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Spells
Player’s Handbook
is based on the quality of the raw materials.
Creatures and magic items can’t be created by this spell. You also can’t use it to create items that require a high degree of skill&mdash
Bard
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
, decipher old tomes, travel to strange places, or encounter exotic creatures. Bards love to accompany heroes to witness their deeds firsthand. A bard who can tell an awe-inspiring story from personal
, ensuring that her companions’ words will be well received. Whether scholar, skald, or scoundrel, a bard weaves magic through words and music to inspire allies, demoralize foes, manipulate minds
Monsters
Guildmasters’ Guide to Ravnica
medusas of Ravnica, often called gorgons, are a monstrous race of creatures that appear superficially similar to human women. In place of hair, a gorgon has a writhing mass of black, serpentine
harmless.
This deadly gaze attack gives medusas a degree of power among the Golgari that is out of proportion with their small numbers. Medusas command a significant share of the guild's smaller cells
Monsters
Quests from the Infinite Staircase
connect the flowers to reserves of acidic sap in the plant’s trunk. Purple blossoms squirt this sap at prey through the flowers’ pistils.
Snapper Saw
Snapper saws resemble ordinary bushes
":"acid"} acid damage at the start of each of its turns.
Spiked Leaves (Snapper Saw Only). Creatures within 10 feet of the horrid plant and not behind total cover must make a DC 14 Dexterity saving
Fabricate
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
by the spell is commensurate with the quality of the raw materials.
Creatures or magic items can’t be created or transmuted by this spell. You also can’t use it to create items that
ordinarily require a high degree of craftsmanship, such as jewelry, weapons, glass, or armor, unless you have proficiency with the type of artisan’s tools used to craft such objects.
Monsters
Candlekeep Mysteries
(Recharge 6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Quill's Fable"}. Quill utters a short fable while targeting up to five creatures within 30 feet of him that he can see. Each target that
charismatic bard who carries himself with a quiet confidence that doesn't hint at the full extent of his skills or powers. A scar cuts across his handsome face, curving from the top of his left
Monsters
Quests from the Infinite Staircase
typically reserves the Wish spell for creatures he deems worthy of its gifts, he isn’t above leveraging that power against formidable threats, rewriting reality to forcibly tilt the scales in his
. When the vortex enters a creature’s space for the first time on a turn, the creature must make the same saving throw as when the vortex first appeared. Creatures restrained by the vortex move
Zuggtmoy
Legacy
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Monsters
Out of the Abyss
’, is a soulless mockery of mortal life and its many facets.
Zuggtmoy’s cultists often follow her unwittingly. Most are fungi-infected to some degree, whether through inhaling her mind
(see the Monster Manual) to appear in unoccupied spaces that she chooses within the lair. They vanish after 1 hour.
Up to four plant creatures that are friendly to Zuggtmoy and that Zuggtmoy can see
Monsters
Mordenkainen Presents: Monsters of the Multiverse
facets.
Zuggtmoy’s cultists often follow her unwittingly. Most are fungus-infected to some degree, whether through inhaling her mind-controlling spores or being transformed to the point where
;t take the same lair action two rounds in a row:
Rally Plants. Up to four Plant creatures that are friendly to Zuggtmoy and that Zuggtmoy can see can use their reactions to move up to their speed
Magic Items
Acquisitions Incorporated
.
