Guidance
Guidance
The target may gain an expertise die to one ability check of its choice, ending the spell. The expertise die can be rolled before or after the ability check is made.
Guiding Bolt
Guiding Bolt
A bolt of light erupts from your hand.
Gust of Wind
Gust of Wind
Area: Line 60 feet long and 10 feet wide
Hallow
Hallow
You imbue the area with divine power, bolstering some creatures and hindering others. Celestials, elementals, fey, fiends, and undead cannot enter the area.
Hallucinatory Terrain
Hallucinatory Terrain
Range: Special (300 feet)
You weave a veil over the natural terrain within the area, making it look, sound, or smell like another sort of terrain. A small lake could be made to look like a grassy glade. A path or trail could be made to look like an impassable swamp. A cliff face could even appear as a gentle slope or seem to extend further than it does. This spell does not affect any manufactured structures, equipment, or creatures.
Harm
Harm
You assail a target with entropic energy. The target takes 14d6 necrotic damage and its hit point maximum is reduced by the same amount for 1 hour. This spell cannot reduce a target to less than 1 hit point.
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
Heal
Heal
A torrent of healing energy suffuses the target and it regains 70 hit points.
Healing Word
Healing Word
Healing energy washes over the target and it regains hit points equal to 1d4 + your spellcasting modifier.