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Minor Illusion [1/2]

  • casting time1 action
  • range30 feet

  • componentsS,M
  • duration1 minute

Fleece

You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.
If you create a sound,its volume can range from a whisper to a scream. It can be your voice,someone else's voice,a lion's roar,a beating of drums,or any other sound you choose. The sound continues unabated throughout the duration,or you can make discrete sounds at different times before the spell ends.
If you create an image of an object - such as a chair,muddy footprints,or a small chest - it must be no larger than a 5-foot cube. The image can't create sound,light,smell,or any other sensory effect. Physical interaction with the image reveals it to be an illusion,because things can pass through it.
If a creature uses its action to examine the sound or image,the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is the illusion becomes

Bard, Illusion cantrip

Minor Illusion [2/2]

  • casting time1 action
  • range30 feet

  • componentsS,M
  • duration1 minute

Fleece

faint to the creature.

Bard, Illusion cantrip

Vicious Mockery

  • casting time1 action
  • range60 feet

  • componentsV
  • durationInstantaneous

You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you),it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.
This spell's damage increases by 1d4 when you reach 5th level (2d4),11th level (3d4) and 17th level (4d4).

Bard, Enchantment cantrip

Bane

  • casting time1 action
  • range30 feet

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

A drop of blood

Up to 3 creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends,the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher,you can target 1 additional creature for each slot level above 1st.

Bard, 1st level Enchantment

Dissonant Whispers

  • casting time1 action
  • range60 feet

  • componentsV
  • durationInstantaneous

You whisper a discordant melody that only 1 creature of your choice within range can hear,wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save,it takes 3d6 psychic damage and must immediately use its reaction,if available,to move as far as its speed allows away from you. The creature doesn't move into obviously dangerous ground,such as a fire or a pit. On a successful save,the target takes half as much damage and doesn't have to move away. A deafened creature automatically succeeds on the save.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher,the damage increases by 1d6 for each slot level above 1st.

Bard,, 1st level Enchantment

Healing Word

  • casting time1 bonus action
  • range60 feet

  • componentsV
  • durationInstantaneous

A creature of your choice that you can see within range regains hit points equal to 1d4 + 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 2nd level or higher,the healing increases by 1d4 for each slot level above 1st.

Bard,, 1st level Evocation

Sleep

  • casting time1 action
  • range90 feet

  • componentsV,S,M
  • duration1 minute

A pinch of find sand,rose petals,or a cricket

This spell sends creatures into a magical slumber. Roll 5d8,the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).
Starting with the creature that has the lowest current hit points,each creature affected by this spell falls unconscious until the spell ends,the sleeper takes damage,or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.
Undead and creatures immune to being charmed aren't affected by this spell.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher,roll an additional 2d8 for each slot level above 1st.

Bard 1st level Enchantment

Blade Ward

  • casting time1 action
  • rangeSelf

  • componentsV,S
  • duration1 round

You extend your hand and trace a sigil of warding in the air. Until the end of your next turn,you have resistance against bludgeoning,piercing,and slashing damage dealt by weapon attacks.

Wizard,, Abjuration cantrip

Light

  • casting time1 action
  • rangeTouch

  • componentsV,M
  • duration1 hour

A firefly or phosphorescent moss

You touch 1 object that is no larger than 10 feet in any dimension. Until the spell ends,the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.
If you target an object held or worn by a hostile creature,that creature must succeed on a Dexterity saving throw to avoid the spell.

Wizard Evocation cantrip

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Chill Touch

  • casting time1 action
  • range120 feet

  • componentsV,S
  • duration1 round

You create a ghostly,skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit,the target takes 1d8 necrotic damage,and it can't regain hit points until the start of your next turn. Until then,the hand clings to the target.
If you hit an undead target,it also has disadvantage on attack rolls against you until the end of your next turn.
This spell's damage increases by 1d8 when you reach 5th level (2d8),11th level (3d8),and 17th level (4d8).

Wizard, Necromancy cantrip

False Life

  • casting time1 action
  • rangeSelf

  • componentsV,S,M
  • duration1 hour

a small amount of alcohol or distilled spirits

Bolstering yourself with a necromantic facsimile of life,you gain 1d4+4 temporary hit points for the duration.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher,you gain 5 additional temporary hit points for each slot level above 1st.

