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HOLY WEAPON

  • casting time 1 bonus action
  • range Touch

  • components V, S
  • duration Up to 1 hour (C)


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

Paladin

RAISE DEAD

  • casting time 1 hour
  • range Touch

  • components V, S, M
  • duration Instantaneous

diamond worth at least 500gp


You return a dead creature you touch to life, 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, 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, however, remove magical diseases, curses, or similar effects, if these aren't first removed prior to casting the spell, they take effect when the creature returns to life. The spell can't return an undead creature to life.
This spell closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival - its head, for instance - the spell automatically fails. (see page 270)

Paladin

GEAS

  • casting time 1 minute
  • range 60 feet

  • components V
  • duration 30 days


You place a magical command on a creature that you can see within range, 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, it must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed by you, it takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions, but no more than once each day.
You can end the spell early by using an action to dismiss it. A remove curse, greater restoration, or wish spell also ends it.
At Higher Levels: When you cast this spell using a spell slot of 7th or 8th level, the duration is 1 year. When you cast this spell using a spell slot of the spell lasts until it is ended by one of the spells mentioned above. (see page 244)

Paladin

COMMUNE

  • casting time 1 minute
  • range Self

  • components V, S, M
  • duration 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, 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, 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, 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 Vigil

DISPEL EVIL AND GOOD

  • casting time 1 action
  • range Self

  • components V, S, M
  • duration Up to 1 minute (C)

holy water or powdered silver and iron


Shimmering energy surrounds and protects you from fey, undead, and creatures originating from beyond the Material Plane. For the duration, celestials, elementals, fey, fiends, and undead have disadvantage on attack rolls against you.

You can end the spell early by using either of the following special functions.

Break Enchantment

Dismissal

(see page 233)

Paladin Vigil

DESTRUCTIVE WAVE

  • casting time 1 action
  • range Self (30 ft radius)

  • components V
  • duration Instantaneous


You strike the ground, 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, as well as 5d6 radiant or necrotic damage (your choice), and be knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn't knocked prone.

Paladin

CIRCLE OF POWER

  • casting time 1 action
  • range Self (30 ft radius)

  • components V
  • duration Up to 10 min. (C)


Divine energy radiates from you, distorting and diffusing magical energy within 30 feet of you. Until the spell ends, the sphere moves with you, centered on you. For the duration, each friendly creature in the area (including you) has advantage on saving throws against spells and other magical effects. Additionally, 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

PRIVATE SANCTUM

  • casting time 10 minutes
  • range 120 feet

  • components V, S, M
  • duration 24 hours

thin sheet of lead, opaque glass, wad of cotton


You make an area within range magically secure. The area is a cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration or until you use an action to dismiss it.
When you cast the spell, you decide what sort of security the spell provides, choosing any or all of the following properties: (Look it up)

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can increase the size of the cube by 100 feet for each slot level beyond 4th. Thus you could protect a cube that can be up to 200 feet on one side by using a spell slot of 5th level.

Paladin Vigil

GUARDIAN OF FAITH

  • casting time 1 action
  • range 30 feet

  • components V
  • duration 8 hours


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, or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage.

Paladin Vigil

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AUGURY

  • casting time 1 minute
  • range Self

  • components V, S, M
  • duration Instantaneous

By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens.
• Weal, for good results
• Woe, for bad results
• Weal and woe, for both good and bad results
• Nothing, for results that aren't especially good or bad
The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.
If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading.

Paladin Vigil

FLAME BLADE

  • casting time 1 bonus action
  • range Self

  • components V, S, M
  • duration Up to 10min. (C)

leaf of sumac


You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke the blade again as a bonus action.
You can use your action to make a melee spell attack with the fiery blade. On a hit, the target takes 3d6 fire damage.
The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for every two slot levels above 2nd.

Paladin Vigil

SPIRIT GUARDIANS

  • casting time 1 action
  • range Self (15 ft radius)

  • components V, S, M
  • duration Up to 10min. (C)

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, their spectral form appears angelic or fey (your choice). If you are evil, 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, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

Paladin Vigil

DISPEL MAGIC

  • casting time 1 action
  • range 120 feet

  • components V, S
  • duration Instantaneous


Choose any creature, object, 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, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, 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 Vigil

STAGGERING SMITE

  • casting time 1 bonus action
  • range Self

  • components V
  • duration Up to 1 minute (C)


The next time you hit a creature with a melee weapon attack during this spell's duration, your weapon pierces both body and mind, and the attack deals an extra 4d6 psychic damage to the target. The target must make a Wisdom saving throw. On a failed save, it has disadvantage on attack rolls and ability checks, and can't take reactions, until the end of its next turn.

Paladin

FIND GREATER STEED

  • casting time 10 minutes
  • range 30 feet

  • components V, S
  • duration Instantaneous


You summon a spirit that assumes the form of a loyal, majestic mount. Appearing in an unoccupied space within range, the spirit takes on a form you choose: a griffon, a pegasus, a peryton , a dire wolf, a rhinoceros, or a saber-toothed tiger. The creature has the statistics provided in the Monster Manual for the chosen form, though it is a celestial, a fey, or a fiend (your choice) instead of its normal creature type. Additionally, if it has an Intelligence score of 5 or lower, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak.
You control the mount in combat. While the mount is within 1 mile of you, you can communicate with it telepathically. While mounted on it, you can make any spell you cast that targets only you also target the mount.

