book

Lucky (3/lr)
Heavy Armor Master
Shield Master
Actor
Graze(str mod dmg if missed)/ Vex (Adv next atk roll until end of next turn)


Defense/Dueling
Action Surge (1/sr)
Second Wind (1d10+Flvl)


Bardic Inspiration (1d12 3/sr)
Font of Inspiration
Jack of All Trades (+3 all non prof. abi checks)
Song of Rest (1d10 x HD during rest)
Expertise (Ath/Dec/Per/Ste)
Countercharm
Magical Secrets (Shield 1lvl, Haste 3lvl, Find Greater Steed 4lvl, Steel Wind Strike 5lvl)



Celestial Grace
Bardic Background
Holy Cacophany
Mantle of Stars




Features & Traits

Equipment Copper: 0, Silver: 93, Electrum: , Gold: 59, Platinum: Money
Common, Leonin, Elven, Giant

Languages & Proficiencies
Bardic 3/3
Font of Inspiration 1/1
Action Surge 1/1
Second Wind 1/1
Shriek 8/8
Lucky 2/3
<span class="line-spacer d-block"> </span>
Commit unused casts to mind blank 8*, nightly contribution of 3 bardic dice (dorns wish)

Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

The statblocks of your Weapons, armor and other important/magical equipment

The statblocks of your class features

Player's Handbook

Fighter

As you build your fighter, think about two related elements of your character’s background: Where did you get your combat training, and what set you apart from the mundane warriors around you? Were you particularly ruthless? Did you get extra help from a mentor, perhaps because of your exceptional dedication? What drove you to this training in the first place? A threat to your homeland, a thirst for revenge, or a need to prove yourself might all have been factors.   You might have enjoyed formal training in a noble’s army or in a local militia. Perhaps you trained in a war academy, learning strategy, tactics, and military history. Or you might be self-taught — unpolished but well tested. Did you take up the sword as a way to escape the limits of life on a farm, or are you following a proud family tradition? Where did you acquire your weapons and armor? They might have been military issue or family heirlooms, or perhaps you scrimped and saved for years to buy them. Your armaments are now among your most important possessions — the only things that stand between you and death’s embrace.
hit dice: 1d10 per level
hit points at 1st level: 10 + your Constitution modifier
hit points at higher levels: 1d10 (or 6) + your Constitution modifier per level after 1st
armor proficiencies: All armor, shields
weapon proficiencies: Simple weapons, martial weapons
tools: None
saving throws: Strength, Constitution
skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:

  • (a) chain mail or (b) leather armor, longbow, and 20 arrows

  • (a) a martial weapon and a shield or (b) two martial weapons

  • (a) a light crossbow and 20 bolts or (b) two handaxes

  • (a) a dungeoneer’s pack or (b) an explorer’s pack


spellcasting:
class features:
Fighting Style You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.   Archery You gain a +2 bonus to attack rolls you make with ranged weapons.   Defense While you are wearing armor, you gain a +1 bonus to AC.   Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.   Great Weapon Fighting When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.   Protection When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.   Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.   Second Wind You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.   Action Surge Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.   Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.   Martial Archetype At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. Choose Champion, Battle Master, or Eldritch Knight, all detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.   Ability Score Improvement When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.   Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.   The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.   Indomitable Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest.   You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.
LevelProficiency BonusFeatures
1st+2Fighting Style, Second Wind
2nd+2Action Surge (one use)
3rd+2Martial Archetype
4th+2Ability Score Improvement
5th+3Extra Attack
6th+3Ability Score Improvement
7th+3Martial Archetype Feature
8th+3Ability Score Improvement
9th+4Indomitable (one use)
10th+4Martial Archetype Feature
11th+4Extra Attack (2)
12th+4Ability Score Improvement
13th+5Indomitable (two uses)
14th+5Ability Score Improvement
15th+5Martial Archetype Feature
16th+5Ability Score Improvement
17th+6Action Surge (two uses), Indomitable (three uses)
18th+6Martial Archetype Feature
19th+6Ability Score Improvement
20th+6Extra Attack (3)

Bard

The Bard

-Spell Slots per Spell Level-

Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Bardic Inspiration (d6) 2 4 2 - - - - - - - -
2nd +2 Jack of All Trades, Song of Rest (d6) 2 5 3 - - - - - - - -
3rd +2 Bardic College, Expertise 2 6 4 2 - - - - - - -
4th +2 Ability Score Improvement 3 7 4 3 - - - - - - -
5th +3 Bardic Inspiration (d8), Font of Inspiration 3 8 4 3 2 - - - - - -
6th +3 Countercharm, Bard College Feature 3 9 4 3 3 - - - - - -
7th +3 - 3 10 4 3 3 1 - - - - -
8th +3 Ability Score Improvement 3 11 4 3 3 2 - - - - -
9th +4 Song of Rest (d8) 3 12 4 3 3 3 1 - - - -
10th +4 Bardic Inspiration (d10), Expertise, Magical Secrets 4 14 4 3 3 3 2 - - - -
11th +4 - 4 15 4 3 3 3 2 1 - - -
12th +4 Ability Score Improvement 4 15 4 3 3 3 2 1 - - -
13th +5 Song of Rest (d10) 4 16 4 3 3 3 2 1 1 - -
14th +5 Magical Secrets, Bard College Feature 4 18 4 3 3 3 2 1 1 - -
15th +5 Bardic Inspiration (d12) 4 19 4 3 3 3 2 1 1 1 -
16th +5 Ability Score Improvement 4 19 4 3 3 3 2 1 1 1 -
17th +6 Song of Rest (d12) 4 20 4 3 3 3 2 1 1 1 1
18th +6 Magical Secrets 4 22 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 4 22 4 3 3 3 3 2 1 1 1
20th +6 Superior Inspiration 4 22 4 3 3 3 3 2 2 1 1
hit dice: 1d8 per Bard level
hit points at 1st level: 8 + your Constitution modifier
hit points at higher levels: 1d8 (or 5) + your Constitution modifier per bard level after 1st
armor proficiencies: Light armor
weapon proficiencies: Simple weapons, hand crossbows, longswords, rapiers, shortswords
tools: Three musical instruments of your choice
saving throws: Dexterity, Charisma
skills: Choose any three
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a rapier, (b) two martial weapons, or (c) any simple weapon



  • (a) a diplomat's pack or (b) an entertainer's pack



  • (a) a lute or (b) any other musical instrument



  • Leather armor and a dagger


spellcasting:
You have learned to untangle and reshape the fabric of reality in harmony with your wishes and music. Your spells are part of your vast repertoire, magic that you can tune to different situations. See Spells Rules for the general rules of spellcasting and the Spells Listing for the bard spell list.  

Cantrips

You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Bard table.  

Spell Slots

The Bard table shows how many spell slots you have to cast your bard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.   For example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.  

Spells Known of 1st Level and Higher

You know four 1st-level spells of your choice from the bard spell list.   The Spells Known column of the Bard table shows when you learn more bard spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.   Additionally, when you gain a level in this class, you can choose one of the bard spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have spell slots.  

Spellcasting Ability

Charisma is your spellcasting ability for your bard spells. Your magic comes from the heart and soul you pour into the performance of your music or oration. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a bard spell you cast and when making an attack roll with one.   Spell save DC = 8 + your proficiency bonus + your Charisma modifier   Spell attack modifier = your proficiency bonus + your Charisma modifier  

Ritual Casting

You can cast any bard spell you know as a ritual if that spell has the ritual tag.  

Spellcasting Focus

You can use a musical instrument (see the Tools section) as a spellcasting focus for your bard spells.
class features:

Bardic Inspiration

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.   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.  

Jack of All Trades

Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.  

Song of 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 at the end of the short rest by spending one or more Hit Dice, 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.  

Bard College

At 3rd level, you delve into the advanced techniques of a bard college of your choice: the College of Lore detailed at the end of the class description or another from the Player's Handbook or other sources. Your choice grants you features at 3rd level and again at 6th and 14th level.  

Expertise

At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.  

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.   Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.  

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.  

Countercharm

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).  

Expertise

At 10th level, choose two more of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.  