Wizard,, 1st level Necromancy

Feather Fall

  • casting time1 reaction
  • range60 feet

  • componentsV,M
  • duration1 minute

a white feather or the heart of a hen

Reaction - When you or a creature within 60 feet of you falls Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends,it takes no falling damage and can land on its feet,and the spell ends for that creature.

Wizard 1st level Transmutation

Tasha's Hideous Laughter

  • casting time1 action
  • range30 feet

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

Tiny tarts and a feather waved in the air

A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laugher if this spell affects it. The target must succeed on a Wisdom saving throw of fall prone,becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected.
At the end of each of its turns,and each time it takes damage,the target can make another Wisdom saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success,the spell ends.

Wizard,, 1st level Enchantment

Mage Armor

  • casting time1 action
  • rangeTouch

  • componentsV,S,M
  • duration8 hours

a piece of cured leather

You touch a willing creature who isn't wearing armor,and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends it if the target dons armor or if you dismiss the spell as an action.

Wizard 1st level Abjuration

Ray of Sickness

  • casting time1 action
  • range60 feet

  • componentsV,S
  • durationInstantaneous

A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit,the target takes 2d8 poison damage and must make a Constitution saving throw. On a failed save,it is also poisoned until the end of your next turn.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher,the damage increases by 1d8 for each slot level above 1st.

Wizard,, 1st level Necromancy

Shield

  • casting time1 reaction
  • rangeSelf

  • componentsV,S
  • duration1 round

An invisible barrier of magical force appears and protects you. Until the start of your next turn,you have a +5 bonus to AC,including against the triggering attack,and you take no damage from magic missile.

Wizard,, 1st level Abjuration

Fire Bolt

  • casting time1 action
  • range120 feet

  • componentsV,S
  • durationInstantaneous

You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit,the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.
This spell's damage increases by 1d10 when you reach 5th level (2d10),11th level (3d10),and 17th level (4d10).

Sorcerer,, Evocation cantrip

Mending

  • casting time1 minute
  • rangeTouch

  • componentsV,S,M
  • durationInstantaneous

two lodestones

This spell repairs a single break or tear in an object you touch,such as broken chain link,two halves of a broken key,a torn clack,or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension,you mend it,leaving no trace of the former damage.
This spell can physically repair a magic item or construct,but the spell can't restore magic to such an object.

Sorcerer Transmutation cantrip

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Message

  • casting time1 action
  • range120 feet

  • componentsV,S,M
  • duration1 round

a short piece of copper wire

You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.
You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence,1 foot of stone,1 inch of common metal,a thin sheet of lead,or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.

Sorcerer Transmutation cantrip

Poison Spray

  • casting time1 action
  • range10 feet

  • componentsV,S
  • durationInstantaneous

You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.
This spell's damage increases by 1d12 when you reach 5th level (2d12),11th level (3d12),and 17 level (4d12).

Sorcerer Conjuration cantrip

Prestidigitation

  • casting time1 action
  • range10 feet

  • componentsV,S
  • durationUp to 1 hour

This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range.
• You create an instantaneous,harmless sensory effect,such as a shower of sparks,a puff of wind,faint musical notes,or an odd odor.
• You instantaneously light or snuff out a candle,a torch,or a small campfire.
• You instantaneously clean or soil an object no larger than 1 cubic foot.
• You chill,warm,or flavor up to 1 cubic foot of nonliving material for 1 hour.
• You make a color,a small mark,or a symbol appear on an object or a surface for 1 hour.
• You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
If you cast this spell multiple times,you can have up to three of its non-instantaneous effects active at a time,and you can dismiss such an effect as an action.

Sorcerer, Transmutation cantrip

Animal Friendship

  • casting time1 action
  • range30 feet

  • componentsV,S,M
  • duration24 hours

A morsel of food

This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher,the spell fails. Otherwise,the beast must succeed on a Wisdom saving throw or be charmed by you for the spell's duration. If you or one of your companions harms the target,the spell ends.

At Higher Levels: When you cast this spell using a 2nd level spell slot or higher,you can affect 1 additional beast for each slot level above 1st.

