Accelerando
Accelerando
You play a complex and quick up-tempo piece that gradually gets faster and more complex, instilling the targets with its speed.
Aid
Aid
You draw upon divine power, imbuing the targets with fortitude. Until the spell ends, each target increases its hit point maximum and current hit points by 5.
Altered Strike
Altered Strike
You briefly transform your weapon or fist into another material and strike with it, making a melee weapon attack against a target within your reach.
Arcane Muscles
Arcane Muscles
Your muscles swell with arcane power. They’re too clumsy to effectively wield weapons but certainly strong enough for a powerful punch.
Aspect of the Moon
Aspect of the Moon
You throw your head back and howl like a beast, embracing your most basic impulses. Until the spell ends your hair grows, your features become more feral, and sharp claws grow on your fingers. You gain a +1 bonus to AC, your Speed increases by 10 feet, you have advantage on Perception checks, and your unarmed strikes deal 1d8 slashing damage.
Awaken
Awaken
You impart sentience in the target, granting it an Intelligence of 10 and proficiency in a language you know. A plant targeted by this spell gains the ability to move, as well as senses identical to those of a human.
Battlecry Ballad
Battlecry Ballad
You fill your allies with a thirst for glory and battle using your triumphant rallying cry.
Beautify Creature
Beautify Creature
The creature is immediately and beautifully groomed, as if it had been lovingly attended to by a group of no less than 4 highly-skilled servants. Its clothing (if it has any) will be spotlessly clean with any minor damage mended and, at the creature’s option, it may also be festooned with ribbons, be perfumed, and have makeup, face paint, or body paint applied. If the creature desires, its hair, beard, fur, and/or feathers can be styled or cut by this spell.
Bless
Bless
The blessing you bestow upon the targets makes them more durable and competent.
Burst of Strength
Burst of Strength
In a sudden eruption of fortitude, you break bonds in inhuman fashion.
Calculate
Calculate
You instantly know the answer to any mathematical equation that you speak aloud. The equation must be a problem that a creature with Intelligence 20 could solve using nonmagical tools with 1 hour of calculation. Additionally, you gain an expertise die on Engineering checks made during the duration of the spell.
Note: Using the calculate cantrip allows a player to make use of a calculator at the table in order to rapidly answer mathematical equations.
Circular Breathing
Circular Breathing
You begin carefully regulating your breath so that you can continue playing longer or keep breathing longer in adverse conditions.
Enhance Ability
Enhance Ability
You bestow a magical enhancement on the target. Choose one of the following effects for the target to receive until the spell ends.
Enlarge/Reduce
Enlarge/Reduce
You cause the target to grow or shrink.
False Life
False Life
You are bolstered with fell energies resembling life, gaining 1d4+4 temporary hit points that last until the spell ends.
Fatigued Bargain
Fatigued Bargain
Your magic suppresses a creature’s inhibitions, urging out its own self-destructive strength.
Flex
Flex
You bestow a glamor upon a creature that highlights its physique to show a stunning idealized form. For the spell’s duration, the target adds both its Strength modifier and Charisma modifier to any Charisma checks it makes.
Glamour
Glamour
You distort light and colors around yourself so that you are subtly more appealing, masking any untoward marks and blemishes. Until the spell ends or you use an action to dismiss it, you are glamored by an illusion that can slightly alter your appearance. These minor changes include hair style and length, eye coloration, sex, signs of age or tiredness such as crows feet and bags under the eyes, concealing or adding tattoos or other marks or blemishes, and general signs of hygiene and cleanliness.
Glibness
Glibness
When you make a Charisma check, you can replace the number you rolled with 15. Also, magic that prevents lying has no effect on you, and magic cannot determine that you are lying.
Harmonic Resonance
Harmonic Resonance
You harmonize with the rhythm of those around you until you’re perfectly in sync. You may take the Help action as a bonus action. Additionally, when a creature within range uses a Bardic Inspiration die, you may choose to reroll the die after it is rolled but before the outcome is determined.
Haste
Haste
Until the spell ends, the target’s Speed is doubled, it gains a +2 bonus to AC, it has
Heart of Dis
Heart of Dis
You magically replace your heart with one forged on the second layer of Hell.
Heroes’ Feast
Heroes’ Feast
The spell summons forth a sumptuous feast with a cuisine of your choosing that provides 1 Supply for a number of creatures equal to twice your proficiency bonus.
Heroism
Heroism
The target’s spirit is bolstered.
Holy Aura
Holy Aura
Holy radiance emanates from you and fills the area.
Inner Solace
Inner Solace
You turn a creature’s exhaustion into a well of inner strength.
Invigorated Strikes
Invigorated Strikes
You allow long-forgotten fighting instincts to boil up to the surface. For the duration of the spell, whenever the target deals damage with an unarmed strike or natural weapon, it deals 1d4 extra damage.
Jump
Jump
You imbue a target with the ability to make impossible leaps. The target’s jump distances increase 15 feet vertically and 30 feet horizontally.
Magic Weapon
Magic Weapon
Until the spell ends, the target becomes +1 magic weapon.
Reckless March
Reckless March
You suppress exhaustion in your traveling companions. Choose any number of creatures within range when you finish casting this spell.
See Invisibility
See Invisibility
You can see
Soulwrought Fists
Soulwrought Fists
The target’s hands harden with inner power, turning dexterous fingers into magical iron cudgels. Until the spell ends, the target drops anything it is holding and cannot use its hands to grasp objects or perform complex tasks. A target can still cast any spell that does not specifically require its hands.
Steady Hands
Steady Hands
You gain precise control over your fine movements.
Thaumaturgy
Thaumaturgy
You draw upon divine power and create a minor divine effect. When you cast the spell, choose one of the following:
True Strike
True Strike
You gain an innate understanding of the defenses of a creature or object in range.
Warrior’s Instincts
Warrior’s Instincts
Your senses sharpen, allowing you to anticipate incoming attacks and find weaknesses in the defenses of your foes.
Water Breathing
Water Breathing
Until the spell ends, the targets are able to breathe underwater (and still able to respirate normally).
Water Walk
Water Walk
Until the spell ends, the targets are able to move across any liquid surface (such as water, acid, mud, snow, quicksand, or lava) as if it were solid ground. Creatures can still take damage from surfaces that would deliver damage from corrosion or extreme temperatures, but they do not sink while moving across it.
A target submerged in a liquid is moved to the surface of the liquid at a rate of 60 feet per round.
Wind Up
Wind Up
You wind your power up like a spring.