Paladin

LOCATE CREATURE

  • casting time 1 action
  • range Self

  • components V, S, M
  • duration Up to 1 hour

bit of fur from a bloodhound


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

Paladin

DEATH WARD

  • casting time 1 action
  • range Touch

  • components V, S
  • duration 8 hours


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, the target instead drops to 1 hit point, 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, that effect is instead negated against the target, and the spells ends.

Paladin

DIMENSION DOOR

  • casting time 1 action
  • range 500 feet

  • components V
  • duration Instantaneous


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, one you can visualize, or one you can describe by stating distance and direction, such as 200 feet straight downward or upward to the northwest at a 45-degree angle, 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, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you.

Paladin

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BANISHMENT

  • casting time 1 action
  • range 60 feet

  • components V, S, M
  • duration Up to 1 min. (C)

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.

(see page 217)

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.

Paladin

BANISHING SMITE

  • casting time 1 bonus action
  • range Self

  • components V
  • duration Up to 1 minute (C)


The next time you hit a creature with a weapon attack before the spell ends, your weapon crackles with force and the attack deals an extra 5d10 force damage to the target. Additionally, if this attack reduces the target to 50 hp or fewer, you banish it. If the target is native to a different plane of existence than the one you're on, the target disappears, returning to its home plane. If the target is native to the plane you're on, the creature vanishes into a harmless demiplane. While there, the target is incapacitated. It remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.

Paladin

AURA OF PURITY

  • casting time 1 action
  • range Self (30 ft radius)

  • components V
  • duration Up to 10 min. (C)


Purifying energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. Each non-hostile creature in the aura (including you) can't become diseased, has resistance to poison damage, and has advantage on saving throws against effects that cause any of the following conditions: blinded, charmed, deafened, frightened, paralyzed, poisoned, and stunned.

Paladin

AURA OF LIFE

  • casting time 1 action
  • range Self (30 ft radius)

  • components V
  • duration Up to 10 min. (C)


Life-preserving energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. Each non-hostile creature in the aura (including you) has resistance to necrotic damage, and its hit point maximum can't be reduced. In addition, a non-hostile, living creature regains 1 hit point when it starts its turn in the aura with 0 hit points.

Paladin

REMOVE CURSE

  • casting time 1 action
  • range Touch

  • components V, S
  • duration Instantaneous


At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner's attunement to the object so it can be removed or discarded.

Paladin

REVIVIFY

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration Instantaneous

diamonds worth 300gp


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, nor can it restore any missing body parts.

Paladin

MAGIC CIRCLE

  • casting time 1 minute
  • range 10 feet

  • components V, S, M
  • duration 1 hour

holy water or powdered silver worth 100gp


You create a 10-foot-radius, 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, elementals, fey, fiends, or undead. The circle affects a creature of the chosen type in the following ways.

(see page 256)

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 hour for each slot level above 3rd.

Paladin

ELEMENTAL WEAPON

  • casting time 1 action
  • range Touch

  • components V, S
  • duration Up to 1 hour (C)


A nonmagical weapon you touch becomes a magic weapon. Choose one of the following damage types - acid, cold, fire, lightning, 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, the bonus to attack rolls increases to +2 and the extra damage increases to 2d4. When you use a spell slot of 7th level or higher, the bonus increases to +3 and the extra damage increases to 3d4.

Paladin

DAYLIGHT

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration 1 hour


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, the light shines from the object with and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light.
If any of this spell's area overlaps with an area of darkness created by a spell of or lower, the spell that created the darkness is dispelled.

Paladin

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CREATE FOOD AND WATER

  • casting time 1 action
  • range 30 feet

  • components V, S
  • duration Instantaneous


You create 45 pounds of food and 30 gallons of water on the ground or in containers within range, enough to sustain up to fifteen humanoids or five steeds for 24 hours. The food is bland but nourishing, and spoils if uneaten after 24 hours. The water is clean and doesn't go bad.

Paladin

CRUSADER'S MANTLE

  • casting time 1 action
  • range Self

  • components V
  • duration Up to 1 minute (C)


Holy power radiates from you in an aura with a 30-foot radius, awakening boldness in friendly creatures. Until the spell ends, the aura moves with you, centered on you. While in the aura, each non-hostile creature in the aura (including you) deals an extra 1d4 radiant damage when it hits with a weapon attack.

Paladin

BLINDING SMITE

  • casting time 1 bonus action
  • range Self

  • components V
  • duration Up to 1 minute (C)


The next time you hit a creature with a melee weapon attack during this spell's duration, you weapon flares with a bright light, and the attack deals an extra 3d8 radiant damage to the target. Additionally, 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, it is no longer blinded.

