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G

  • casting time die sich als geisterhafter Frost manifestiert
  • range der dich und deine Ausrüstung bedeckt. Du erhältst für die Wirkungsdauer 5 temporäre Trefferpunkte. Wenn dich eine Kreatur mit einem Nahkampfangriff trifft

  • components während du diese Trefferpunkte besitzt
  • duration erleidet die Kreatur 5 Kälteschaden.
    Auf höheren Graden: Wenn du duesen Zauber mit einem Zauberplatz des 2. Grades oder höher wirkst

dann steigt die Temporären Trefferpunkte und der Kälteschaden um zusätzlich 5 für jeden Zauberplatz Grad über dem ersten.;Paladin (Conquest)

Other M;1 Stunde;(Ein Becher Wasser)Eine Schützende magische Energie umgibt dich

G

  • casting time bis zu 1 Minute;(ein tropfen Blut)Bis zu drei Kreaturen Ihrer Wahl
  • range die Sie in Reichweite sehen können

  • components müssen Charisma-Rettungswürfe ausführen. Immer wenn ein Ziel
  • duration das diesen Rettungswurf nicht besteht

einen Angriffswurf oder einen Rettungswurf ausführt

bevor der Zauber endet M;Konzentration

G

  • casting time bis zu 1 Minute;(Einige trofpen Weihwasser)Du segnest bis zu drei Kreaturen deiner Wahl in Reichweite. Immer wenn ein Ziel einen Angriffs- oder Rettungswurf macht
  • range bis der Zauber endet

  • components kann es einen W4 werfen und das Ergebnis auf den Angriffswert oder Rettungswurf addieren.
    Auf höheren Graden: Wenn du diesen Zauber mit einem Zauberplatz des 2. Grades oder höher wirkst
  • duration dann kannst du den Zauber auf jeden Zauberplatz-Grad über dem ersten auf eine weitere zusätzliche Kreatur wirken.;Paladin

bevor der Zauber endet M;Konzentration

G

  • casting time which the spell consumes)You perform a special religious ceremony that is infused with magic. When you cast the spell
  • range choose one of the following rites

  • components the target of which must be within 10 feet of you throughout the casting.
    Atonement: You touch one willing creature whose alignment has changed
  • duration 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

bevor der Zauber endet M;Unmittelbar;(25 gp worth of powdered silver

if it doesn't understand your language

  • casting time the DM determines how the target behaves. If the target can't follow your command
  • range the spell ends.
    Approach: The target moves toward you by the shortest and most direct route

  • components 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
  • duration 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

bevor der Zauber endet 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

bis zu 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

  • casting time compelled by your divine demand. For the duration
  • range it has disadvantage on attack rolls against creatures other than you

  • components 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
  • duration 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

bevor der Zauber endet the creature is drawn to you

G;Unmittelbar;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

bevor der Zauber endet the healing increases by 1d8 for each slot level above 1st. ;Paladin

G;Konzentration

  • casting time you know if there is an aberration
  • range celestial

  • components elemental
  • duration fey

fiend

or undead within 30 feet of you bis zu 10 Minuten;For the duration

G;Konzentration

  • casting time you sense the presence of magic within 30 feet of you. If you sense magic in this way
  • range you can use your action to see a faint aura around any visible creature or object in the area that bears magic

  • components and you learn its school of magic
  • duration if any.
    The spell can penetrate most barriers

but is blocked by 1 foot of stone

1 inch of common metal bis zu 10 Minuten;For the duration

1;Rüstung von Agathys;Bannzauber des 1. Grades;1 Aktion;Selbst;V 1;Rüstung von Agathys;Bannzauber des 1. Grades;1 Aktion;Selbst;V
1;Verderben;Verzauberrung des 1. Grades ;1 Aktion;9 Meter;V 1;Verderben;Verzauberrung des 1. Grades ;1 Aktion;9 Meter;V
1;Segnen;Verzauberrung des 1. Grades;1 Aktion;9 Meter;V 1;Segnen;Verzauberrung des 1. Grades;1 Aktion;9 Meter;V
1;Zeremonie (Ritual);Bannzauber des 1. Grades;1 Stunde;Berührung;V 1;Zeremonie (Ritual);Bannzauber des 1. Grades;1 Stunde;Berührung;V
1;Befehl;Verzauberrung des 1. Grades ;1 Aktion;18 Meter;V;1 Runde;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 1;Befehl;Verzauberrung des 1. Grades ;1 Aktion;18 Meter;V;1 Runde;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
1;Erzungenes Duell;Verzauberrung des 1. Grades;1 Bonus Aktion;9 Meter;V;Konzentration 1;Erzungenes Duell;Verzauberrung des 1. Grades;1 Bonus Aktion;9 Meter;V;Konzentration
1;Wunden Heilen;Hervorrufen des 1. Grades;1 Aktion;Berührung;V 1;Wunden Heilen;Hervorrufen des 1. Grades;1 Aktion;Berührung;V
1;Gutes und Böses entdecken;Erkenntniszauber des 1. Grades;1 Aktion;Selbst;V 1;Gutes und Böses entdecken;Erkenntniszauber des 1. Grades;1 Aktion;Selbst;V
1;Magie entdecken (Ritual);Erkenntniszauber des 1. Grades;1 Aktion;Selbst;V 1;Magie entdecken (Ritual);Erkenntniszauber des 1. Grades;1 Aktion;Selbst;V

G

  • casting time bis zu 10 Minuten;(a yew leaf)For the duration
  • range you can sense the presence and location of poisons

  • components poisonous creatures
  • duration and diseases within 30 feet of you. You also identify the kind of poison

poisonous creature

1 inch of common metal M;Konzentration

G;Konzentration

  • casting time your weapon attacks deal and extra 1d4 radiant damage on a hit.;Paladin
  • range

1 inch of common metal bis zu 1 Minute;Your prayer empowers you with divine radiance. Until the spell ends

bis zu 1 Minute;The next time you hit a creature with a weapon attack before this spell ends

  • casting time 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
  • range the vines shrivel away.
    While restrained by this spell

  • components 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
  • duration 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)

1 inch of common metal a writhing mass of thorny vines appears at the point of impact

G;Unmittelbar;You point your finger

  • casting time 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
  • range the damage increases by 1d10 for each slot level above 1st. ;Paladin (Oathbreaker)

1 inch of common metal 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

G;Konzentration

  • casting time 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
  • range 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

  • components you can target one additional creature for each slot level above 1st. ;Paladin
  • duration

1 inch of common metal bis zu 1 Minute;A willing creature you touch is imbued with bravery. Until the spell ends

bis zu 1 Stunde;You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends

  • casting time 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
  • range 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

