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Shocking Grasp

  • casting time1 Action
  • rangeTouch

  • componentsV,S
  • durationInstantaneous

Make a melee spell attack against the target. You have advantage if it's wearing metal armor. On a hit, the target takes 1d8 lightnging damage and it can't take reactions until the start of its next turn.
The spell's damage increase by 1d8 at 5th (2d8), 11th (3d8), and 17th (4d8).

Paladin Cantrip Evocation

Cantrip Transmutation

  • casting time30 feet
  • rangeV,S

  • componentsInstantaneous
  • durationYou seize the air and compel it to create one of the following effects at a point you can see within range:
    *One Medium or smaller creature that you choose must succeed on a Strength save or be pushed up to 5 feet away from you.
    *You creat a small bast of air capable of moving one object that is neither held nor carried and that weighs no more than 5lbs. The object is pushed up to 10 feet away from you. It isn't pushed with enough force to cause damage.
    *You creat a harmless sensory affect using air,such as causing leaves to rustle,wind to slam shutters shut,or your clothing to ripple in a breeze.

Paladin of Thor,

Paladin 1 Action

Chromatic Orb (Lightning)

  • casting time1 action
  • range90 feet

  • componentsV, S, M
  • durationInstantaneous

a diamond,worth at least 50gp

Hurl a 4 inch diameter sphere of lightning at a creature you can see within range. Make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 lightning damage.
At Higher Levels: For each spell slot of 2nd or higher,add a 1d8.

Paladin of Thor, 1st level Evocation

Thunderwave

  • casting time1 Action
  • rangeSelf (15' cube)

  • componentsV, S
  • durationInstantaneous

Each creature in a 15 foot cube originating from you must make a Constitution save. On a fail, the creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a success, the creature takes half and isn't pushed.
In addition,unsecured objects that are fully in the area of effect are automatically pushed 10'. The spell emits a thunderous boom audible out to 300 feet.
At Higher Levels: For each spell slot of 2nd or higher,add a 1d8.

Paladin of Thor 1st Level Evocation

Prayer of Healing

  • casting time10 minutes
  • range30 feet

  • componentsV
  • durationInstantaneous

Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d8 for each slot level above 2nd.

Paladin (TCE), 2nd level Evocation

Warding Bond

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • duration1 hour

a pair of platinum rings worth at least 50 gp each, which you and target must wear for the duration

This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has resistance to all damage. Also, each time it takes damage, you take the same amount of damage.
The spell ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action.

Paladin (TCE), 2nd level Abjuration

Spirit Shroud

  • casting time1 bonus action
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 1 minute

You call forth spirits of the dead, which lit around you for the spell's duration. The spirits are intangible and invulnerable.
Until the spell ends, any attack you make deals 1d8 extra damage when you hit a creature within 10 feet of you. This damage is radiant, necrotic, or cold (your choice when you cast the spell). Any creature that takes this damage can't regain hit points until the start of your next turn.
In addition, any creature of your choice that you can see that starts its turn within 10 feet of you has its speed reduced by 10 feet until the start of your next turn.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for every two slot levels above 3rd.

Paladin (TCE) 3rd-level necromancy

Find Greater Steed [1/2]

  • casting time10 minutes
  • range30 feet

  • componentsV, S
  • durationInstantaneous

You summon a spirit that assumes the form of a loyal, majestic mount. Appearing in an unoccupied space within range, the spirit takes on a form you choose: a griffon, a pegasus, a peryton , a dire wolf, a rhinoceros, or a saber-toothed tiger. The creature has the statistics provided in the Monster Manual for the chosen form, though it is a celestial, a fey, or a fiend (your choice) instead of its normal creature type. Additionally, if it has an Intelligence score of 5 or lower, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak.
You control the mount in combat. While the mount is within 1 mile of you, you can communicate with it telepathically. While mounted on it, you can make any spell you cast that targets only you also target the mount.
The mount disappears temporarily when it drops to 0 hit points or when you dismiss it as an action. Casting this spell again re-summons the bonded mount, with all its hit points restored and any conditions removed.
You can't have more than one mount bonded by this spell or find steed at the same time. As an action, you can release a mount from its bond, causing it to disappear permanently.

Paladin (XGE) 4th level Conjuration

Find Greater Steed [2/2]

  • casting time10 minutes
  • range30 feet

  • componentsV, S
  • durationInstantaneous

Whenever the mount disappears, it leaves behind any objects it was wearing or carrying.

Paladin (XGE) 4th level Conjuration

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Locate Creature

  • casting time1 action
  • rangeSelf

  • componentsV, S, M
  • durationConcentration, up to 1 hour

a bit of fur from a bloodhound

Describe or name a creature that is familiar to you. You sense the direction to the creature's location, as long as that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement.
The spell can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a unicorn), so long as you have seen such a creature up close - within 30 feet - at least once. If the creature you described or named is in a different form, such as being under the effects of a polymorph spell, this spell doesn't locate the creature.
This spell can't locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature.

Paladin, 4th level Divination

Holy Weapon

  • casting time1 bonus action
  • rangeTouch

  • componentsV, S
  • durationConcentration, up to 1 hour

You imbue a weapon you touch with holy power. Until the spell ends, the weapon emits bright light in a 30-foot radius and dim light for an additional 30 feet. In addition, weapon attacks made with it deal an extra 2d8 radiant damage on a hit. If the weapon isn't already a magic weapon, it becomes one for the duration.
As a bonus action on your turn, you can dismiss this spell and cause the weapon to emit a burst of radiance. Each creature of your choice that you can see within 30 feet of you must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a successful save, a creature takes half as much damage and isn't blinded. At the end of each of its turns, a blinded creature can make a Constitution saving throw, ending the effect on itself on a success.

Paladin (XGE) 5th level Evocation

Summon Celestial

  • casting time1 action
  • range90 feet

  • componentsV, S, M
  • durationConcentration, up to 1 hour

a golden reliquary worth at least 500 gp

You call forth a celestial spirit. It manifests in an angelic form in an unoccupied space that you can see within range. This corporeal form uses the Celestial Spirit stat block. When you cast the spell, choose Avenger or Defender. Your choice determines the creature's attack in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, use the higher level whenever the spell's level appears in the stat block.

Paladin (TCE) 5th-level conjuration

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