Magical Secrets

By 10th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any classes, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.   The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.   You learn two additional spells from any classes at 14th level and again at 18th level.  

Magical Secrets

At 14th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any classes, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.   The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.   You learn two additional spells from any classes at 18th level.  

Magical Secrets

At 18th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any classes, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.   The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.  

Superior Inspiration

At 20th level, when you roll initiative and have no uses of Bardic Inspiration left, you regain one use.
subclass options:

Bardic Colleges

College of Creation

Bards believe the multiverse was given existence through word and sound, esoteric harmonies that continue to resound through existence: the Song of Creation. The bards of this college draw on this ancient power through performances of dance, music, or song to bring into being what they need most.  

Note of Potential

3rd-level College of Creation feature
You can manipulate the Song of Creation to summon a floating musical note of possibility:   Whenever you give a creature a Bardic Inspiration die, you can create a Note of Potential. The note orbits within 5 feet of the creature. The note is a Tiny object that is intangible and invulnerable, and it lasts until the Bardic Inspiration die is lost. A creature with a note can use it in the following ways.   Note of Destruction. Immediately after the creature rolls the Bardic Inspiration die to add it to an attack roll, the creature can expend the note to create a burst of sound. Each other creature within 5 feet of it must succeed on a Constitution saving throw against your spell save DC or take thunder damage equal to the number rolled on the Bardic Inspiration die.   Note of Protection. Immediately after the creature rolls the Bardic Inspiration die and adds it to a saving throw, the creature can expend the note to gain temporary hit points equal to the number rolled on the Bardic Inspiration die + your Charisma modifier, provided the creature doesn't already have temporary hit points.   Note of Ingenuity. When the creature rolls the Bardic Inspiration die to add it to an ability check, the creature can expend the note to roll the Bardic Inspiration die again and choose which roll to use.  

Animating Performance

6th-level College of Creation feature
Your mastery over the Song of Creation allows you to magically bring items to life. As an action, you can target a Large or smaller nonmagical item you can see within 30 feet of you and animate it. The animate item uses the stat block and is under your control for 1 hour or until it is reduced to 0 hit points.   In combat, the item shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions in its stat block or the Dash, Disengage, Help, Hide, or Search action.   When you use your Bardic Inspiration feature, you can command which action your animated item takes as part of the same bonus action.   Once you animate an item with this feature, you can’t do so again until you finish a long rest or until you expend a spell slot of 3rd level or higher to use this feature. You can have only one item animated by this feature at a time; if you use this action and already have a dancing item from this feature, the first one immediately becomes inanimate.  

Performance of Creation

14th-level College of Creation feature
Your performance can manipulate the magic of creation, briefly transforming the world around you. As an action, you can create one nonmagical item of your choice in an unoccupied space within 10 feet of you. 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 and must be Large or smaller. Tiny glimmering, intangible notes float around it, and a creature can faintly hear music when touching it.   For examples of items you can create, see the Armor, Weapons, Adventuring Gear, Tools, and Mounts and Vehicles tables in chapter 5, “Equipment,” of the Player’s Handbook.   The created item disappears at the end of your next turn, unless you use your action to maintain it. Each time you use your action in this way, the item’s duration is extended to the end of your next turn, up to a maximum of 1 minute. If you maintain the item for the full minute, it continues to exist for a number of hours equal to your bard level.   Once you create an item with this feature, you can’t do so again until you finish a long rest or until you expend a spell slot of 5th level or higher to use this feature. You can have only one item created by this feature at a time; if you use this action and already have an item from this feature, the first one immediately vanishes.  

College of Discord

Bards of the College of Discord yearn to take their performances to the next level. While some artists feel the need to prepare or learn progressions within a harmonic framework, the extemporaneous nature of the bard’s study encourages inventing variations in their musical repertoire mid-performance. This practice usually bleeds into their outlook on life and, whether with accompaniment or solo, these bards are excited to delve into the unknown, no matter the vibe.  

College of Discord Features

Bard Level Feature
3rd Bonus Proficiences, Melodic Mayhem, Battaglia
6th Encore
14th Pandemonium

Bonus Proficiencies

When you join the College of Discord at 3rd level, you gain proficiency with medium armor and one additional musical instrument.  

Melodic Mayhem

Beginning at 3rd level, you gain the ability to use your musical instruments effectively in martial combat. When you wield your musical instrument in one or two hands, and no other weapons, it becomes a weapon that deals 1d6 bludgeoning damage and has the versatile (1d8) property. When used in one hand, it gains the finesse property. Wielded with two hands, your Armor Class increases by 2.  

Battaglia

Also at 3rd level, you're able to anticipate the rhythm of battle and adjust to disrupt the flow of your enemies. As a bonus action on your turn, you can choose to teleport to an unoccupied square adjacent to any number of creatures you can see within 30 feet of you. Any Large or smaller creature within 5 feet of your new location must succeed on a Strength saving throw or be knocked prone. At 6th level, the radius of this effect increases to 10 feet, and to 15 feet at 14th level.   You can use this feature a number of times equal to your Charisma modifier and regain all expended uses after you finish a short or long rest.   As part of this bonus action, you can expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and adding the number rolled to the save DC. You can choose to use this feature after the creature makes its roll but before the DM announces if it succeeds or fails.  

Encore

At 6th level, every success fuels your performance. When you succeed on a Strength, Dexterity, or Constitution saving throw in combat, you gain advantage on the next ability check, saving throw, or attack roll you make before the end of your next turn.   Additionally, your attacks with your musical instruments count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.  

Pandemonium

At 14th level, your music can stir peace into flailing chaos, goading your allies to hasten their attacks while slowing the minds of your enemies. As an action, you can create a field of discordant noise that reverberates out from you in a 15-foot radius for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The dysphonic chaos of your music is audible within 300 feet of you.   For the duration, friendly creatures within the field gain a +2 bonus to AC, have advantage on Dexterity saving throws, and gain an additional action on each turn. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. A creature can only benefit from one such effect at a time. While you concentrate on this effect, your speed is 0, and you can only make melee attacks against creatures within 5 feet of you. If you have a fly speed, or are held in place my magical means, you can hover in place.   Additionally, when a hostile creature starts its turn within the field, or moves there for the first time, it must make a Wisdom saving throw or be affected for the duration. An affected creature’s speed is halved, it takes a –2 penalty to AC and Dexterity saving throws, and can’t use reactions. On an affected creature’s 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. If an affected creature exits the field, the effect ends for it at the start of its next turn.   When you stop concentrating on this effect, you can’t move or take actions until after your next turn, as a wave of exhaustion sweeps over you. Once you use this feature, you must finish a long rest before you can use it again.  

College of Eloquence

Adherents of the College of Eloquence master the art of oratory. Persuasion is regarded as a high art, and a well-reasoned, well-spoken argument often proves more powerful than objective truth. These bards wield a blend of logic and theatrical wordplay, winning over skeptics and detractors with logical arguments, and plucking at heartstrings to appeal to the emotions of entire audiences.  

Silver Tongue

3rd-level College of Eloquence feature
You are a master at saying the right thing at the right time. When you make a Charisma (Persuasion) or Charisma (Deception) check, you can treat a d20 roll of 9 or lower as a 10.  

Unsettling Words

3rd-level College of Eloquence feature
You can spin words laced with magic that unsettle a creature and cause it to doubt itself. As a bonus action, you can expend one use of your Bardic Inspiration and choose one creature you can see within 60 feet of you. Roll the Bardic Inspiration die. The creature must subtract the number rolled from the next saving throw it makes before the start of your next turn.  

Unfailing Inspiration

6th-level College of Eloquence feature
Your inspiring words are so persuasive that others feel driven to succeed. When a creature adds one of your Bardic Inspiration dice to its ability check, attack roll, or saving throw and the roll fails, the creature can keep the Bardic Inspiration die.  

Universal Speech

6th-level College of Eloquence feature
You have gained the ability to make your speech intelligible to any creature. As an action, choose one or more creatures within 60 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). The chosen creatures can magically understand you, regardless of the language you speak, for 1 hour. Once you use this feature, you can’t use it again until you finish a long rest, unless you expend a spell slot to use it again.  