Yuan-ti Pureblood 1st level Enchantment

Mage Armor

  • casting time1 action
  • rangeTouch

  • componentsV,S,M
  • duration8 hours

a piece of cured leather

You touch a willing creature who isn't wearing armor,and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends it if the target dons armor or if you dismiss the spell as an action.

Sorcerer 1st level Abjuration

Thunderwave

  • casting time1 action
  • rangeSelf (15-foot cube)

  • componentsV,S
  • durationInstantaneous

A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make 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,the creature takes half as much damage and isn't pushed.
In addition,unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect,and the spell emits a thunderous boom audible out to 300 feet.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher,the damage increases by 1d8 for each slot level above 1st.

Bard 1st level Evocation

Armor of Agathys

  • casting time1 action
  • rangeSelf

  • componentsV,S,M
  • duration1 hour

a cup of water

A protective magical force surrounds you,manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points,the creature takes 5 cold damage.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher,both the temporary hit points and the cold damage increase by 5 for each slot level above 1st.

Paladin (Conquest), 1st level Abjuration

Bane

  • casting time1 action
  • range30 feet

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

a drop of blood

Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends,the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher,you can target one additional creature for each slot level above 1st.

Paladin (Vengeance), 1st level Enchantment

Bless

  • casting time1 action
  • range30 feet

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

a sprinkling of holy water

You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends,the target can roll a d4 and add the number rolled to the attack roll or saving throw.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher,you can target one additional creature for each slot level above 1st.

Paladin, 1st level Enchantment

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Ceremony (ritual) [1/2]

  • casting time1 hour
  • rangeTouch

  • componentsV,S,M
  • durationInstantaneous

25 gp worth of powdered silver,which the spell consumes

You perform a special religious ceremony that is infused with magic. When you cast the spell,choose one of the following rites,the target of which must be within 10 feet of you throughout the casting.
Atonement: You touch one willing creature whose alignment has changed,and you make a DC 20 Wisdom (Insight) check. On a successful check,you restore the target to its original alignment.
Bless Water: You touch one vial of water and cause it to become holy water.
Coming of Age: You touch one humanoid who is a young adult. For the next 24 hours,whenever the target makes an ability check,it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this rite only once.
Dedication: You touch one humanoid who wishes to be dedicated to your god's service. For the next 24 hours,whenever the target makes a saving throw,it can roll a d4 and add the number rolled to the save. A creature can benefit from this rite only once.
Funeral Rite: You touch one

Paladin (XGE), 1st level Abjuration

Ceremony (ritual) [2/2]

  • casting time1 hour
  • rangeTouch

  • componentsV,S,M
  • durationInstantaneous

25 gp worth of powdered silver,which the spell consumes

corpse,and for the next 7 days,the target can't become undead by any means short of a wish spell.
Wedding: You touch adult humanoids willing to be bonded together in marriage. For the next 7 days,each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed.

Paladin (XGE), 1st level Abjuration

Command [1/2]

  • casting time1 action
  • range60 feet

  • componentsV
  • duration1 round

You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead,if it doesn't understand your language,or if your command is directly harmful to it.
Some typical commands and their effects follow.
You might issue a command other than one described here. If you do so,the DM determines how the target behaves. If the target can't follow your command,the spell ends.
Approach: The target moves toward you by the shortest and most direct route,ending its turn if it moves within 5 feet of you.
Drop: The target drops whatever it is holding and then ends its turn.
Flee: The target spends its turn moving away from you by the fastest available means.
Grovel: The target falls prone and then ends its turn.
Halt: The target doesn't move and takes no actions. A flying creature stays aloft,provided that it is able to do so. If it must move to stay aloft,it flies the minimum distance needed to remain in the air.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher,you can affect one

Paladin (*)(Crown)(Conquest), 1st level Enchantment

Command [2/2]

  • casting time1 action
  • range60 feet

  • componentsV
  • duration1 round

additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

Paladin (*)(Crown)(Conquest), 1st level Enchantment

Compelled Duel

  • casting time1 bonus action
  • range30 feet

  • componentsV
  • durationConcentration,up to 1 minute

You attempt to compel a creature into a duel. One creature that you can see within range must make a Wisdom saving throw. On a failed save,the creature is drawn to you,compelled by your divine demand. For the duration,it has disadvantage on attack rolls against creatures other than you,and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you,if it succeeds on this saving throw,this spell doesn't restrict the target's movement for that turn.
The spell ends if you attack any other creature,if you cast a spell that targets a hostile creature other than the target,if a creature friendly to you damages the target or casts a harmful spell on it,or if you end your turn more than 30 feet away from the target.