  • components you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher
  • duration you can maintain your concentration on the spell for up to 24 hours. ;Paladin (Vengeance)

1 inch of common metal you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack

G;Unmittelbar;Make a melee spell attack against a creature you can reach. On a hit

  • casting time the damage increases by 1d10 for each slot level above 1st. ;Paladin (Oathbreaker)
  • range

1 inch of common metal the target takes 3d10 necrotic damage.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

S

  • casting time bis zu 10 Minuten;(holy water or powdered silver and iron
  • range which the spell consumes)Until the spell ends

  • components one willing creature you touch is protected against certain types of creatures - aberrations
  • duration celestials

elementals

fey M;Konzentration

G;Unmittelbar;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

fey

1;Gift und Krankheit entdecken;Erkenntniszauber des 1. Grades;1 Aktion;Selbst;V 1;Gift und Krankheit entdecken;Erkenntniszauber des 1. Grades;1 Aktion;Selbst;V
1;Göttliche Gunst;Hervorrufen des 1. Grades;1 Bonus Aktion;Selbst;V 1;Göttliche Gunst;Hervorrufen des 1. Grades;1 Bonus Aktion;Selbst;V
1;Fesselnder Schlag;Beschwörung des 1. Grades;1 Bonus Aktion;Selbst;V;Konzentration 1;Fesselnder Schlag;Beschwörung des 1. Grades;1 Bonus Aktion;Selbst;V;Konzentration
1;Höllischer Tadel;Hervorrufen des 1. Grades;1 Reaktion;18 Meter;V 1;Höllischer Tadel;Hervorrufen des 1. Grades;1 Reaktion;18 Meter;V
1;Heldenmut;Verzauberrung des 1. Grades ;1 Aktion;Berührung;V 1;Heldenmut;Verzauberrung des 1. Grades ;1 Aktion;Berührung;V
1;Zeichen des Jägers;Erkenntniszauber des 1. Grades;1 Bonus Aktion;27 Meter;V;Konzentration 1;Zeichen des Jägers;Erkenntniszauber des 1. Grades;1 Bonus Aktion;27 Meter;V;Konzentration
1;Wunden verursachen;Nekromantie des 1. Grades;1 Aktion;Berührung;V 1;Wunden verursachen;Nekromantie des 1. Grades;1 Aktion;Berührung;V
1;Schutz vor Gut und Böse;Bannzauber des 1. Grades;1 Aktion;Berührung;V 1;Schutz vor Gut und Böse;Bannzauber des 1. Grades;1 Aktion;Berührung;V
1;Nahrung und Wasser reinigen (Ritual);Verwandlung des 1. Grades;1 Aktion;3 Meter;V 1;Nahrung und Wasser reinigen (Ritual);Verwandlung des 1. Grades;1 Aktion;3 Meter;V

G

  • casting time 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
  • range the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects

  • components such as the explosion of a fireball.
    If the warded creature makes an attack or casts a spell that affects an enemy creature
  • duration this spell ends. ;Paladin (Devotion)(Redemption)

fey M;1 Minute;(a small silver mirror)You ward a creature within range against attack. Until the spell ends

bis zu 1 Minute;The next time you hit a creature with a melee weapon attack during the spell's duration

  • casting time 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
  • range the target must make a Constitution saving throw. On a failed save

  • components it takes 1d6 fire damage. On a successful save
  • duration 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)

fey your weapon flares with white-hot intensity

G

  • casting time bis zu 10 Minuten;(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
  • range granting it a +2 bonus to AC for the duration.;Paladin

fey M;Konzentration

G

  • casting time rose petals
  • range or a cricket)This spell sends creatures into a magical slumber. Roll 5d8

  • components 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
  • duration each creature affected by this spell falls unconscious until the spell ends

the sleeper takes damage

fey M;1 Minute;(a pinch of find sand

G;10 Minuten;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

  • casting time beasts can give you information about nearby locations and monsters
  • range 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

  • components at the DM's discretion.;Paladin (Ancients)
  • duration

fey but at minimum

bis zu 1 Minute;The first time you hit with a melee weapon attack during this spell's duration

  • casting time and the attack deals an extra 2d6 thunder damage to the target. Additionally
  • range if the target is a creature

  • components it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.;Paladin
  • duration

fey your weapon rings with thunder that is audible within 300 feet of you

G

  • casting time bis zu 1 Minute;The next time you hit with a melee weapon attack during this spell's duration
  • range your attack deals an extra 1d6 psychic damage. Additionally

  • components if the target is a creature
  • duration 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

fey M;Konzentration

G

  • casting time a target's hit points increase by an additional 5 for each slot level above 2nd. ;Paladin
  • range

fey M;8 Stunden;(a tiny strip of white cloth)Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target's hit point maximum and current hit points increase by 5 for the duration.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher

bis zu 1 Minute;The next time you hit a creature with a weapon attack before this spell ends

  • casting time which becomes visible if it is invisible
  • range and the target sheds dim light in a 5-foot radius and can't become invisible until the spell ends.
    At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher

  • components the extra damage increases by 1d6 for each slot level above 2nd. ;Paladin
  • duration

fey the weapon gleams with astral radiance as you strike. The attack deals an extra 2d6 radiant damage to the target

1;Heiligtum;Bannzauber des 1. Grades;1 Bonus Aktion;9 Meter;V 1;Heiligtum;Bannzauber des 1. Grades;1 Bonus Aktion;9 Meter;V
1;Sengendes Niederstrecken;Hervorrufen des 1. Grades;1 Bonus Aktion;Selbst;V;Konzentration 1;Sengendes Niederstrecken;Hervorrufen des 1. Grades;1 Bonus Aktion;Selbst;V;Konzentration
1;Schild des Glaubens;Bannzauber des 1. Grades;1 Bonus Aktion;18 Meter;V 1;Schild des Glaubens;Bannzauber des 1. Grades;1 Bonus Aktion;18 Meter;V
1;Schlaf;Verzauberrung des 1. Grades ;1 Aktion;27 Meter;V 1;Schlaf;Verzauberrung des 1. Grades ;1 Aktion;27 Meter;V
1;Mit Tieren sprechen (Ritual);Erkenntniszauber des 1. Grades;1 Aktion;Selbst;V 1;Mit Tieren sprechen (Ritual);Erkenntniszauber des 1. Grades;1 Aktion;Selbst;V
1;Donnerndes Niederstrecken;Hervorrufen des 1. Grades;1 Bonus Aktion;Selbst;V;Konzentration 1;Donnerndes Niederstrecken;Hervorrufen des 1. Grades;1 Bonus Aktion;Selbst;V;Konzentration
1;Zorniges Niederstrecken;Hervorrufen des 1. Grades;1 Bonus Aktion;Selbst;V 1;Zorniges Niederstrecken;Hervorrufen des 1. Grades;1 Bonus Aktion;Selbst;V
2;Beistand;Bannzauber des 2. Grades;1 Aktion;9 Meter;V 2;Beistand;Bannzauber des 2. Grades;1 Aktion;9 Meter;V
2;Brandmarkendes Niederstrecken;Hervorrufen des 2. Grades;1 Bonus Aktion;Selbst;V;Konzentration 2;Brandmarkendes Niederstrecken;Hervorrufen des 2. Grades;1 Bonus Aktion;Selbst;V;Konzentration