Infectious Inspiration

14th-level College of Eloquence feature
When you successfully inspire someone, the power of your eloquence can now spread to someone else. When a creature within 60 feet of you adds one of your Bardic Inspiration dice to its ability check, attack roll, or saving throw and the roll succeeds, you can use your reaction to encourage a different creature (other than yourself) that can hear you within 60 feet of you, giving it a Bardic Inspiration die without expending any of your Bardic Inspiration uses.   You can use this reaction a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.  

College of Glamour

The College of Glamour is the home of bards who mastered their craft in the vibrant realm of the Feywild or under the tutelage of someone who dwelled there. Tutored by satyrs, eladrin, and other fey, these bards learn to use their magic to delight and captivate others.   The bards of this college are regarded with a mixture of awe and fear. Their performances are the stuff of legend. These bards are so eloquent that a speech or song that one of them performs can cause captors to release the bard unharmed and can lull a furious dragon into complacency. The same magic that allows them to quell beasts can also bend minds. Villainous bards of this college can leech off a community for weeks, misusing their magic to turn their hosts into thralls. Heroic bards of this college instead use this power to gladden the downtrodden and undermine oppressors.  

College of Glamour Features

Bard Level Feature
3rd Mantle of Inspiration, Enthralling Performance
6th Mantle of Majesty
14th Unbreakable Majesty

Mantle of Inspiration

When you join the College of Glamour at 3rd level, you gain the ability to weave a song of fey magic that imbues your allies with vigor and speed.   As a bonus action, you can expend one use of your Bardic Inspiration to grant yourself a wondrous appearance. When you do so, choose a number of creatures you can see and that can see you within 60 feet of you, up to a number equal to your Charisma modifier (minimum of one). Each of them gains 5 temporary hit points. When a creature gains these temporary hit points, it can immediately use its reaction to move up to its speed, without provoking opportunity attacks.   The number of temporary hit points increases when you reach certain levels in this class, increasing to 8 at 5th level, 11 at 10th level, and 14 at 15th level.  

Enthralling Performance

Starting at 3rd level, you can charge your performance with seductive, fey magic.   If you perform for at least 1 minute, you can attempt to inspire wonder in your audience by singing, reciting a poem, or dancing. At the end of the performance, choose a number of humanoids within 60 feet of you who watched and listened to all of it, up to a number equal to your Charisma modifier (minimum of one). Each target must succeed on a Wisdom saving throw against your spell save DC or be charmed by you. While charmed in this way, the target idolizes you, it speaks glowingly of you to anyone who talks to it, and it hinders anyone who opposes you, although it avoids violence unless it was already inclined to fight on your behalf. This effect ends on a target after 1 hour, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies.   If a target succeeds on its saving throw, the target has no hint that you tried to charm it.   Once you use this feature, you can’t use it again until you finish a short or long rest.  

Mantle of Majesty

At 6th level, you gain the ability to cloak yourself in a fey magic that makes others want to serve you. As a bonus action, you cast command, without expending a spell slot, and you take on an appearance of unearthly beauty for 1 minute or until your concentration ends (as if you were concentrating on a spell). During this time, you can cast command as a bonus action on each of your turns, without expending a spell slot.   Any creature charmed by you automatically fails its saving throw against the command you cast with this feature.   Once you use this feature, you can’t use it again until you finish a long rest.  

Unbreakable Majesty

At 14th level, your appearance permanently gains an otherworldly aspect that makes you look more lovely and fierce.   In addition, as a bonus action, you can assume a magically majestic presence for 1 minute or until you are incapacitated. For the duration, whenever any creature tries to attack you for the first time on a turn, the attacker must make a Charisma saving throw against your spell save DC. On a failed save, it can’t attack you on this turn, and it must choose a new target for its attack or the attack is wasted. On a successful save, it can attack you on this turn, but it has disadvantage on any saving throw it makes against your spells on your next turn.   Once you assume this majestic presence, you can’t do so again until you finish a short or long rest.  

College of Keys

Bards of the College of Keys believe that performance can manipulate anything, be it person, magic, or machine. Their preternatural charm allows these daring performers to delve into dungeons seething with traps, assured that they can use their words and song to protect themselves and allies. These bards often become spies and infiltrators, since no lock can stand up to their charms.  

College of Keys Features

Bard Level Feature
3rd Bonus Proficiency, Key Change, Timbre Illuminous
6th Cypheric Ostinato
14th Master Keynote

Bonus Proficiency

When you join the College of Keys at 3rd level, you gain proficiency with thieves’ tools, if you don’t already have it.  

Key Change

Also at 3rd level, you learn to bend locks and traps with dashing style. If you have Expertise in one of your Charisma skills, you can use that skill instead of making a Dexterity check with your thieves’ tools.  

Timbre Illuminous

At 3rd level, you can coax a variety of information from a mechanism regarding its composition using merely verse and rhyme. When you spend at least 1 minute speaking or singing to a construct or inanimate mechanism, you can expend one Bardic Inspiration to learn certain information about its capabilities compared to your own. The DM tells you two of the following characteristics of the mechanism, of your choice:
  • Purpose (lock, trap, surveillance, etc.)
  • Intricacy (singular, compound, or complex)
  • Nature (magical, mundane, or otherwise)
  • Approximate difficulty class (easy, hard, nearly impossible, etc.)
  • Elemental energies present (if any)
  • Additional imbed magical qualities (if any)
 

Cypheric Ostinato

Starting at 6th level, you learn to control vocal range and resonance of your voice to offset the magic or material mechanisms within security and surveillance spells.   When you use your action to disarm or dispel a trap, or when you make a saving throw to avoid the full effects of a trap or magical ward, you can choose to expend one use of your Bardic Inspiration, rolling a Bardic Inspiration die and adding the number rolled to the ability check or saving throw. You can choose to use this feature after seeing the roll but before the DM determines whether the ability check or saving throw succeeds or fails.  

Master Keynote

At 14th level, you learn how to hone pitch and rhythm to disarm all nearby mechanical impediments. You can expend one use of Bardic Inspiration to temporarily disarm all traps and open all locks within 30 feet for a number of rounds equal to the number you roll on the Bardic Inspiration die.   Once you use this feature, you can’t use it again until you finish a short or long rest.  

College of Lore

Bards of the College of Lore know something about most things, collecting bits of knowledge from sources as diverse as scholarly tomes and peasant tales. Whether singing folk ballads in taverns or elaborate compositions in royal courts, these bards use their gifts to hold audiences spellbound. When the applause dies down, the audience members might find themselves questioning everything they held to be true, from their faith in the priesthood of the local temple to their loyalty to the king.   The loyalty of these bards lies in the pursuit of beauty and truth, not in fealty to a monarch or following the tenets of a deity. A noble who keeps such a bard as a herald or advisor knows that the bard would rather be honest than politic.   The college’s members gather in libraries and sometimes in actual colleges, complete with classrooms and dormitories, to share their lore with one another. They also meet at festivals or affairs of state, where they can expose corruption, unravel lies, and poke fun at self-important figures of authority.  

Bonus Proficiencies

When you join the College of Lore at 3rd level, you gain proficiency with three skills of your choice.  

Cutting Words

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 DM 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.  

Additional Magical Secrets

At 6th level, you learn two spells of your choice from any class. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. The chosen spells count as bard spells for you but don’t count against the number of bard spells you know.  

Peerless Skill

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 DM tells you whether you succeed or fail.  

College of Mourning

Bards of the College of Mourning specialize in easing the transition from life to death. While most bards derive their artistic catalogue from celebrating the lives of the valiant, mourning bards create a gateway for dead knights, faithful priests, and wise viziers who dedicated their lives in service, to accomplish any lingering obligations of the Material Plane.   While some see romanticizing death as macabre, the college spent centuries observing religious rites and composing teachings of necromancy in prose to entreat the dead to remain long enough to fulfill their purpose.   Whether woodwind or brass, string or drum, these bards are versed in delicate affairs and often find work in parades krewes, as pallbearers, or on other occasions where tact and taste are tantamount. Mourning bards improvise their melodies to mask the cries and wails of grieving loved ones, and often turn dour occasions into celebrations of remembrance. Whatever their method, their purpose is always to complement the spirits’ shuffle to the afterlife in ceremonious display with arrangements of grace and style.  