Paladin

AURA OF VITALITY

  • casting time 1 action
  • range Self (30ft radius)

  • components V
  • duration Up to 1 minute (C)


Healing energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. You can use a bonus action to cause one creature in the aura (including you) to regain 2d6 hit points.

Paladin

COMMAND

  • casting time 1 action
  • range 60 feet

  • components V
  • duration 1 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 the command is directly harmful to it.

(See page 223)



At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot above 1st. The creatures must be within 30 feet of each other when you target them.

Paladin Vigil

SHIELD OF FAITH

  • casting time 1 bonus action
  • range 60 feet

  • components V, S, M
  • duration Up to 10 min. (C)

Materials: Small parchment with holy text


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

Paladin Vigil

PURIFY FOOD AND DRINK

  • casting time 1 action
  • range 10 feet

  • components V. S
  • duration Instanteous


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

CURE WOUNDS

  • casting time 1 action
  • range Touch

  • components V, S
  • duration Instanteous


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

BLESS

  • casting time 1 action
  • range 30 feet

  • components V, S, M
  • duration Up to 1 minute (C)

Material: 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 level above 1st.

Paladin

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DETECT MAGIC

  • casting time 1 action
  • range Self

  • components V. S
  • duration Up to 10 min. (C)


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.

This 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

THUNDEROUS SMITE

  • casting time 1 bonus action
  • range Self

  • components V
  • duration Up to 1 min. (C)


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

WRATHFUL SMITE

  • casting time 1 bonus action
  • range Self

  • components V
  • duration Up to 1 min. (C)


The next time you hit with a melee weapon attack during this spell's duration your attack deals an extra 1d6 psychic damage to the target. Additionally, if the target is a creature, it must succeed on 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 and end this spell.

Paladin

DIVINE FAVOR

  • casting time 1 bonus action
  • range Self

  • components V. S
  • duration Up to 1 min. (C)


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

Paladin

SEARING SMITE

  • casting time 1 bonus action
  • range Self

  • components V
  • duration Up to 1 min. (C)


The next time you hit with a melee weapon attack during this 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 a target 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 spell slot above 1st.

Paladin

HEROISM

  • casting time 1 action
  • range Touch

  • components V, S
  • duration Up to 1 minute (C)


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

COMPELLED DUEL

  • casting time 1 bonus action
  • range 30 feet

  • components V
  • duration Up to 1 minute (C)


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

DETECT POISON AND DISEASE

  • casting time 1 action
  • range Self

  • components V, S, M
  • duration Up to 10 min. (C)

Materials: Yew Leaf

For the duration, you can sense the presence and location of poison, poisonous creatures, and diseases within 30 feet. You also identify the kind of poison, poisonous creature, or disease in each case.

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

DETECT EVIL AND GOOD

  • casting time 1 action
  • range Self

  • components V, S, M
  • duration Up to 10 min. (C)

Materials: Yew Leaf

For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you. Similarly, you know if there is a place or 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

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Protection from Evil and Good

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration Up to 10 min. (C)

holy water or powdered silver and iron

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

AID

  • casting time 1 action
  • range 30 feet

  • components V, S, M
  • duration 8 hours

Material: 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, a target's hit points increase by an additional 5 for each slot level above 2nd.

Paladin

MAGIC WEAPON

  • casting time 1 bonus action
  • range Touch

  • components V, S
  • duration Up to 1 hour (C)


You touch a nonmagical weapon. Until the spell ends, 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, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3.

Paladin

ZONE OF TRUTH

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration 10 minutes


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, 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, 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

LESSER RESTORATION

  • casting time 1 action
  • range Touch

  • components V, S
  • duration Instaneous


You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

Paladin

BRANDING SMITE

  • casting time 1 bonus action
  • range Self

  • components V
  • duration Up to 1 minute (C)


The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d6 radiant damage to the target, which becomes visible if it is invisible, 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, the extra damage increases by 1d6 for each slot level above 2nd.

Paladin

FIND STEED

  • casting time 10 minutes
  • range 30 feet

  • components V, S
  • duration Instantaneous

You summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed, creating a long-lasting bond with it. Appearing in an unoccupied space within range, the steed takes on a form that you choose, such as a warhorse, a pony, a camel, an elk, or a mastiff. (Your DM might allow other animals to be summoned as steeds.) The steed has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of its normal type. Additionally, if your steed has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak.
Your steed serves you as a mount, both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted on your steed, you can make any spell you cast that targets only you also target your steed

Paladin

PROTECTION FROM POISON

  • casting time 1 action
  • range Touch

  • components V, S
  • duration 1 hour


You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize on poison that you know is present, or you neutralize one at random.

For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage.

Paladin

LOCATE OBJECT

  • casting time 1 action
  • range Self

  • components V, S, M
  • duration Up to 10 min. (C)

Material: Forked twig

Describe or name an object that is familiar to you. You sense the direction to the object's location, as long as that object is within 1,000 feet of you. If the object is in motion, 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, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.
This spell can't locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.

Paladin

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HOLD PERSON

  • casting time 1 action
  • range 60 feet

  • components V, S, M
  • duration Up to 1 minute (C)

Material: A small 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, the target can make another Wisdom saving throw. On a success, 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

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