G;Konzentration

  • casting time choose one of the following two effects.
    You can suppress any effect causing a target to be charmed or frightened. When this spell ends
  • range any suppressed effect resumes

  • components provided that its duration has not expired in the meantime.
    Alternatively
  • duration you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends

the creature becomes hostile again

fey bis zu 1 Minute;You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw

G;Konzentration

  • casting time a twisted crown of jagged iron appears on its head
  • range and a madness glows in its eyes.
    The charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if none are within its reach.
    On your subsequent turns

  • components you must use your action to maintain control over the target
  • duration or the spell ends. Also

the target can make a Wisdom saving throw at the end of each of its turns. On a success

the spell ends. ;Paladin (Oathbreaker) bis zu 1 Minute;One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration. While the target is charmed in this way

M;Konzentration

  • casting time and nonmagical light can't illuminate it.
    If the point you choose is on an object you are holding or one that isn't being worn or carried
  • range the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object

  • components such as a bowl or a helm
  • duration blocks the darkness.
    If any of this spell's area overlaps with an area of light created by a spell of or lower

the spell that created the light is dispelled. ;Paladin (Oathbreaker)

the spell ends. ;Paladin (Oathbreaker) bis zu 10 Minuten;(bat fur and a drop of pitch or piece of coal)Magical darkness spreads from a point you choose within range to fill a 15-foot radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness

G;Unmittelbar;You summon a spirit that assumes the form of an unusually intelligent

  • casting time and loyal steed
  • range creating a long-lasting bond with it. Appearing in an unoccupied space within range

  • components the steed takes on a form that you choose
  • duration such as a warhorse

a pony

a camel strong

G

  • casting time bis zu 1 Minute;(a small
  • range straight piece of iron)Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns

  • components the target can make another Wisdom saving throw. On a success
  • duration the spell ends on the target.
    At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher

you can target on additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them. ;Paladin

a camel M;Konzentration

G;Unmittelbar;You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded

  • casting time paralyzed
  • range or poisoned.;Paladin (*)(Devotion)

a camel deafened

G

  • casting time bis zu 10 Minuten;(a forked twig)Describe or name an object that is familiar to you. You sense the direction to the object's location
  • range as long as that object is within 1

  • components000 feet of you. If the object is in motion
  • duration you know the direction of its movement.
    The spell can locate a specific object known to you

as long as you have seen it up close - within 30 feet - at least once. Alternatively

a camel M;Konzentration

G;Konzentration

  • casting time that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.
    At Higher Levels: When you cast this spell using a spell slot of 4th level or higher
  • range the bonus increases to +2. When you use a spell slot of 6th level or higher

  • components the bonus increases to +3. ;Paladin
  • duration

a camel bis zu 1 Stunde;You touch a nonmagical weapon. Until the spell ends

you teleport up to 30 feet to an unoccupied space that you can see.;Paladin (Ancients)(Vengeance)

a camel

2;Gefühle besänftigen;Verzauberrung des 2. Grades ;1 Aktion;18 Meter;V 2;Gefühle besänftigen;Verzauberrung des 2. Grades ;1 Aktion;18 Meter;V
2;Krone des Wahnsinns;Verzauberrung des 2. Grades ;1 Aktion;36 Meter;V 2;Krone des Wahnsinns;Verzauberrung des 2. Grades ;1 Aktion;36 Meter;V
2;Dunkelheit;Hervorrufen des 2. Grades;1 Aktion;18 Meter;V 2;Dunkelheit;Hervorrufen des 2. Grades;1 Aktion;18 Meter;V
2;Reittier finden;Beschwörung des 2. Grades;10 Minuten;9 Meter;V 2;Reittier finden;Beschwörung des 2. Grades;10 Minuten;9 Meter;V
2;Person festhalten;Verzauberrung des 2. Grades ;1 Aktion;18 Meter;V 2;Person festhalten;Verzauberrung des 2. Grades ;1 Aktion;18 Meter;V
2;Schwache Genessung;Bannzauber des 2. Grades;1 Aktion;Berührung;V 2;Schwache Genessung;Bannzauber des 2. Grades;1 Aktion;Berührung;V
2;Gegenstand aufspüren;Erkenntniszauber des 2. Grades;1 Aktion;Selbst;V 2;Gegenstand aufspüren;Erkenntniszauber des 2. Grades;1 Aktion;Selbst;V
2;Magische Waffe;Verwandlung des 2. Grades;1 Bonus Aktion;Berührung;V 2;Magische Waffe;Verwandlung des 2. Grades;1 Bonus Aktion;Berührung;V
2;Nebelschritt;Beschwörung des 2. Grades;1 Bonus Aktion;Selbst;V;Unmittelbar;Briefly surrounded by silvery mist 2;Nebelschritt;Beschwörung des 2. Grades;1 Bonus Aktion;Selbst;V;Unmittelbar;Briefly surrounded by silvery mist

G

  • casting time bis zu 1 Minute;(several seeds of any moonseed plant and a piece of opalescent feldspar)A silvery beam of pale light shines down in a 5-foot radius
  • range 40-foot-high cylinder centered on a point within range. Until the spell ends

  • components dim light fills the cylinder.
    When a creature enters the spell's area for the first time on a turn or starts its turn there
  • duration it is engulfed in ghostly flames that cause searing pain

and it must make a Constitution saving throw. It takes 2d10 radiant damage on a failed save

a camel M;Konzentration

G;1 Stunde;You touch a creature. If it is poisoned

  • casting time you neutralize on poison that you know is present
  • range or you neutralize one at random.
    For the duration

  • components the target has advantage on saving throws against being poisoned
  • duration and it has resistance to poison damage. ;Paladin

a camel you neutralize the poison. If more than one poison afflicts the target

G;1 Minute;You create a floating

  • casting time you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit
  • range the target takes force damage equal to 1d8 + your spellcasting ability modifier.
    As a bonus action on your turn