College of Mourning Features

Bard Level Feature
3rd Mourning Glory, Grief Note
6th Dirge of the Departed
14th Dread Parade

Mourning Glory

When you join the College of Mourning at 3rd level, you learn the spare the dying cantrip. You also gain proficiency in the Medicine and Religion skills.  

Grief Note

Also at 3rd level, when a creature you can see within 60 feet, including you, deals damage to a target other than itself, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and adding the number on the die to the damage of the attack. The creature also regains hit points equal to the number on the die.  

Dirge of the Departed

At 6th level, you can use your action to sing a yearning song of remembrance. Each undead within 30 feet of you that can hear you must make a successful Wisdom saving throw or become incapacitated for 1 minute or until it takes any damage as it weeps for those it left behind. Creatures that have advantage on saving throws to resist being turned also have advantage on this save.   Once you use this feature, you can't use it again until you finish a long rest.  

Dread Parade

At 14th level, you can summon a ghostly procession of minstrel spirits of yesteryear. You lead a number of spectral troubadours equal to your Charisma modifier (minimum of 1) that march in a tight formation behind you for 1 minute, whose music gives pause those would do you harm.   At the start of each of your turns, each creature of your choice within 60 feet must succeed on a Wisdom saving throw or take 1d4 psychic damage for each minstrel you summon, and has disadvantage on their next attack roll.   Once you use this feature, you can’t use it again until you finish a long rest.  

College of Satire

Bards of the College of Satire are called jesters. They use lowbrow stories, daring acrobatics, and cutting jokes to entertain audiences, ranging from the crowds in a rundown dockside pub to the nobles of a king’s royal court. Where other bards seek forgotten lore or tales of epic bravery, jesters ferret out embarrassing and hilarious stories of all kinds. Whether telling the ribald tale of a brawny stable hand’s affair with an aged duchess or a mocking satire of a paladin’s cloying innocence, a jester never lets taste, social decorum, or shame get in the way of a good laugh.  

College of Satire Features

Bard Level Feature
3rd Bonus Proficiencies, Tumbling Fool
6th Fool's Insight
14th Fool's Luck

Bonus Proficiencies

When you join the College of Satire at 3rd level, you gain proficiency with thieves’ tools. You also gain proficiency in Sleight of Hand and one additional skill of your choice. If you are already proficient with thieves’ tools or in Sleight of Hand, choose another skill proficiency for each proficiency you already have.  

Tumbling Fool

At 3rd level, you master a variety of acrobatic techniques that allow you to evade danger. As a bonus action, you can tumble. When you tumble, you gain the following benefits for the rest of your turn:
  • You gain the benefits of taking the Dash and Disengage actions.
  • You gain a climbing speed equal to your current speed.
  • You take half damage from falling.
 

Fool's Insight

At 6th level, your ability to gather stories and lore gains a supernatural edge. You can cast Detect Thoughts up to a number of times equal to your Charisma modifier. You regain any expended uses of this ability after completing a long rest.   If a creature resists your attempt to probe deeper and succeeds at its saving throw against your Detect Thoughts, it immediately suffers an embarrassing social gaffe. It might loudly pass gas, unleash a thunderous burp, trip and fall, or be compelled to tell a tasteless joke.  

Fool's Luck

Jesters seem to have a knack for pulling themselves out of tight situations, transforming what looks like sure failure into an embarrassing but effective success.   At 14th level, you can expend one use of Bardic Inspiration after you fail an ability check, fail a saving throw, or miss with an attack roll. Roll a Bardic Inspiration die and add the number rolled to your attack, saving throw, or ability check, using the new result in place of the failed one.   If using this ability grants you a success on the attack, saving throw, or ability check, note the number you rolled on the Bardic Inspiration die. The DM can then apply that result as a penalty to an attack or check you make, and you cannot use this ability again until you suffer this drawback. When the DM invokes this penalty, describe an embarrassing gaffe or mistake you make as part of the affected die roll.  

College of Spirits

Stories of the past are powerful; they hold lessons of history, philosophy, and magic. Bards of the College of Spirits seek the stories of those from beyond the material plane. Using gaming sets, they reach out to hear their stories, but the bards have no control over what story they find.  

Guiding Whispers

3rd-level College of Spirits
You can reach out to spirits to guide you and others. 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.  

Spiritual Focus

3rd- and 6th-level College of Spirits feature
Your practice of contacting spirits can employ special tools. You can use the following objects as a spellcasting focus for your bard spells: a candle, a crystal ball, a talking board, a tarokka deck, or a skull.   At 6th level, when you cast a bard spell that deals damage or restores hit points through the Spiritual Focus, roll a d6, and you gain a bonus to one roll of the spell equal to the number rolled.  

Tales From Beyond

3rd-level College of Spirits feature
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 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.
Bardic Insp. Die Tale
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.
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.
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
9 Giant. You speak of the deeds of a mighty giant. Each creature of the target’s choice it can see within 30 feet of it must make a Strength saving throw, taking force damage equal to two rolls of your Bardic Inspiration die on a failed save and is knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn’t knocked prone.
10 Dragon. You breathe a poem of a wrathful dragon. The target magically spews fire from their mouth in a 30-foot cone. Each creature in that area must make a Dexterity saving throw, taking fire damage equal to three rolls of your Bardic Inspiration die on a failed save, or half as much damage on a successful one.
11 Celestial. You speak of the exalted deeds of a celestial. The target regains hit points equal to two rolls of your Bardic Inspiration die + your bard level, and you end one disease or a condition from the following list affecting the target: blinded, deafened, paralyzed, petrified, or poisoned.
12 Unknown. You utter an incomprehensible fable from a being beyond the stars. Choose a creature you can see within 30 feet of you. The target must succeed on an Intelligence saving throw or take psychic damage equal to three rolls of your Bardic Inspiration die, and the target is unable to speak any language for 1 minute.

Spirit Session

6th-level College of Spirits feature
You can channel spirits to gain insights into magic. You can conduct an hour-long ritual channeling spirits (which can be done during a short or long rest) using your Spiritual Focus.   You can conduct the ritual with a number of creatures equal to your proficiency bonus (including yourself). At the end of the ritual, you temporarily learn one spell of your choice from any class.   The spell you choose must be of a level equal to the number of creatures that conducted the ritual or less, the spell must of a level you can cast, and it must be in the school of divination or necromancy. The chosen spell counts as a bard spell for you but doesn’t count against the number of bard spells you know.   Once you perform the ritual, you can’t do so again until you start a long rest, and you know the chosen spell until you start a long rest.  

Spiritual Focus

3rd- and 6th-level College of Spirits feature
Your practice of contacting spirits can employ special tools. You can use the following objects as a spellcasting focus for your bard spells: a candle, a crystal ball, a talking board, a tarokka deck, or a skull.   At 6th level, when you cast a bard spell that deals damage or restores hit points through the Spiritual Focus, roll a d6, and you gain a bonus to one roll of the spell equal to the number rolled.  

Mystical Connection

14th-level College of Spirits feature
Your connection to spirits has become semi-permanent. Whenever you use your Tales from Beyond feature, you can roll a d6 and use it instead of expending a Bardic Inspiration die. You still use your Bardic Inspiration die for the tale’s effect, without expending it.  

College of Swords

Bards of the College of Swords are called blades, and they entertain through daring feats of weapon prowess. Blades perform stunts such as sword swallowing, knife throwing and juggling, and mock combats. Though they use their weapons to entertain, they are also highly trained and skilled warriors in their own right.   Their talent with weapons inspires many blades to lead double lives. One blade might use a circus troupe as cover for nefarious deeds such as assassination, robbery, and blackmail. Other blades strike at the wicked, bringing justice to bear against the cruel and powerful. Most troupes are happy to accept a blade’s talent for the excitement it adds to a performance, but few entertainers fully trust a blade in their ranks.   Blades who abandon their lives as entertainers have often run into trouble that makes maintaining their secret activities impossible. A blade caught stealing or engaging in vigilante justice is too great a liability for most troupes. With their weapon skills and magic, these blades either take up work as enforcers for thieves’ guilds or strike out on their own as adventurers.  

