Whenever a creature makes an attack roll against you before the spell ends, the attacker subtracts 1d4 from the attack roll.
You touch a willing creature and choose a skill. Until the spell ends, the creature adds 1d4 to any ability check using the chosen skill.
A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target.On a hit, it takes 1d8 Cold damage, and its Speed is reduced by 10 feet until the start of your next turn.
You launch a mote of light at one creature or object within range. Make a ranged spell attack against the target.On a hit, the target takes 1d8 Radiant damage, and until the end of your next turn, it emits Dim Light in a 10-foot radius and can’t benefit from the Invisible condition.
One Humanoid you can see within range makes a Wisdom saving throw. It does so with Advantage if you or your allies are fighting it.On a failed save, the target has the Charmed condition until the spell ends or until you or your allies damage it. The Charmed creature is Friendly to you. When the spell ends, the target knows it was Charmed by you.Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.
You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends. You can seem 1 foot shorter or taller and can appear heavier or lighter. You must adopt a form that has the same basic arrangement of limbs as you have. Otherwise, the extent of the illusion is up to you.The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing.To discern that you are disguised, a creature must take the Study action to inspect your appearance and succeed on an Intelligence (Investigation) check against your spell save DC.
Each creature of your choice in a 5-foot-radius Sphere centered on a point within range must succeed on a Wisdom saving throw or have the Incapacitated condition until the end of its next turn, at which point it must repeat the save.If the target fails the second save, the target has the Unconscious condition for the duration. The spell ends on a target if it takes damage or someone within 5 feet of it takes an action to shake it out of the spell’s effect.Creatures that don’t sleep, such as elves, or that have Immunity to the Exhaustion condition automatically succeed on saves against this spell.
You unleash a wave of thunderous energy. Each creature in a 15-foot Cube originating from you makes a Constitution saving throw.On a failed save, a creature takes 2d8 Thunder damage and is pushed 10 feet away from you. On a successful save, a creature takes half as much damage only.In addition, unsecured objects that are entirely within the Cube are pushed 10 feet away from you, and a thunderous boom is audible within 300 feet. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1.
You touch a creature and choose Strength, Dexterity, Intelligence, Wisdom, or Charisma. For the duration, the target has Advantage on ability checks using the chosen ability.
You create a magical zone that guards against deception in a 15-foot-radius Sphere centered on a point within range. Until the spell ends, a creature that enters the spell’s area for the first time on a turn or starts its turn there makes a Charisma saving throw.On a failed save, a creature can’t speak a deliberate lie while in the radius. You know whether a creature succeeds or fails on this save.An affected creature is aware of the spell and can avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive yet must be truthful.
As a Bonus Action, you can inspire another creature within 60 feet of yourself who can see or hear you. That creature gains one of your Bardic Inspiration dice (d6). A creature can have only one Bardic Inspiration die at a time.Once within the next hour when the creature fails a D20 Test, the creature can roll the Bardic Inspiration die and add the number rolled to the d20, potentially turning the failure into a success. A Bardic Inspiration die is expended when it’s rolled.Number of Uses. You can use Bardic Inspiration 3 times between Long Rests.
Spend luck points to shift disadvantage to advantage