  • components you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.
    The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell's effect resemble that weapon.
    At Higher Levels: When you cast this spell using a spell slot 3rd level of or higher
  • duration the damage increases by 1d8 for every two slot levels above the 2nd. ;Paladin (Conquest)

a camel spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell

G

  • casting time 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
  • range it gains a +1 bonus to AC and saving throws

  • components and it has resistance to all damage. Also
  • duration 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 (Crown)

a camel M;1 Stunde;(a pair of platinum rings worth at least 50 gp each

G

  • casting time a creature that enters the spell's area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save
  • range a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw.
    An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such creatures can be evasive in its answers as long as it remains within the boundaries of the truth. ;Paladin (*)(Devotion)(Crown)

a camel M;10 Minuten;You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends

G

  • casting time a piece of flesh
  • range and a pinch of bone dust)This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life

  • components raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the DM has the creature's game statistics).
    On each of your turns
  • duration you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures

you can command any or all of them at the same time

a camel M;Unmittelbar;(a drop of blood

bis zu 1 Minute;Healing energy radiates from you in an aura with a 30-foot radius. Until the spell ends

  • casting time centered on you. You can use a bonus action to cause one creature in the aura (including you) to regain 2d6 hit points.;Paladin (*)(Crown)
  • range

a camel the aura moves with you

G;Konzentration

  • casting time each target has advantage on Wisdom saving throws and death saving throws
  • range and regains the maximum number of hit points possible from any healing.;Paladin (Devotion)

a camel bis zu 1 Minute;This spell bestows hope and vitality. Choose any number of creatures within range. For the duration

G;Konzentration

  • casting time and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell
  • range choose the nature of the curse from the following options.
    • Choose one ability score. While cursed

  • components the target has disadvantage on ability checks and saving throws made with that ability score.
    • While cursed
  • duration the target has disadvantage on attack rolls against you.
    • While cursed

the target must make a Wisdom saving throw at the start of each of its turns. If it fails

a camel bis zu 1 Minute;You touch a creature

2;Mondstrahl;Hervorrufen des 2. Grades;1 Aktion;36 Meter;V 2;Mondstrahl;Hervorrufen des 2. Grades;1 Aktion;36 Meter;V
2;Schutz vor Gift;Bannzauber des 2. Grades;1 Aktion;Berührung;V 2;Schutz vor Gift;Bannzauber des 2. Grades;1 Aktion;Berührung;V
2;Waffe des Glaubens;Hervorrufen des 2. Grades;1 Bonus Aktion;18 Meter;V 2;Waffe des Glaubens;Hervorrufen des 2. Grades;1 Bonus Aktion;18 Meter;V
2;Schützendes Band;Bannzauber des 2. Grades;1 Aktion;Berührung;V 2;Schützendes Band;Bannzauber des 2. Grades;1 Aktion;Berührung;V
2;Zone der Wahrheit;Verzauberrung des 2. Grades ;1 Aktion;18 Meter;V 2;Zone der Wahrheit;Verzauberrung des 2. Grades ;1 Aktion;18 Meter;V
3;Tote Beleben;Nekromantie des 3. Grades;1 Minute;3 Meter;V 3;Tote Beleben;Nekromantie des 3. Grades;1 Minute;3 Meter;V
3;Aura der Gesundheit;Hervorrufen des 3. Grades;1 Aktion;Selbst (9 Meter Radius);V;Konzentration 3;Aura der Gesundheit;Hervorrufen des 3. Grades;1 Aktion;Selbst (9 Meter Radius);V;Konzentration
3;Leuchtfeuer der Hoffnung;Bannzauber des 3. Grades;1 Aktion;9 Meter;V 3;Leuchtfeuer der Hoffnung;Bannzauber des 3. Grades;1 Aktion;9 Meter;V
3;Fluch;Nekromantie des 3. Grades;1 Aktion;Berührung;V 3;Fluch;Nekromantie des 3. Grades;1 Aktion;Berührung;V

bis zu 1 Minute;The next time you hit a creature with a melee weapon attack during this spell's duration

  • casting time and the attack deals an extra 3d8 radiant damage to the target. Additionally
  • range the target must succeed on a Constitution saving throw or be blinded until the spell ends.
    A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save

  • components it is no longer blinded. ;Paladin
  • duration

a camel you weapon flares with a bright light

its spell fails and has no effect. If it is casting a spell of 4th level or higher

  • casting time the creature's spell fails and has no effect.
    At Higher Levels: When you cast this spell using a spell slot of 4th level or higher
  • range the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used. ;Paladin (Redemption)

a camel make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success

G;Unmittelbar;You create 45 pounds of food and 30 gallons of water on the ground or in containers within range

  • casting time and spoils if uneaten after 24 hours. The water is clean and doesn't go bad.;Paladin
  • range

a camel enough to sustain up to fifteen humanoids or five steeds for 24 hours. The food is bland but nourishing

bis zu 1 Minute;Holy power radiates from you in an aura with a 30-foot radius

  • casting time the aura moves with you
  • range centered on you. While in the aura

  • components each non-hostile creature in the aura (including you) deals an extra 1d4 radiant damage when it hits with a weapon attack.;Paladin
  • duration

a camel awakening boldness in friendly creatures. Until the spell ends

G;1 Stunde;A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet.
If you chose a point on an object you are holding or one that isn't being worn or carried

  • casting time such as a bowl or a helm
  • range blocks the light.
    If any of this spell's area overlaps with an area of darkness created by a spell of or lower

  • components the spell that created the darkness is dispelled. ;Paladin
  • duration

a camel the light shines from the object with and moves with it. Completely covering the affected object with an opaque object

G;Unmittelbar;Choose any creature

  • casting time or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target
  • range make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check

  • components the spell ends.
    At Higher Levels: When you cast this spell using a spell slot of 4th level or higher
  • duration you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used. ;Paladin (*)(Devotion)

a camel object

G;Konzentration

  • casting time cold
  • range fire

  • components lightning
  • duration or thunder. For the duration

the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits.
At Higher Levels: When you cast this spell using a spell slot of 5th or 6th level

a camel bis zu 1 Stunde;A nonmagical weapon you touch becomes a magic weapon. Choose one of the following damage types - acid

G

  • casting time bis zu 1 Minute;(a white feather or the heart of a hen)You project a phantasmal image of a creature's worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration.
    While frightened by this spell
  • range a creature must take the Dash action and move away from you by the safest available route on each of its turns

  • components unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you
  • duration the creature can make a Wisdom saving throw. On a successful save

the spell ends for that creature. ;Paladin (Conquest)

a camel M;Konzentration

G

  • casting time bis zu 1 Minute;(a shaving of licorice root)Choose a willing creature that you can see within range. Until the spell ends
  • range the target's speed is doubled