College of Swords Features

Bard Level Feature
3rd Bonus Proficiencies, Fighting Style, Blade Flourish
6th Extra Attack
14th Master's Flourish

Bonus Proficiencies

When you join the College of Swords at 3rd level, you gain proficiency with medium armor and the scimitar.   If you’re proficient with a simple or martial melee weapon, you can use it as a spellcasting focus for your bard spells.  

Fighting Style

At 3rd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if something in the game lets you choose again.   Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.   Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.  

Blade Flourish

At 3rd level, you learn to perform impressive displays of martial prowess and speed.   Whenever you take the Attack action on your turn, your walking speed increases by 10 feet until the end of the turn, and if a weapon attack that you make as part of this action hits a creature, you can use one of the following Blade Flourish options of your choice. You can use only one Blade Flourish option per turn.   Defensive Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You also add the number rolled to your AC until the start of your next turn.   Slashing Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit and to any other creature of your choice that you can see within 5 feet of you. The damage equals the number you roll on the Bardic Inspiration die.   Mobile Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You can also push the target up to 5 feet away from you, plus a number of feet equal to the number you roll on that die. You can then immediately use your reaction to move up to your walking speed to an unoccupied space within 5 feet of the target.  

Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.  

Master’s Flourish

Starting at 14th level, whenever you use a Blade Flourish option, you can roll a d6 and use it instead of expending a Bardic Inspiration die.  

College of Valor

Bards of the College of Valor are daring skalds whose tales keep alive the memory of the great heroes of the past, and thereby inspire a new generation of heroes. These bards gather in mead halls or around great bonfires to sing the deeds of the mighty, both past and present. They travel the land to witness great events firsthand and to ensure that the memory of those events doesn’t pass from the world. With their songs, they inspire others to reach the same heights of accomplishment as the heroes of old.  

Bonus Proficiencies

When you join the College of Valor at 3rd level, you gain proficiency with medium armor, shields, and martial weapons.  

Combat Inspiration

Also at 3rd level, you learn to inspire others in battle. A creature that has a Bardic Inspiration die from you can roll that die and add the number rolled to a weapon damage roll it just made. Alternatively, when an attack roll is made against the creature, it can use its reaction to roll the Bardic Inspiration die and add the number rolled to its AC against that attack, after seeing the roll but before knowing whether it hits or misses.  

Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.  

Battle Magic

At 14th level, you have mastered the art of weaving spellcasting and weapon use into a single harmonious act. When you use your action to cast a bard spell, you can make one weapon attack as a bonus action.  

College of Whispers

Most folk are happy to welcome a bard into their midst. Bards of the College of Whispers use this to their advantage. They appear to be like other bards, sharing news, singing songs, and telling tales to the audiences they gather. In truth, the College of Whispers teaches its students that they are wolves among sheep. These bards use their knowledge and magic to uncover secrets and turn them against others through extortion and threats.   Many other bards hate the College of Whispers, viewing it as a parasite that uses a bard’s reputation to acquire wealth and power. For this reason, members of this college rarely reveal their true nature. They typically claim to follow some other college, or they keep their actual calling secret in order to infiltrate and exploit royal courts and other settings of power.  

College of Whispers Features

Bard Level Feature
3rd Psychic Blades, Words of Terror
6th Mantle of Whispers
14th Shadow Lore

Psychic Blades

When you join the College of Whispers at 3rd level, you gain the ability to make your weapon attacks magically toxic to a creature’s mind.   When you hit a creature with a weapon attack, you can expend one use of your Bardic Inspiration to deal an extra 2d6 psychic damage to that target. You can do so only once per round on your turn.   The psychic damage increases when you reach certain levels in this class, increasing to 3d6 at 5th level, 5d6 at 10th level, and 8d6 at 15th level.  

Words of Terror

At 3rd level, you learn to infuse innocent-seeming words with an insidious magic that can inspire terror.   If you speak to a humanoid alone for at least 1 minute, you can attempt to seed paranoia in its mind. At the end of the conversation, the target must succeed on a Wisdom saving throw against your spell save DC or be frightened of you or another creature of your choice. The target is frightened in this way for 1 hour, until it is attacked or damaged, or until it witnesses its allies being attacked or damaged.   If the target succeeds on its saving throw, the target has no hint that you tried to frighten it.   Once you use this feature, you can’t use it again until you finish a short or long rest.  

Mantle of Whispers

At 6th level, you gain the ability to adopt a humanoid’s persona. When a humanoid dies within 30 feet of you, you can magically capture its shadow using your reaction. You retain this shadow until you use it or you finish a long rest.   You can use the shadow as an action. When you do so, it vanishes, magically transforming into a disguise that appears on you. You now look like the dead person, but healthy and alive. This disguise lasts for 1 hour or until you end it as a bonus action.   While you’re in the disguise, you gain access to all information that the humanoid would freely share with a casual acquaintance. Such information includes general details on its background and personal life, but doesn’t include secrets. The information is enough that you can pass yourself off as the person by drawing on its memories.   Another creature can see through this disguise by succeeding on a Wisdom (Insight) check contested by your Charisma (Deception) check. You gain a +5 bonus to your check.   Once you capture a shadow with this feature, you can’t capture another one with it until you finish a short or long rest.  

Shadow Lore

At 14th level, you gain the ability to weave dark magic into your words and tap into a creature’s deepest fears.   As an action, you magically whisper a phrase that only one creature of your choice within 30 feet of you can hear. The target must make a Wisdom saving throw against your spell save DC. It automatically succeeds if it doesn’t share a language with you or if it can’t hear you. On a successful saving throw, your whisper sounds like unintelligible mumbling and has no effect.   On a failed saving throw, the target is charmed by you for the next 8 hours or until you or your allies attack it, damage it, or force it to make a saving throw. It interprets the whispers as a description of its most mortifying secret. You gain no knowledge of this secret, but the target is convinced you know it.   The charmed creature obeys your commands for fear that you will reveal its secret. It won’t risk its life for you or fight for you, unless it was already inclined to do so. It grants you favors and gifts it would offer to a close friend.   When the effect ends, the creature has no understanding of why it held you in such fear.   Once you use this feature, you can’t use it again until you finish a long rest.  

College of the Shadowfell

Bards of the College of the Shadowfell specialize in the study of that realm, gleaming great knowledge of shadow magic in the process. These bards are few in number and their study is far harder than most, for knowledge of the Shadowfell is hard to come by. These bards occasionally gather in great libraries to share their knowledge, but most of their time is spent out in the world, looking for any glimpses of knowledge that might lead them to their goal. These bards generally do not perform music, and are instead more inclined to creating stories and manufacturing histories, with most of these stories ending as dark as the realm they study

Bonus Proficiencies

When you join the College of the Shadowfell at 3rd level, you gain proficiency with medium armor, martial weapons, and the Stealth skill. Shadow Stride Also at 3rd level, you learn how to empower your ally’s movement within shadows and darkness. When a creature that is in darkness or dim light and has a bardic inspiration die from you begins to move, it can choose to roll that die and add 5 times the number rolled to their speed until the end of their turn.

Shroud of Darkness

Starting at 6th level, whenever a creature uses a bardic inspiration die from you, that creature becomes imbued with shadow magic. Shadows envelope that creature until the start of your next turn, causing all attacks against it to have disadvantage and allowing it to disengage or hide as a bonus action for the duration.

Umbral Body

Beginning at 14th level, you gain the ability to transform into pure shadow. You can cast umbral form at will, without expending a spell slot or material components. When you cast the spell using this feature, you may only target yourself.  

Statblocks for your familiars, mounts etc.

