You teleport to a location within range.
Bard Spells
A bard casts spells woven from words and music, casting any spell prepared from the bard spell list. Learn more about the Bard class.
You make yourself—including your clothing, armor, weapons, and other belongings on your person look different until the spell ends.
Choose one creature, object, or magical effect within range.
One creature of your choice that you can see within range hears a discordant melody in its mind.
One creature you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration.
One Humanoid you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration.
You target a creature you know on the same plane of existence.
You touch a creature and choose Strength, Dexterity, Intelligence, Wisdom, or Charisma.
For the duration, the spell enlarges or reduces a creature or an object you can see within range (see the chosen effect below).
You weave a distracting string of words, causing creatures of your choice that you can see within range to make a Wisdom saving throw.
You step into the border regions of the Ethereal Plane, where it overlaps with your current plane.
For the duration, your eyes become an inky void.
Objects in a 20-foot Cube within range are outlined in blue, green, or violet light (your choice).
Each creature in a 30-foot Cone must succeed on a Wisdom saving throw or drop whatever it is holding and have the Frightened condition for the duration.
Choose up to five falling creatures within range.
You magically sense the most direct physical route to a location you name.
An immobile, Invisible, Cube-shaped prison composed of magical force springs into existence around an area you choose within range.
You touch a willing creature and bestow a limited ability to see into the immediate future.
You touch a willing creature.
You give a verbal command to a creature that you can see within range, ordering it to carry out some service or refrain from an action or a course of activity as you decide.
Until the spell ends, when you make a Charisma check, you can replace the number you roll with a 15.
You inscribe a glyph that later unleashes a magical effect.
A creature you touch has the Invisible condition until the spell ends.
You touch a creature and magically remove one of the following effects from it: - 1 Exhaustion level - The Charmed or Petrified condition - A curse, including the target's Attunement to a cursed magic item - Any reduction to one of the targ