  • components it gains a +2 bonus to AC
  • duration it has advantage on Dexterity saving throws

and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only)

Dash M;Konzentration

3;Blendendes Nierderstrecken;Hervorrufen des 3. Grades;1 Bonus Aktion;Selbst;V;Konzentration 3;Blendendes Nierderstrecken;Hervorrufen des 3. Grades;1 Bonus Aktion;Selbst;V;Konzentration
3;Gegenzauber;Bannzauber des 3. Grades;1 Reaktion;18 Meter;G;Unmittelbar;You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower 3;Gegenzauber;Bannzauber des 3. Grades;1 Reaktion;18 Meter;G;Unmittelbar;You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower
3;Nahrung und Wasser erschaffen;Beschwörung des 3. Grades;1 Aktion;9 Meter;V 3;Nahrung und Wasser erschaffen;Beschwörung des 3. Grades;1 Aktion;9 Meter;V
3;Kreuzfahrermantel;Hervorrufen des 3. Grades;1 Aktion;Selbst;V;Konzentration 3;Kreuzfahrermantel;Hervorrufen des 3. Grades;1 Aktion;Selbst;V;Konzentration
3;Tageslicht;Hervorrufen des 3. Grades;1 Aktion;18 Meter;V 3;Tageslicht;Hervorrufen des 3. Grades;1 Aktion;18 Meter;V
3;Magie bannen;Bannzauber des 3. Grades;1 Aktion;36 Meter;V 3;Magie bannen;Bannzauber des 3. Grades;1 Aktion;36 Meter;V
3;Elementare Waffe;Verwandlung des 3. Grades;1 Aktion;Berührung;V 3;Elementare Waffe;Verwandlung des 3. Grades;1 Aktion;Berührung;V
3;Furcht;Illusion des 3. Grades;1 Aktion;Selbst (9 Meter Kegel);V 3;Furcht;Illusion des 3. Grades;1 Aktion;Selbst (9 Meter Kegel);V
3;Hast;Verwandlung des 3. Grades;1 Aktion;9 Meter;V 3;Hast;Verwandlung des 3. Grades;1 Aktion;9 Meter;V

M;Konzentration

  • casting time the creature becomes charmed for the duration. While charmed by this spell
  • range the creature is incapacitated and has a speed of 0.
    The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor. ;Paladin (Redemption)

Dash bis zu 1 Minute;(a glowing stick of incense or a crystal vial filled with phosphorescent material)You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save

G

  • casting time which the spell consumes)You create a 10-foot-radius
  • range 20-foot-tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the floor or other surface.
    Choose one or more of the following types of creatures - celestials

  • components elementals
  • duration fey

fiends

Dash M;1 Stunde;(holy water or powdered silver and iron worth at least 100 gp

G;Unmittelbar;This spell channels vitality into plants within a specific area. There are two possible uses for the spell

  • casting time choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves.
    You can exclude one or more areas of any size within the spell's area from being affected.
    If you cast this spell over 8 hours
  • range you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested. ;Paladin (Ancients)

Dash granting either immediate or long-term benefits.
If you cast this spell using 1 action

G;Konzentration

  • casting time the willing creature you touch has resistance to one damage type of your choice: acid
  • range cold

  • components fire
  • duration lightning

or thunder.;Paladin (Ancients)(Vengeance)

Dash bis zu 1 Stunde;For the duration

G;Unmittelbar;At your touch

  • casting time its curse remains
  • range but the spell breaks its owner's attunement to the object so it can be removed or discarded.;Paladin

Dash all curses affecting one creature or object end. If the object is a cursed magic item

G

  • casting time which the spell consumes)You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age
  • range nor can it restore any missing body parts.;Paladin

Dash M;Unmittelbar;(diamonds worth 300 gp

5 Meter Radius);V

  • casting time M;Konzentration
  • range bis zu 10 Minuten;(a holy symbol)You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral

  • components their spectral form appears angelic or fey (your choice). If you are evil
  • duration they appear fiendish.
    When you cast this spell

you can designate any number of creatures you can see to be unaffected by it. An affected creature's speed is halved in the area

Dash G

bis zu 10 Minuten;Life-preserving energy radiates from you in an aura with a 30-foot radius. Until the spell ends

  • casting time centered on you. Each non-hostile creature in the aura (including you) has resistance to necrotic damage
  • range and its hit point maximum can't be reduced. In addition

  • components a non-hostile
  • duration living creature regains 1 hit point when it starts its turn in the aura with 0 hit points.;Paladin

Dash the aura moves with you

bis zu 10 Minuten;Purifying energy radiates from you in an aura with a 30-foot radius. Until the spell ends

  • casting time centered on you. Each non-hostile creature in the aura (including you) can't become diseased
  • range has resistance to poison damage

  • components and has advantage on saving throws against effects that cause any of the following conditions: blinded
  • duration charmed

deafened

frightened the aura moves with you

3;Hypnotisches Muster;Illusion des 3. Grades;1 Aktion;36 Meter;G 3;Hypnotisches Muster;Illusion des 3. Grades;1 Aktion;36 Meter;G
3;Schutzkreis;Bannzauber des 3. Grades;1 Minute;3 Meter;V 3;Schutzkreis;Bannzauber des 3. Grades;1 Minute;3 Meter;V
3;Pflanzenwachstum;Verwandlung des 3. Grades;1 Aktion oder 8 Stunden;45 Meter;V 3;Pflanzenwachstum;Verwandlung des 3. Grades;1 Aktion oder 8 Stunden;45 Meter;V
3;Schutz vor Energie;Bannzauber des 3. Grades;1 Aktion;Berührung;V 3;Schutz vor Energie;Bannzauber des 3. Grades;1 Aktion;Berührung;V
3;Fluch brechen;Bannzauber des 3. Grades;1 Aktion;Berührung;V 3;Fluch brechen;Bannzauber des 3. Grades;1 Aktion;Berührung;V
3;Wiederbeleben;Nekromantie des 3. Grades;1 Aktion;Berührung;V 3;Wiederbeleben;Nekromantie des 3. Grades;1 Aktion;Berührung;V
3;Schutzgeister;Beschwörung des 3. Grades;1 Aktion;Selbst (4 3;Schutzgeister;Beschwörung des 3. Grades;1 Aktion;Selbst (4
4;Aura des Lebens;Bannzauber des 4. Grades;1 Aktion;Selbst (9 Meter Radius);V;Konzentration 4;Aura des Lebens;Bannzauber des 4. Grades;1 Aktion;Selbst (9 Meter Radius);V;Konzentration
4;Aura der Reinheit;Bannzauber des 4. Grades;1 Aktion;Selbst (9 Meter Radius);V;Konzentration 4;Aura der Reinheit;Bannzauber des 4. Grades;1 Aktion;Selbst (9 Meter Radius);V;Konzentration