Dragonnel CR: 2

Large dragon, any
Armor Class: 13
Hit Points: 9d10+9
Speed: 30 ft , fly: 60 ft

STR

16 +3

DEX

15 +2

CON

10 +0

INT

8 -1

WIS

13 +1

CHA

10 +0

Skills: Perception +3
Senses: Blindsight 30ft., Darkvision 120ft., Passive Perception 13
Languages: Understands Draconic and Common, but cannot speak.
Challenge Rating: 2

Flyby. The dragonnel doesn't provoke an opportunity attack when it flies out of an enemy's reach.

Actions

Multiattack. The dragonnel makes two Rend attacks.
Rend
. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 2d6+3 slashing damage.

Dragonnels are distantly related to chromatic, gem, and metallic dragons and resemble them in basic form.   Intelligent enough to understand speech but incapable of speaking themselves, they are willful creatures motivated by the desire for food and entertainment. In the wild, they are picky eaters with mercurial moods, inclined to toy with their prey before going in for the kill.   In some regions, dragonnels are raised from eggs to be used as aerial mounts. These domesticated dragonnels are loyal to the point of being overly protective of their riders. However, efforts to break wild dragonnels to the saddle are perilous, as these creatures often feign compliance before throwing their would-be riders from great heights.   A dragonnel is an agile mount and naturally inclined to flyby tactics, swooping in to make attacks with its beak and claws before flying out of reach.

Monster Manual, page 174

Griffon CR: 2

Large monstrosity, unaligned
Armor Class: 12
Hit Points: 59 (7d10+21)
Speed: 30 ft , fly: 80 ft

STR

18 +4

DEX

15 +2

CON

16 +3

INT

2 -4

WIS

13 +1

CHA

8 -1

Skills: Proficiency Bonus +2, Perception +5
Senses: Darkvision 60 ft, Passive Perception 15
Languages: - -
Challenge Rating: 2

Keen Sight. The griffon has advantage on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack. The griffon makes two attacks: one with its beak and one with its claws.   Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.   Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Suggested Environments

Arctic, Coastal, Grassland, Hill, Mountain

Pegasus CR: 1

Medium horse, any
Armor Class: 8 + rider proficiency bonus
Hit Points: equal the horse's Constitution modifier + threetimes your rider level (the horse has a number of Hit Dice [d5s] equal to your rider level)
Speed: 60 ft

STR

8 -1

DEX

5 -3

CON

8 -1

INT

5 -3

WIS

8 -1

CHA

6 -2

Saving Throws: Constitution and chose one between Wisdom and Constitution.
Languages: None
Challenge Rating: 1
Medium Horse, same alignment as the rider

Dungeons and Dragons 5th Edition Monster Manual pg 321

Dire Wolf CR: 1

Large beast,
Armor Class: 14
Hit Points:
Speed: 50 ft

STR

17 +3

DEX

15 +2

CON

15 +2

INT

3 -4

WIS

12 +1

CHA

7 -2

Skills: Perception +3   Stealth +4
Challenge Rating: 1

Keen Hearing and Smell. The Dire Wolf has advantage on Wisdom (Perception) Checks that rely on hearing and smell.   Pack Tactics. The Dire Wolf has advantage on an attack roll against a creature if at least one of the Dire Wolf's allies are within 5 feet of the creature and the ally isn't incapacitated.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2D6+3) Piercing Damage. If the target is a creature, it must succeed on a DC 13 Strength Saving Throw or be knocked prone.

Like their normal cousins, Dire Wolves operate in packs. These dedicated pack animals hunt together, roam together, and play together. Dire Wolves are large, four-legged, carnivorous mammals. They have pointed ears, elongated snouts, and bushy tails that curl behind them as a means of expression. Adult Dire Wolves stand 4 feet tall at the shoulder.

Peryton

Medium monstrosity, chaotic evil
Armor Class 13 (natural armor)
Hit Points 33 6d8+6
Speed 20ft Fly: 60ft

STR
16 +3
DEX
12 +1
CON
13 +1
INT
9 -1
WIS
12 +1
CHA
10 0

Skills Perception +5
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
Senses passive Perception 15
Languages Can understand any two languages but cannot speak
Challenge 2


Dive Attack: If the peryton is flying and dives at least 30 feet straight toward a target and then hits it with a melee weapon attack, the attack deals an extra 9 2d8 piercing damage to the target.   Flyby: The peryton doesn't provoke an opportunity attack when it flies out of an enemy's reach.   Keen Sight and Smell: The peryton has advantage on Wisdom (Perception) checks that rely on sight or smell.


Actions

Multiattack: the peryton makes one gore attack and one talon attack.   Gore: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 1d8+3 piercing damage.   Talons: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 2d4+3 piercing damage.


 

Perytons are monstrous, carnivorous hybrids that prefer to prey on mortal flesh. They have the wings and talons of an eagle, the head of a stag, and the jaws of a dragon. They are relentless hunters and their sexual biology even requires them to consume the heart of a mortal in order to reproduce. They fight wing and nail but if somehow driven off, perytons are known to stalk their lost prey from afar and wait until a new opportunity arises.

Perytons are most often found roosting in high mountain ridges or hidden hilltop caves. They prey on creatures living or wandering in the vales below and often are attracted to established settlements where they can find a renewable source of food. As such, they are often targeted by mortal communities and seasoned adventurers seeking to claim a good bounty.

PERYTON - Creature Concept by Brynn Metheney

Rhinoceros

Large beast, unaligned
Armor Class 11
Hit Points 18-45-72 6d10+12
Speed 40ft

STR
21 +5
DEX
8 -1
CON
15 +2
INT
2 -4
WIS
12 +1
CHA
6 -2

Senses Passive Perception 11
Challenge 2 (450 XP)


Charge. If the rhinoceros moves at least 20 feet straight towards a target and then hits it with a gore attack on the same turn, the target takes an extra 2-9-16 2d8 bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.


Actions

Gore. Melee Weapon Attack: +7 to hit, reach 5 ft, one target. Hit: 7-14-21 2d8+5 Bludgeoning Damage.


 
SRD

Saber-Toothed Tiger

Large beast, unaligned
Armor Class 12
Hit Points 57 7d10+14
Speed 30ft

STR
18 +4
DEX
14 +2
CON
15 +2
INT
3 -4
WIS
12 +1
CHA
8 -1

Skills Perception +3 , Stealth +6
Senses passive Perception 13
Challenge 2 (450 XP)


Keen Smell. The tiger has advantage on Wisdom (Perception) checks that rely on smell.
Pounce. If the tiger moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strenght saving throw or be knocked prone. If the target is prone, the lion can make one bite attack against it as a bonus action.


Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 1d10+5 piercing damage.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 2d6+5 slashing damage.


 

Statblocks for race/species of the character.

MOT

Leonin

ability score increase: Increase one ability score by 2 and increase a different one by 1, or increase three different ability scores by 1.
age: Leonin mature and age at about the same rate as humans.
Size: Medium
speed: 35 ft.
Languages: You can speak, read, and write Common and one other language that you and your DM agree is appropriate for your character.
race features:
  • Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
  • Claws. Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you can deal slashing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
  • Hunter's Instincts. You have proficiency in one of the following skills of your choice: Athletics, Intimidation, Perception, or Survival.
  • Daunting Roar. As a bonus action, you can let out an especially menacing roar. Creatures of your choice within 10 feet of you that can hear you must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn. The DC of the save equals 8 + your proficiency bonus + your Constitution modifier. Once you use this trait, you can't use it again until you finish a short or long rest.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

PHB

Blade Ward

0-level (Cantrip) Abjuration

Casting Time: 1 action
Range/Area: self
Components: Verbal, Somatic
Duration: 1 round
Attack/Save: N/A
You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.
Available for: Bard, Sorcerer, Warlock, Wizard

Minor Illusion

0-level (Cantrip) Illusion

Casting Time: 1 action
Range/Area: 30 feet (5ft square)
Components: Somatic, Material
Materials: (a bit of fleece)
Duration: 1 Minute
Attack/Save: None
Damage/Effect: Control
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 illusion becomes faint to the creature.
Available for: Bard, Sorcerer, Warlock, Wizard

Message

0-level (Cantrip) Transmutation

Casting Time: 1 action
Range/Area: 120 feet
Components: Verbal, Somatic, Material
Materials: (a short piece of copper wire)
Duration: 1 round
Attack/Save: None
Damage/Effect: Communication
You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.   You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.
Available for: Bard, Sorcerer, Wizard, Artificer

Player's Handbook

Prestidigitation

0-level (Cantrip) Transmutation

Range/Area: 10 feet
Components: Verbal, Somatic
Duration: Up 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 three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Available for: Artificer, Bard, Sorcerer, Warlock, Wizard

Level 1 Spells

Command

1-level Enchantment

Casting Time: 1 action
Range/Area: 60 ft
Components: Verbal
Duration: 1 Round
Attack/Save: Wisdom Save
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 one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

Comprehend Languages

1-level Divination

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: Self
Components: V, S, F
Duration: 1 hour
For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one 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.
Available for: Enchanter, Wizard

Feather Fall

1-level Transmutation

Casting Time: 1 reaction, which you take when you or a creature within 60 feet of you falls
Range/Area: 60 ft
Components: Somatic
Duration: 1 Minute
Choose up to five 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.