Class-Based Living Loot Satchel
Class
Satchel
Barbarian
Broad belt with a dozen hanging pockets
Bard
Lute case
Cleric
Hollowed-out holy tome
Druid
Made from natural
—even items that wouldn’t normally fit in your satchel, but which fit within the chest. Thanks to Head Office striking deals you don’t want to know about with extraplanar creatures
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Dimension Door Level 4 Conjuration (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action
Range: 500 feet
Components: V
Duration: Instantaneous
You teleport to a location within range. You
upward to the northwest at a 45-degree angle.” You can also teleport one willing creature. The creature must be within 5 feet of you when you teleport, and it teleports to a space within 5 feet of your
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Dimension Door Level 4 Conjuration (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action
Range: 500 feet
Components: V
Duration: Instantaneous
You teleport to a location within range. You
upward to the northwest at a 45-degree angle.” You can also teleport one willing creature. The creature must be within 5 feet of you when you teleport, and it teleports to a space within 5 feet of your
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
allowing creatures to enter or leave the city. She even bars gods from stepping foot in the city—a ban she can extend to anyone at any time. The Lady knows when any creature uses a portal and can block
that creature from entering or leaving, but she reserves this intervention for extreme circumstances. During times of great strife, notably when Sigil’s factions war openly against one another, the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Cover Walls, trees, creatures, and other obstacles can provide cover during combat, making a target more difficult to harm. A target can benefit from cover only when an attack or other effect
originates on the opposite side of the cover. There are three degrees of cover. If a target is behind multiple sources of cover, only the most protective degree of cover applies; the degrees aren’t added
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Cover Walls, trees, creatures, and other obstacles can provide cover during combat, making a target more difficult to harm. A target can benefit from cover only when an attack or other effect
originates on the opposite side of the cover. There are three degrees of cover. If a target is behind multiple sources of cover, only the most protective degree of cover applies; the degrees aren't added
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Irvhir claim kinship with Khyber and live in deep caverns. While these claims are unlikely, many kobolds do develop some degree of sorcerous ability. In addition to these tribal kobolds, there’s a
large population of kobolds in the nation of Droaam. Traditionally these kobolds have been enslaved by more powerful creatures; now the Daughters of Sora Kell have granted them their own domain under
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
subterranean. Plants. Plant creatures, as opposed to ordinary plants, have some degree of sentience and mobility. Undead. Once-living creatures brought to a horrifying state of undeath through the practice
Type A creature’s type speaks to its fundamental nature. The following types of creatures appear in this adventure. Beasts. Nonhumanoid creatures that, like real-world animals, are a normal part of
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
fixed shape. They are mostly subterranean, dwelling in caves and dungeons.
Plants. Plant creatures, as opposed to ordinary plants, have some degree of sentience and mobility.
Undead. Once-living
world.
Beasts. Nonhumanoid creatures that, like real-world animals, are a normal part of the world’s ecology.
Dragons. Large, winged, reptilian creatures of ancient origin and tremendous power
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Cover Walls, trees, creatures, and other obstacles can provide cover, making a target more difficult to harm. As detailed in the Cover table, there are three degrees of cover, each of which gives a
the most protective degree of cover applies; the degrees aren’t added together. For example, if a target is behind a creature that gives Half Cover and a tree trunk that gives Three-Quarters Cover, the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Cover Walls, trees, creatures, and other obstacles can provide cover, making a target more difficult to harm. As detailed in the Cover table, there are three degrees of cover, each of which gives a
the most protective degree of cover applies; the degrees aren’t added together. For example, if a target is behind a creature that gives Half Cover and a tree trunk that gives Three-Quarters Cover, the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
See Invisibility Level 2 Divination (Bard, Sorcerer, Wizard) Casting Time: Action
Range: Self
Components: V, S, M (a pinch of talc)
Duration: 1 hour
For the duration, you see creatures and
objects that have the Invisible condition as if they were visible, and you can see into the Ethereal Plane. Creatures and objects there appear ghostly.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
See Invisibility Level 2 Divination (Bard, Sorcerer, Wizard) Casting Time: Action
Range: Self
Components: V, S, M (a pinch of talc)
Duration: 1 hour
For the duration, you see creatures and
objects that have the Invisible condition as if they were visible, and you can see into the Ethereal Plane. Creatures and objects there appear ghostly.