G

  • casting time bis zu 1 Minute;(an item distasteful to the target)You attempt to send one creature that you can see within range to another place of existence. The target must succeed on a Charisma saving throw or be banished.
    If the target is native to the plane of existence you're on
  • range you banish the target to a harmless demiplane. While there

  • components the target is incapacitated. The target remains there until the spell ends
  • duration at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.
    If the target is native to a different plane of existence that the one you're on

the target is banished with a faint popping noise

frightened M;Konzentration

G;Unmittelbar;Necromantic energy washes over a creature of your choice that you can see within range

  • casting time or half as much damage on a successful one. This spell has no effect on undead or constructs.
    If you target a plant creature or a magical plant
  • range it makes the saving throw with disadvantage

  • components and the spell deals maximum damage to it.
    If you target a nonmagical plant that isn't a creature
  • duration such as a tree or shrub

it doesn't make a saving throw

frightened draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save

G

  • casting time bis zu 1 Minute;(three nut shells)This spell assaults and twists creatures' minds
  • range spawning delusions and provoking uncontrolled actions. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it.
    An affected target can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.
    1: The creature uses all its movement to move in a random direction. To determine the direction

  • components roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn.
    2-6: The creature doesn't move or take actions this turn.
    7-8: The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach
  • duration the creature does nothing this turn.
    9-10: The creature can act and move normally. At the end of its turns

an affected target can make a Wisdom saving throw. If it succeeds

frightened M;Konzentration

G;8 Stunden;You touch a creature and grant it a measure of protection from death.
The first time the target would drop to 0 hit points as a result of taking damage

  • casting time and the spell ends.
    If the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage
  • range that effect is instead negated against the target

  • components and the spells ends.;Paladin
  • duration

frightened the target instead drops to 1 hit point

one you can visualize

  • casting time such as 200 feet straight downward or upward to the northwest at a 45-degree angle
  • range 300 feet.
    You can bring along objects as long as their weight doesn't exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell.
    If you would arrive in a place already occupied by an object or a creature

  • components you and any creature traveling with you each take 4d6 force damage
  • duration and the spell fails to teleport you. ;Paladin (Vengeance)

frightened or one you can describe by stating distance and direction

G;Konzentration

  • casting time it has advantage on the saving throw.
    While the beast is charmed
  • range you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required)

  • components which it does its best to obey. You can specify a simple and general course of action
  • duration such as Attack that creature

Run over there

frightened bis zu 1 Minute;You attempt to beguile a beast that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it

G;Unmittelbar;You summon a spirit that assumes the form of a loyal

  • casting time the spirit takes on a form you choose: a griffon
  • range a pegasus

  • components a peryton
  • duration a dire wolf

a rhinoceros

frightened majestic mount. Appearing in an unoccupied space within range

G

  • casting time bound around the arm or a similar appendage)You touch a willing creature. For the duration
  • range the target's movement is unaffected by difficult terrain

  • components and spells and other magical effects can neither reduce the target's speed nor cause the target to be paralyzed or restrained.
    The target can also spend 5 feet of movement to automatically escape from nonmagical restraints
  • duration such as manacles or a creature that has it grappled. Finally

being underwater imposes no penalties on the target's movement or attacks. ;Paladin (Devotion)

frightened M;1 Stunde;(a leather strap

or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage. ;Paladin (Devotion)(Crown)

frightened

4;Verbannung;Bannzauber des 4. Grades;1 Aktion;18 Meter;V 4;Verbannung;Bannzauber des 4. Grades;1 Aktion;18 Meter;V
4;Dürre;Nekromantie des 4. Grades;1 Aktion;9 Meter;V 4;Dürre;Nekromantie des 4. Grades;1 Aktion;9 Meter;V
4;Verwirrung;Verzauberrung des 4. Grades ;1 Aktion;27 Meter;V 4;Verwirrung;Verzauberrung des 4. Grades ;1 Aktion;27 Meter;V
4;Todesschutz;Bannzauber des 4. Grades;1 Aktion;Berührung;V 4;Todesschutz;Bannzauber des 4. Grades;1 Aktion;Berührung;V
4;Dimensionstür;Beschwörung des 4. Grades;1 Aktion;150 Meter;V;Unmittelbar;You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see 4;Dimensionstür;Beschwörung des 4. Grades;1 Aktion;150 Meter;V;Unmittelbar;You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see
4;Tier beherrschen;Verzauberrung des 4. Grades ;1 Aktion;18 Meter;V 4;Tier beherrschen;Verzauberrung des 4. Grades ;1 Aktion;18 Meter;V
4;Besseres Reittier finden;Beschwörung des 4. Grades;10 Minuten;9 Meter;V 4;Besseres Reittier finden;Beschwörung des 4. Grades;10 Minuten;9 Meter;V
4;Bewegungsfreiheit;Bannzauber des 4. Grades;1 Aktion;Berührung;V 4;Bewegungsfreiheit;Bannzauber des 4. Grades;1 Aktion;Berührung;V
4;Hüter des Glaubens;Beschwörung des 4. Grades;1 Aktion;9 Meter;V;8 Stunden;A Large spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within range. The guardian occupies that space and is indistinct except for a gleaming sword and shield emblazoned with the symbol of your deity.
Any creature hostile to you that moves to a space within 10 feet of the guardian for the first time on a turn must succeed on a Dexterity saving throw. The creature takes 20 radiant damage on a failed save
4;Hüter des Glaubens;Beschwörung des 4. Grades;1 Aktion;9 Meter;V;8 Stunden;A Large spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within range. The guardian occupies that space and is indistinct except for a gleaming sword and shield emblazoned with the symbol of your deity.
Any creature hostile to you that moves to a space within 10 feet of the guardian for the first time on a turn must succeed on a Dexterity saving throw. The creature takes 20 radiant damage on a failed save

G

  • casting time 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save
  • range or half as much damage on a successful one.
    Hailstones turn the storm's area of effect into difficult terrain until the end of your next turn.
    At Higher Levels: When you cast this spell using a spell slot of 5th level or higher

  • components the bludgeoning damage increases by 1d8 for each slot level above 4th. ;Paladin (Ancients)
  • duration

frightened M;Unmittelbar;(a pinch of dust and a few drops of water)A hail of rock-hard ice pounds to the ground in a 20-foot-radius

G

  • casting time bis zu 1 Stunde;(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
  • range as long as that creature is within 1