Unearthly Chorus (UA)

1-level Illusion

Casting Time: 1 Action
Range/Area: Self (30ft)
Components: Verbal
Duration: Concentration, up to 10 minutes
Attack/Save: Charisma Saving Throw
Music of a style you choose fills the air around you in a 30-foot radius. The music spreads around corners and can be heard from up to 100 feet away. The music moves with you, centered on you for the duration.   Until the spell ends, you make Charisma (Performance) checks with advantage. In addition, you can use a bonus action on each of your turns to beguile one creature you choose within 30 feet of you that can see you and hear the music. The creature must make a Charisma saving throw. If you or your companions are attacking it, the creature automatically succeeds on the saving throw. On a failure, the creature becomes friendly to you for as long as it can hear the music and for 1 hour thereafter. You make Charisma (Deception) checks and Charisma (Persuasion) checks against creatures made friendly by this spell with advantage.
Available for: Bard

Basic Rules, pg. 275

Shield

1-level Abjuration

Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell
Range/Area: Self
Components: Verbal, Somatic
Duration: 1 Round
Attack/Save: Self
Damage/Effect: Warding
An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.
Available for: Sorcerer, Wizard, The Hexblade, Artillerist, Battle Smith

Level 2 Spells

Player's Handbook

Enlarge/Reduce

2-level Transmutation

Casting Time: 1 action
Range/Area: 30 feet
Components: Verbal, Somatic, Material
Materials: A pinch iron powder
Duration: Concentration, Up to 1 minute
Attack/Save: Constitution saving throw
Damage/Effect: 1d4 extra or less
You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect.   If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.   Enlarge. The target's size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category - from Medium to Large, for example. If there isn't enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength checks and Strength saving throws. The target's weapons also grow to match its new size. While these weapons are enlarged, the target's attack with them deal 1d4 extra damage.   Reduce. The target's size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category - from Medium to Small, for example. Until the spell ends, the target also has disadvantage on Strength checks and Strength saving throws. The target's weapons also shrink to match its new size. While these weapons are reduced, the target's attacks with them deal 1d4 less damage (this can't reduce the damage below 1).
Available for: Artificer, Sorcerer, Wizard, Bard(Xanathar)

Mirror Image

2-level Illusion

Casting Time: 1 action
Range/Area: Self
Components: V, S
Duration: 1 minute
Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it’s impossible to track which image is real. You can use your action to dismiss the illusory duplicates.   Each time a creature targets you with an attack during the spell’s duration, roll a d20 to determine whether the attack instead targets one of your duplicates.   If you have three duplicates, you must roll a 6 or higher to change the attack’s target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.   A duplicate’s AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.   A creature is unaffected by this spell if it can’t see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.
Available for: Enchanter, Wizard

Phantasmal Force

2-level Illusion

Casting Time: 1 action
Range/Area: 60 feet
Components: V, S, F
Duration: Concentration, up to 1 minute
You craft an illusion that takes root in the mind of a creature that you can see within range. The target must make an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This spell has no effect on undead or constructs.   The phantasm includes sound, temperature, and other stimuli, also evident only to the creature.   The target can use its action to examine the phantasm with an Intelligence (Investigation) check against your spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends.   While a target is affected by the spell, the target treats the phantasm as if it were real. The target rationalizes any illogical outcomes from interacting with the phantasm. For example, a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the target survives the fall, it still believes that the bridge exists and comes up with some other explanation for its fall; it was pushed, it slipped, or a strong wind might have knocked it off.   An affected target is so convinced of the phantasm’s reality that it can even take damage from the illusion. A phantasm created to appear as a creature can attack the target. Similarly, a phantasm created to appear as fire, a pool of acid, or lava can burn the target. Each round on your turn, the phantasm can deal 1d6 psychic damage to the target if it is in the phantasm’s area or within 5 feet of the phantasm, provided that the illusion is of a creature or hazard that could logically deal damage, such as by attacking. The target perceives the damage as a type appropriate to the illusion.
Available for: Enchanter

Pyrotechnics

2-level Transmutation

Casting Time: 1 action
Range/Area: 60 feet
Components: V, S
Duration: Instantaneous
Choose an area of flame that you can see and that can fit within a 5-foot cube within range. You can extinguish the fire in that area, and you create either fireworks or smoke.   Fireworks. The target explodes with a dazzling display of colors. Each creature within 10 feet of the target must succeed on a Constitution saving throw or become blinded until the end of your next turn.   Smoke. Thick black smoke spreads out from the target in a 20-foot radius, moving around corners. The area of the smoke is heavily obscured. The smoke persists for 1 minute or until a strong wind disperses it.
Available for: Wizard

Warding Wind

2-level Evocation

Casting Time: 1 action
Range/Area: Self
Components: V
Duration: Concentration, up to 10 minutes
A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves with you, remaining centered on you. The wind lasts for the spell’s duration.   The wind has the following effects:
  • It deafens you and other creatures in its area.
  • It extinguishes unprotected flames in its area that are torch-sized or smaller.
  • The area is difficult terrain for creatures other than you.
  • The attack rolls of ranged weapon attacks have disadvantage if they pass in or out of the wind.
  • It hedges out vapor, gas, and fog that can be dispersed by strong wind.
Available for: Druid

Explorer's Guide to Wildemount (p.186)

Fortune's Favor

2-level Divination

Casting Time: 1 minute
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a white pearl worth at least 100 gp, which the spell consumes
Duration: 1 hour
Damage/Effect: Buff
You impart latent luck to yourself or one willing creature you can see within range. When the chosen creature makes an attack roll, an ability check, or a saving throw before the spell ends, it can dismiss this spell on itself to roll an additional d20 and choose which of the d20s to use. Alternatively, when an attack roll is made against the chosen creature, it can dismiss this spell on itself to roll a d20 and choose which of the d20s to use, the one it rolled or the one the attacker rolled.   If the original d20 roll has advantage or disadvantage, the creature rolls the additional d20 after advantage or disadvantage has been applied to the original roll.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Available for: Wizard (Chronurgy magic), Wizard (Graviturgy magic)

Level 3 Spells

Major Image

3-level Illusion

Casting Time: 1 action
Range/Area: 120 feet
Components: V, S, F
Duration: Concentration, up to 10 minutes
You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can’t create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte’s stench).   As long as you are within range of the illusion, you can use your action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example.   Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image 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 creature can see through the image, and its other sensory qualities become faint to the creature.
At higher levels: When you cast this spell using 6 or more spell points, the spell lasts until dispelled, without requiring your concentration. In this form it is sometimes considered a different spell, known as Permanent Image.
Available for: Enchanter, Wizard

Tongues

3-level Divination

Casting Time: 1 action
Range/Area: Touch
Components: V, F
Duration: 1 hour
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 one language and can hear the target understands what it says.
Available for: Dark Knight, Enchanter, Healer, Paladin, Wizard

Player's Handbook

Slow

3-level Transmutation

Casting Time: 1 action
Range/Area: 120 feet
Components: V, S, M (a drop of molasses)
Duration: Concentration, up to 1 minute
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 each of its turns. On a successful save, the effect ends for it.
Available for: Bard (Optional), Sorcerer, Wizard

Haste

3-level Transmutation

Casting Time: 1 action
Range/Area: 30 feet
Components: V, S, F
Duration: Concentration, up to 1 minute
Choose a willing creature that you can see within range. Until the spell ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.   When the spell ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.
Available for: Enchanter, Wizard

PHB

Aura of Vitality

3-level Evocation

Casting Time: 1 action
Range/Area: Self (30-foot radius)
Components: V
Duration: Concentration, up to 1 minute
Healing energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. You can use a bonus action to cause one creature in the aura (including you) to regain 2d6 hit points.