Paladin (*)(Crown),, 1st level Enchantment

Cure Wounds

  • casting time1 action
  • rangeTouch

  • componentsV,S
  • durationInstantaneous

A creature you touch regains a number of hit points equal to 1d8 + 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 2nd level or higher,the healing increases by 1d8 for each slot level above 1st.

Paladin, 1st level Evocation

Detect Evil and Good

  • casting time1 action
  • rangeSelf

  • componentsV,S
  • durationConcentration,up to 10 minutes

For the duration,you know if there is an aberration,celestial,elemental,fey,fiend,or undead within 30 feet of you,as well as where the creature is located. Similarly,you know if there is a place of object within 30 feet of you that has been magically consecrated or desecrated.
The spell can penetrate most barriers,but it is blocked by 1 foot of stone,1 inch of common metal,a thin sheet of lead,or 3 feet of wood or dirt.

Paladin, 1st level Divination

Detect Magic (ritual)

  • casting time1 action
  • rangeSelf

  • componentsV,S
  • durationConcentration,up to 10 minutes

For the duration,you sense the presence of magic within 30 feet of you. If you sense magic in this way,you can use your action to see a faint aura around any visible creature or object in the area that bears magic,and you learn its school of magic,if any.
The spell can penetrate most barriers,but is blocked by 1 foot of stone,1 inch of common metal,a thin sheet of lead,or 3 feet of wood or dirt.

Paladin,, 1st level Divination

Detect Poison and Disease

  • casting time1 action
  • rangeSelf

  • componentsV,S,M
  • durationConcentration,up to 10 minutes

a yew leaf

For the duration,you can sense the presence and location of poisons,poisonous creatures,and diseases within 30 feet of you. You also identify the kind of poison,poisonous creature,or disease in each case.
The spell can penetrate most barriers,but is blocked by 1 foot of stone,1 inch of common metal,a thin sheet of lead,or 3 feet of wood or dirt.

Paladin 1st level Divination

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Divine Favor

  • casting time1 bonus action
  • rangeSelf

  • componentsV,S
  • durationConcentration,up to 1 minute

Your prayer empowers you with divine radiance. Until the spell ends,your weapon attacks deal and extra 1d4 radiant damage on a hit.

Paladin 1st level Evocation

Ensnaring Strike

  • casting time1 bonus action
  • rangeSelf

  • componentsV
  • durationConcentration,up to 1 minute

The next time you hit a creature with a weapon attack before this spell ends,a writhing mass of thorny vines appears at the point of impact,and the target must succeed on a Strength saving throw or be restrained by the magical vines until the spell ends. A Large or larger creature has advantage on this saving throw. If the target succeeds on the save,the vines shrivel away.
While restrained by this spell,the target takes 1d6 piercing damage at the start of each of its turns. A creature restrained by the vines or one that can touch the creature can use its action to make a Strength check against your spell save DC. On a success,the target is freed.
At Higher Levels: If you cast this spell using a spell slot of 2nd level or higher,the damage increases by 1d6 for each slot level above 1st.

Paladin (Ancients),, 1st level Conjuration

Hellish Rebuke

  • casting time1 reaction
  • range60 feet

  • componentsV,S
  • durationInstantaneous

You point your finger,and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save,or half as much damage on a successful one.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher,the damage increases by 1d10 for each slot level above 1st.

Paladin (Oathbreaker),, 1st level Evocation

Heroism

  • casting time1 action
  • rangeTouch

  • componentsV,S
  • durationConcentration,up to 1 minute

A willing creature you touch is imbued with bravery. Until the spell ends,the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends,the target loses any remaining temporary hit points from this spell.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher,you can target one additional creature for each slot level above 1st.