  • components000 feet of you. If the creature is moving
  • duration 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)

frightened M;Konzentration

G

  • casting time bis zu 1 Minute;(a hemispherical piece of clear crystal and a matching hemispherical piece of gum arabic)A sphere of shimmering force encloses a creature or object of Large size or smaller within range. An unwilling creature must make a Dexterity saving throw. On a failed save
  • range the creature is enclosed for the duration.
    Nothing

  • components not physical objects
  • duration energy

or other spell effects

can pass through the barrier M;Konzentration

bis zu 1 Minute;The next time you hit a creature with a melee weapon attack during this spell's duration

  • casting time and the attack deals an extra 4d6 psychic damage to the target. The target must make a Wisdom saving throw. On a failed save
  • range it has disadvantage on attack rolls and ability checks

  • components and can't take reactions
  • duration until the end of its next turn.;Paladin

can pass through the barrier your weapon pierces both body and mind

G

  • casting time bis zu 1 Stunde;(diamond dust worth 100 gp
  • range which the spell consumes)This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends

  • components the target has resistance to nonmagical bludgeoning
  • duration piercing

and slashing damage.;Paladin

can pass through the barrier M;Konzentration

bis zu 1 Minute;The next time you hit a creature with a weapon attack before this spell ends

  • casting time and the attack deals an extra 5d10 force damage to the target. Additionally
  • range if this attack reduces the target to 50 hit points of fewer

  • components you banish it. If the target is native to a different plane of existence than the one you're on
  • duration the target disappears

returning to its home plane. If the target is native to the plane you're on

can pass through the barrier your weapon crackles with force

bis zu 10 Minuten;Divine energy radiates from you

  • casting time the sphere moves with you
  • range centered on you. For the duration

  • components each friendly creature in the area (including you) has advantage on saving throws against spells and other magical effects. Additionally
  • duration when an affected creature succeeds on a saving throw made against a spell or magical effect that allows it to make a saving throw to take only half damage

it instead takes no damage if it succeeds on the saving throw.;Paladin (*)(Crown)

can pass through the barrier distorting and diffusing magical energy within 30 feet of you. Until the spell ends

G;Konzentration

  • casting time yellow-green fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog
  • range ending the spell. Its area is heavily obscured.
    When a creature enters the spell's area for the first time on a turn or starts its turn there

  • components that creature must make a Constitution saving throw. The creature takes 5d8 poison damage on a failed save
  • duration or half as much damage on a successful one. Creatures are affected even if they hold their breath or don't need to breathe.
    The fog moves 10 feet away from you at the start of each of your turns

rolling along the surface of the ground. The vapors

being heavier than air bis zu 10 Minuten;You create a 20-foot-radius sphere of poisonous

G

  • casting time so you might receive unclear as an answer if a question pertains to information that lies beyond the deity's knowledge. In a case where a one-word answer could be misleading or contrary to the deity's interests
  • range the DM might offer a short phrase as an answer instead.
    If you cast the spell two or more times before finishing your next long rest

  • components there is a cumulative 25 percent chance for each casting after the first that you get no answer. The DM makes this roll in secret. ;Paladin (Devotion)
  • duration

being heavier than air M;1 Minute;(incense and a vial of holy or unholy water)You contact your deity or a divine proxy and ask up to three questions that can be answered with a yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question.
Divine beings aren't necessarily omniscient

4;Eissturm;Hervorrufung des 4. Grades;1 Aktion;90 Meter;V 4;Eissturm;Hervorrufung des 4. Grades;1 Aktion;90 Meter;V
4;Kreatur aufspüren;Erkenntnis des 4. Grades;1 Aktion;Selbst;V 4;Kreatur aufspüren;Erkenntnis des 4. Grades;1 Aktion;Selbst;V
4;Otilukes Unverwüstliche Sphäre;Hervorrufung des 4. Grades;1 Aktion;9 Meter;V 4;Otilukes Unverwüstliche Sphäre;Hervorrufung des 4. Grades;1 Aktion;9 Meter;V
4;Wankendmachendes Niederstrecken;Hervorrufung des 4. Grades;1 Bonus Aktion;Selbst;V;Konzentration 4;Wankendmachendes Niederstrecken;Hervorrufung des 4. Grades;1 Bonus Aktion;Selbst;V;Konzentration
4;Steinhaut;Bannzauber des 4. Grades;1 Aktion;Berührung;V 4;Steinhaut;Bannzauber des 4. Grades;1 Aktion;Berührung;V
5;Verbannendes Niederstrecken;Bannzauber des 5. Grades;1 Bonus Aktion;Selbst;V;Konzentration 5;Verbannendes Niederstrecken;Bannzauber des 5. Grades;1 Bonus Aktion;Selbst;V;Konzentration
5;Kreis der Macht;Bannzauber des 5. Grades;1 Aktion;Selbst (9 Meter Radius);V;Konzentration 5;Kreis der Macht;Bannzauber des 5. Grades;1 Aktion;Selbst (9 Meter Radius);V;Konzentration
5;Todeswolke;Beschwörung des 5. Grades;1 Aktion;36 Meter;V 5;Todeswolke;Beschwörung des 5. Grades;1 Aktion;36 Meter;V
5;Heiliges Gespräch (Ritual);Erkenntnis des 5. Grades;1 Minute;Selbst;V 5;Heiliges Gespräch (Ritual);Erkenntnis des 5. Grades;1 Minute;Selbst;V

G;Unmittelbar;You briefly become one with nature and gain knowledge of the surrounding territory. In the outdoors

  • casting time the radius is limited to 300 feet. The spell doesn't function where nature has been replaced by construction
  • range such as in dungeons and towns.
    You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area:
    • terrain and bodies of water
    • prevalent plants

  • components minerals
  • duration animals

or peoples
• powerful celestials

fey the spell gives you knowledge of the land within 3 miles of you. In caves and other natural underground settings

G;7 Tage;Your touch inflicts disease. Make a melee spell attack against a creature within your reach. On a hit

  • casting time it must make a Constitution saving throw. After failing three of these saving throws
  • range the disease's effects last for the duration

  • components and the creature stops making these saves. After succeeding on three of these saving throws
  • duration the creature recovers from the disease

and the spell ends.
Since this spell induces a natural disease in its target

fey you afflict the creature with a disease of your choice from any of the ones described below.
At the end of each of the target's turns

creating a burst of divine energy that ripples outward from you. Each creature you choose within 30 feet of you must succeed on a Constitution saving throw or take 5d6 thunder damage

  • casting time and be knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn't knocked prone.;Paladin
  • range

fey as well as 5d6 radiant or necrotic damage (your choice)

G

  • casting time bis zu 1 Minute;(holy water or powdered silver and iron)Shimmering energy surrounds and protects you from fey
  • range undead