SRD

Dispel Magic

3-level Abjuration

Casting Time: 1 action
Range/Area: 120ft.
Components: Verbal, Somatic
Duration: Instant
Damage/Effect: Control
Choose one 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.
Available for: Bard, Cleric, Druid, Paladin, Sorcerer, Warlock, Wizard, Artificer

Basic Rules

Counterspell

3-level Abjuration

Casting Time: 1 reaction, which you take when you see a creature within 60 feet of you casting a spell
Range/Area: 60ft.
Components: Somatic
Duration: Instant
Damage/Effect: Negation
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.
Available for: Sorcerer, Warlock, Wizard

Level 4 Spells

Hallucinatory Terrain

4-level Illusion

Casting Time: 10 minutes
Range/Area: 300 feet
Components: V, S, F
Duration: 24 hours
You make natural terrain in a 150-foot cube in range look, sound, and smell like some other sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within the area aren’t changed in appearance.   The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to see through the illusion. If the difference isn’t obvious by touch, a creature carefully examining the illusion can attempt an Intelligence (Investigation) check against your spell save DC to disbelieve it. A creature who discerns the illusion for what it is, sees it as a vague image superimposed on the terrain.
Available for: Enchanter

Dimension Door

4-level Conjuration

Casting Time: 1 action
Range/Area: 500 feet
Components: V
Duration: Instantaneous
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 one 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.
Available for: Enchanter, Wizard

Find Greater Steed

4-level Conjuration

Casting Time: 10 minutes
Range/Area: 30 feet
Components: V, S
Duration: Instantaneous
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 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. While the mount is within 1 mile of you, you can communicate with it telepathically.   You control the mount in combat. 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 permanently. Whenever the mount disappears, it leaves behind any objects it was wearing or carrying.
Available for: Dark Knight, Paladin

Level 5 Spells

Mislead

5-level Illusion

Casting Time: 1 action
Range/Area: Self
Components: S
Duration: Concentration, up to 1 hour
You become invisible at the same time that an illusory double of you appears where you are standing. The double lasts for the duration, but the invisibility ends if you attack or cast a spell.   You can use your action to move your illusory double up to twice your speed and make it gesture, speak, and behave in whatever way you choose.   You can see through its eyes and hear through its ears as if you were located where it is. On each of your turns as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.
Available for: Enchanter

Seeming

5-level Illusion

Casting Time: 1 action
Range/Area: 30 feet
Components: V, S
Duration: 8 hours
This spell allows you to change the appearance of any number of creatures that you can see within range. You give each target you choose a new, illusory appearance. An unwilling target can make a Charisma saving throw, and if it succeeds, it is unaffected by this spell.   The spell disguises physical appearances as well as clothing, armor, weapons, and equipment. You can make each creature seem 1 foot shorter or taller and appear thin, fat, or in-between. You can’t change a target’s body type, so you must choose a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The spell lasts for the duration, unless you use your action to dismiss it sooner.   The changes wrought by this spell fail to hold up to physical inspections. For example, if you use this spell to add a hat to a creature’s outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel the creature’s head and hair. If you use this spell to appear thinner then you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.   A creature can use its action to inspect a target and make an Intelligence (Investigation) check against your spell save DC. If it succeeds, it becomes aware that the target is disguised.
Available for: Enchanter

Xanathar's Guide to Everything

Steel Wind Strike

5-level Conjuration

Casting Time: 1 action
Range/Area: 30ft
Components: Somatic, Material
Materials: a melee weapon worth at least 1 sp
Duration: Instantaneous
Attack/Save: Melee
Damage/Effect: 6d10 Force
You flourish the weapon used in the casting and then vanish to strike like the wind. Choose up to five creatures you can see within range. Make a melee spell attack against each target. On a hit, a target takes 6d10 force damage. You can then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed.
Available for: Wizard, Ranger

Level 6 Spells

Programmed Illusion

6-level Illusion

Casting Time: 1 action
Range/Area: 120 feet
Components: V,S,M (a bit of fleece and jade dust worth at least 25 gp)
Duration: Until dispelled
You create an illusion of an object, a creature, or some other visible phenomenon within range that activates when a specific condition occurs. The illusion is imperceptible until then. It must be no larger than a 30-foot cube, and you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes. When the condition you specify occurs, the illusion springs into existence and performs in the manner you described. Once the illusion finishes performing, it disappears and remains dormant for 10 minutes. After this time, the illusion can be activated again. The triggering condition can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the area. For example, you could create an illusion of yourself to appear and warn off others who attempt to open a trapped door, or you could set the illusion to trigger only when a creature says the correct word or phrase. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image 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 creature can see through the image, and any noise it makes sounds hollow to the creature.
Available for: Bard,Wizard

SRD

Contingency

6-level Evocation

Casting Time: 10 minutes
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a statuette of yourself carved from ivory and decorated with gems worth at least 1500 gp
Duration: 10 days
Damage/Effect: Utility
Choose a spell of 5th level or lower that you can cast, that has a casting time of 1 action, and that can target you. You cast that spell--called the contingent spell--as part of casting contingency, expending spell slots for both, but the contingent spell doesn't come into effect. Instead, it takes effect when a certain circumstance occurs. You describe that circumstance when you cast the two spells. For example, a contingency cast with water breathing might stipulate that water breathing comes into effect when you are engulfed in water or a similar liquid.   The contingent spell takes effect immediately after the circumstance is met for the first time, whether or not you want it to, and then contingency ends.   The contingent spell takes effect only on you, even if it can normally target others. You can use only one contingency spell at a time.   If you cast this spell again, the effect of another contingency spell on you ends. Also, contingency ends on you if its material component is ever not on your person.
Available for: Wizard

Level 7 Spells

Forcecage

7-level Evocation

Casting Time: 1 action
Range/Area: 100 feet
Components: V,S,M (ruby dust worth 1,500 gp)
Duration: 1 hour
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 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.
Available for: Bard,Warlock,Wizard

Regenerate

7-level Transmutation

Casting Time: 1 minute
Range/Area: Touch
Components: V,S,M (a prayer wheel and holy water)
Duration: 1 hour
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.
Available for: Bard,Cleric,Druid

Level 8 Spells

Mind Blank

8-level Abjuration

Casting Time: 1 action
Range/Area: Touch
Components: V,S
Duration: 24 hours
Until the spell ends, one willing creature you touch is immune to psychic damage, any effect that would sense its emotions or read its thoughts, divination spells, and the charmed condition. The spell even foils wish spells and spells or effects of similar power used to affect the target's mind or to gain information about the target.
Available for: Bard,Wizard

Level 9 Spells

True Polymorph

9-level Transmutation

Casting Time: 1 action
Range/Area: 30 feet
Components: V,S,M (a drop of mercury,a dollop of gum arabic,and a wisp of smoke)
Duration: Concentration, up to 1 hour
Choose one creature 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. Shapechangers aren't affected by this spell. An unwilling creature can make a Wisdom saving throw, and if it succeeds, it isn't affected by this spell. This spell can't affect a target that has 0 hit points.
  • 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 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.
  • 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.
Available for: Bard,Warlock,Wizard

Statblocks for your Trinkets, businesses, building, castles, empires.


Created by

WolfyJae.

Statblock Type

Character Sheet (latest)

Link/Embed