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
provoked, the scope of his retribution is limited only by his imagination. Though the genie typically reserves the Wish spell for creatures he deems worthy of its gifts, he isn’t above leveraging
staircase, Nafas hears the wishes of creatures across the multiverse but cannot act on them. Moved by their stories but barred by circumstance, Nafas relies on adventurers—whom he considers the living
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Mass Healing Word Level 3 Abjuration (Bard, Cleric) Casting Time: Bonus Action
Range: 60 feet
Components: V
Duration: Instantaneous
Up to six creatures of your choice that you can see within
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Power Word Fortify Level 7 Enchantment (Bard, Cleric) Casting Time: Action
Range: 60 feet
Component: V
Duration: Instantaneous
You fortify up to six creatures you can see within range. The spell bestows 120 Temporary Hit Points, which you divide among the spell’s recipients.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
fabricated object can be no larger than Medium (contained within a single 5-foot cube). The quality of objects made by the spell is commensurate with the quality of the raw materials. Creatures or
magic items can’t be created or transmuted by this spell. You also can’t use it to create items that ordinarily require a high degree of craftsmanship, such as jewelry, weapons, glass, or armor, unless you have proficiency with the type of artisan’s tools used to craft such objects.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
, the fabricated object can be no larger than Medium (contained within a 5-foot Cube). The quality of any fabricated objects is based on the quality of the raw materials. Creatures and magic items
can’t be created by this spell. You also can’t use it to create items that require a high degree of skill—such as weapons and armor—unless you have proficiency with the type of Artisan’s Tools used to craft such objects.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Mass Healing Word Level 3 Abjuration (Bard, Cleric) Casting Time: Bonus Action
Range: 60 feet
Components: V
Duration: Instantaneous
Up to six creatures of your choice that you can see within
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Enthrall Level 2 Enchantment (Bard, Warlock) Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
You weave a distracting string of words, causing
creatures of your choice that you can see within range to make a Wisdom saving throw. Any creature you or your companions are fighting automatically succeeds on this save. On a failed save, a target has a −10 penalty to Wisdom (Perception) checks and Passive Perception until the spell ends.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Rary’s Telepathic Bond Level 5 Divination (Bard, Cleric, Paladin, Sorcerer, Wizard) Casting Time: Action
Range: 30 feet
Components: V, S, M (two eggs)
Duration: 1 Hour
You forge a telepathic
link among up to eight willing creatures of your choice within range, psychically linking each creature to all the others for the duration. Creatures that can’t communicate in any languages aren’t
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Creating a Bard Bards thrive on stories, whether those stories are true or not. Your character’s background and motivations are not as important as the stories that he or she tells about them
a story. Some bards acquire their magical music through extraordinary means, including the inspiration of fey or other supernatural creatures. Did you serve an apprenticeship, studying under a master
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
bloodline or inheritance; it’s a designation bestowed on him by the multiverse. As a noble genie, Nafas can grant wishes, a power he doesn’t take lightly. The djinni reserves his wish-granting magic for
him from freely conferring such gifts to deserving recipients outside the staircase. Moved by the whims of yearning creatures on other planes but trapped within the Infinite Staircase, Nafas relies
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Aid Level 2 Abjuration (Bard, Cleric, Druid, Paladin, Ranger) Casting Time: Action
Range: 30 feet
Components: V, S, M (a strip of white cloth)
Duration: 8 hours
Choose up to three creatures
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Enthrall Level 2 Enchantment (Bard, Warlock) Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
You weave a distracting string of words, causing
creatures of your choice that you can see within range to make a Wisdom saving throw. Any creature you or your companions are fighting automatically succeeds on this save. On a failed save, a target has a −10 penalty to Wisdom (Perception) checks and Passive Perception until the spell ends.
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Aid Level 2 Abjuration (Bard, Cleric, Druid, Paladin, Ranger) Casting Time: Action
Range: 30 feet
Components: V, S, M (a strip of white cloth)
Duration: 8 hours
Choose up to three creatures