  • components and creatures originating from beyond the Material Plane. For the duration
  • duration celestials

elementals

fey M;Konzentration

G;Konzentration

  • casting time it has advantage on the saving throw.
    While the target is charmed
  • range you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required)

  • components which it does its best to obey. You can specify a simple and general course of action
  • duration such as Attack that creature

Run over there

fey bis zu 1 Minute;You attempt to beguile a humanoid that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it

G

  • casting time 40-foot-high cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 4d6 fire damage and 4d6 radiant damage on a failed save
  • range or half as much damage on a successful one.
    At Higher Levels: When you cast this spell using a spell slot of 6th level or higher

  • components the fire damage or the radiant damage (your choice) increases by 1d6 for each slot level above 5th. ;Paladin (Devotion)
  • duration

fey M;Unmittelbar;(pinch of sulfur)A vertical column of divine fire roars down from the heavens in a location you specify. Each creature in a 10-foot radius

forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you

  • casting time it takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions
  • range but no more than once each day. A creature that can't understand you is unaffected by the spell.
    You can issue any command you choose

  • components short of an activity that would result in certain death. Should you issue a suicidal command
  • duration the spell ends.
    You can end the spell early by using an action to dismiss it. A remove curse

greater restoration

fey it must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed by you

G

  • casting time bis zu 1 Minute;(a small
  • range straight piece of iron)Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. This spell has no effect on undead. At the end of each of its turns

  • components the target can make another Wisdom saving throw. On a success
  • duration the spell ends on the target.
    At Higher Levels: When you cast this spell using a spell slot of 6th level or higher

you can target on additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them. ;Paladin (Vengeance)(Redemption)

fey M;Konzentration

G;Konzentration

  • casting time the weapon emits bright light in a 30-foot radius and dim light for an additional 30 feet. In addition
  • range weapon attacks made with it deal an extra 2d8 radiant damage on a hit. If the weapon isn't already a magic weapon

  • components it becomes one for the duration.
    As a bonus action on your turn
  • duration 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

fey bis zu 1 Stunde;You imbue a weapon you touch with holy power. Until the spell ends

5;Einswerden mit der Natur (Ritual);Erkenntnis des 5. Grades;1 Minute;Selbst;V 5;Einswerden mit der Natur (Ritual);Erkenntnis des 5. Grades;1 Minute;Selbst;V
5;Ansteckung;Nekromantie des 5. Grades;1 Aktion;Berührung;V 5;Ansteckung;Nekromantie des 5. Grades;1 Aktion;Berührung;V
5;Zerstörerische Woge;Hervorrufung des 5. Grades;1 Aktion;Selbst (9 Meter Radius);V;Instantaneous;You strike the ground 5;Zerstörerische Woge;Hervorrufung des 5. Grades;1 Aktion;Selbst (9 Meter Radius);V;Instantaneous;You strike the ground
5;Gutes und Böses bannen;Bannzauber des 5. Grades;1 Aktion;Selbst;V 5;Gutes und Böses bannen;Bannzauber des 5. Grades;1 Aktion;Selbst;V
5;Person beherrschen;Verzauberrung des 5. Grades ;1 Aktion;18 Meter;V 5;Person beherrschen;Verzauberrung des 5. Grades ;1 Aktion;18 Meter;V
5;Flammenschlag;Hervorrufung des 5. Grades;1 Aktion;18 Meter;V 5;Flammenschlag;Hervorrufung des 5. Grades;1 Aktion;18 Meter;V
5;Geas;Verzauberrung des 5. Grades ;1 Minute;18 Meter;V;30 Tage;You place a magical command on a creature that you can see within range 5;Geas;Verzauberrung des 5. Grades ;1 Minute;18 Meter;V;30 Tage;You place a magical command on a creature that you can see within range
5;Monster festhalten;Verzauberrung des 5. Grades ;1 Aktion;27 Meter;V 5;Monster festhalten;Verzauberrung des 5. Grades ;1 Aktion;27 Meter;V
5;Heilige Waffe;Hervorrufung des 5. Grades;1 Bonus Aktion;Berührung;V 5;Heilige Waffe;Hervorrufung des 5. Grades;1 Bonus Aktion;Berührung;V

G

  • casting time which the spell consumes)You return a dead creature you touch to life
  • range provided that it has been dead no longer than 10 days. If the creature's soul is both willing and at liberty to rejoin the body

  • components the creature returns to life with 1 hit point.
    This spell also neutralizes any poison and cures nonmagical diseases that affected the creature at the time it died. This spell doesn't
  • duration however

remove magical diseases

curses M;Unmittelbar;(a diamond worth at least 500 gp

G

  • casting time bis zu 10 Minuten;(a focus worth at least 1
  • range000 gp

  • components such as a crystal ball
  • duration a silver mirror

or a font filled with holy water)You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw

curses M;Konzentration

G;Konzentration

  • casting time as part of the move used to enter the tree
  • range can either pass into one of those trees or step out of the tree you're in. You appear in a spot of your choice within 5 feet of the destination tree

  • components using another 5 feet of movement. If you have no movement left
  • duration you appear within 5 feet of the tree you entered.
    You can use this transportation ability once per round for the duration. You must end each turn outside a tree. ;Paladin (Ancients)

curses bis zu 1 Minute;You gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 500 feet. Both trees must be living and at least the same size as you. You must use 5 feet of movement to enter a tree. You instantly know the location of all other trees of the same kind within 500 feet and

G

  • casting time bis zu 10 Minuten;(a pinch of powder made by crushing a clear gemstone)An invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose
  • range as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet

  • components or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form
  • duration the wall is 1/4 inch thick. It lasts for the duration. If the wall cuts through a creature's space when it appears

the creature is pushed to one side of the wall (your choice which side).
Nothing can physically pass through the wall. It is immune to all damage and can't be dispelled by dispel magic. A disintegrate spell destroys the wall instantly

curses M;Konzentration

5;Tote erwecken;Nekromantie des 5. Grades;1 Stunde;Berührung;V 5;Tote erwecken;Nekromantie des 5. Grades;1 Stunde;Berührung;V
5;Ausspähung;Erkenntnis des 5. Grades;10 Minuten;Selbst;V 5;Ausspähung;Erkenntnis des 5. Grades;10 Minuten;Selbst;V
5;Hölzerner Weg;Beschwörung des 5. Grades;1 Aktion;Selbst;V 5;Hölzerner Weg;Beschwörung des 5. Grades;1 Aktion;Selbst;V
5;Energiewand;Hervorrufung des 5. Grades;1 Aktion;36 Meter;V 5;Energiewand;Hervorrufung des 5. Grades;1 Aktion;36 Meter;V