Paladin, 1st level Enchantment

Hunter's Mark

  • casting time1 bonus action
  • range90 feet

  • componentsV
  • durationConcentration,up to 1 hour

You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends,you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack,and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends,you can use a bonus action on a subsequent turn of yours to mark a new creature.
At Higher Levels: When you cast this spell using a spell slot of 3rd or 4th level,you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher,you can maintain your concentration on the spell for up to 24 hours.

Paladin (Vengeance) 1st level Divination

Inflict Wounds

  • casting time1 action
  • rangeTouch

  • componentsV,S
  • durationInstantaneous

Make a melee spell attack against a creature you can reach. On a hit,the target takes 3d10 necrotic damage.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher,the damage increases by 1d10 for each slot level above 1st.

Paladin (Oathbreaker) 1st level Necromancy

Protection from Evil and Good

  • casting time1 action
  • rangeTouch

  • componentsV,S,M
  • durationConcentration,up to 10 minutes

holy water or powdered silver and iron,which the spell consumes

Until the spell ends,one willing creature you touch is protected against certain types of creatures - aberrations,celestials,elementals,fey,fiends,and undead.
The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed,frightened,or possessed by them. If the target is already charmed,frightened,or possessed by such a creature,the target has advantage on any new saving throw against the relevant effect.

Paladin (*)(Devotion) 1st level Abjuration

Purify Food and Drink (ritual)

  • casting time1 action
  • range10 feet

  • componentsV,S
  • durationInstantaneous

All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.

Paladin,, 1st level Transmutation

Sanctuary

  • casting time1 bonus action
  • range30 feet

  • componentsV,S,M
  • duration1 minute

a small silver mirror

You ward a creature within range against attack. Until the spell ends,any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save,the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects,such as the explosion of a fireball.
If the warded creature makes an attack or casts a spell that affects an enemy creature,this spell ends.

Paladin (Devotion)(Redemption) 1st level Abjuration

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Searing Smite

  • casting time1 bonus action
  • rangeSelf

  • componentsV
  • durationConcentration,up to 1 minute

The next time you hit a creature with a melee weapon attack during the spell's duration,your weapon flares with white-hot intensity,and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends,the target must make a Constitution saving throw. On a failed save,it takes 1d6 fire damage. On a successful save,the spell ends. If the target or a creature within 5 feet of it uses an action to put out the flames,or if some other effect douses the flames (such as the target being submerged in water),the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher,the initial extra damage dealt by the attack increases by 1d6 for each slot above the 1st.

Paladin 1st level Evocation

Shield of Faith

  • casting time1 bonus action
  • range60 feet

  • componentsV,S,M
  • durationConcentration,up to 10 minutes

a small parchment with a bit of holy text written on it

A shimmering field appears and surrounds a creature of your choice within range,granting it a +2 bonus to AC for the duration.

Paladin,, 1st level Abjuration

Sleep

  • casting time1 action
  • range90 feet

  • componentsV,S,M
  • duration1 minute

a pinch of find sand,rose petals,or a cricket

This spell sends creatures into a magical slumber. Roll 5d8,the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).
Starting with the creature that has the lowest current hit points,each creature affected by this spell falls unconscious until the spell ends,the sleeper takes damage,or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.
Undead and creatures immune to being charmed aren't affected by this spell.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher,roll an additional 2d8 for each slot level above 1st.

Paladin (Redemption) 1st level Enchantment

Speak with Animals (ritual)

  • casting time1 action
  • rangeSelf

  • componentsV,S
  • duration10 minutes

You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence,but at minimum,beasts can give you information about nearby locations and monsters,including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you,at the DM's discretion.

Paladin (Ancients), 1st level Divination

Thunderous Smite

  • casting time1 bonus action
  • rangeSelf

  • componentsV
  • durationConcentration,up to 1 minute

The first time you hit with a melee weapon attack during this spell's duration,your weapon rings with thunder that is audible within 300 feet of you,and the attack deals an extra 2d6 thunder damage to the target. Additionally,if the target is a creature,it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.

Paladin, 1st level Evocation

Wrathful Smite

  • casting time1 bonus action
  • rangeSelf

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

The next time you hit with a melee weapon attack during this spell's duration,your attack deals an extra 1d6 psychic damage. Additionally,if the target is a creature,it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action,the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.

Paladin,, 1st level Evocation

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