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Armure d'Agathys

  • casting time1 action
  • rangePersonnelle

  • componentsV, S, M
  • duration1 heure

Une coupe d'eau

Une force magique protectrice vous entoure, se manifestant sous la forme d'un givre spectral vous couvrant vous et votre équipement. Vous obtenez 5 points de vie temporaires pour la durée du sort. Si une créature vous touche avec une attaque au corps à corps alors que vous avez ces points de vie temporaires, la créature subit 5 dégâts de froid. Aux niveaux supérieurs. Lorsque vous lancez ce sort en utilisant un emplacement de sort de niveau 2 ou supérieur, les points de vie temporaires et les dégâts de froid augmentent de 5 pour chaque niveau d'emplacement au-delà du niveau 1.

Paladin (Conquest) Niveau 1 - Abjuration

Fléau

  • casting time1 action
  • range9 mètres

  • componentsV, S, M
  • durationConcentration, jusqu'à 1 minute

Une goutte de sang

Jusqu'à 3 créatures de votre choix, que vous pouvez voir et qui sont à portée, doivent effectuer un jet de sauvegarde de Charisme. Quand une cible qui a raté son jet de sauvegarde fait un jet d'attaque ou un autre jet de sauvegarde avant la fin du sort, elle doit lancer un d4 et soustraire le résultat à son jet d'attaque ou de sauvegarde. Aux niveaux supérieurs. Lorsque vous lancez ce sort en utilisant un emplacement de sort de niveau 2 ou supérieur, vous pouvez cibler une créature supplémentaire pour chaque niveau d'emplacement au-delà du niveau 1.

Paladin (Vengeance) Niveau 1 - Enchantement

Bénédiction

  • casting time1 action
  • range9 mètres

  • componentsV, S, M
  • durationConcentration, jusqu'à 1 minute

Une aspersion d'eau bénite

Vous bénissez jusqu'à trois créatures de votre choix, dans la portée du sort. À chaque fois qu'une cible fait un jet d'attaque ou de sauvegarde avant la fin du sort, la cible peut lancer un d4 et ajouter le résultat au jet d'attaque ou de sauvegarde. Aux niveaux supérieurs. Lorsque vous lancez ce sort en utilisant un emplacement de sort de niveau 2 ou supérieur, vous pouvez cibler une créature supplémentaire pour chaque niveau d'emplacement au-delà du niveau 1.

Paladin Niveau 1 - Enchantement

Cérémonie (rituel)

  • casting time1 heure
  • rangeContact

  • componentsV, S, M
  • durationInstantané

25 po de poudre d'argent, que le sort consomme

Vous réalisez une cérémonie religieuse qui est imprégnée de magie. Lorsque vous lancez ce sort, choisissez l'un des rites suivants, la cible devant se trouver à 3 mètres ou moins de vous durant tout le temps d'incantation.

Eau bénite: Vous touchez une fiole d'eau et celle-ci devient de l'eau bénite.

Expiation: Vous touchez une créature consentante dont l'alignement a changé et faites un jet de Sagesse (Intuition) DD 20. En cas de réussite, vous restaurez l'alignement original de la cible.

Rite funéraire: Vous touchez un cadavre et pendant les 7 prochains jours, la cible ne peut pas devenir un mort-vivant par aucun autre moyen que le sort souhait.

Mariage: Vous touchez des humanoïdes adultes prêts à s'unir par les liens du mariage. Pour les 7 prochains jours, chaque cible gagne un bonus de +2 à la CA tant qu'ils sont à 9 mètres ou moins l'un de l'autre. Une créature ne peut bénéficier de nouveau de ce rite que si elle est veuve.

Paladin (XGE) Niveau 1 - Abjuration

Injonction [1/2]

  • casting time1 action
  • range18 mètres

  • componentsV
  • duration1 tour

Vous donnez un ordre d'un mot à une créature dans la portée du sort et que vous pouvez voir. La cible doit réussir un jet de sauvegarde de Sagesse ou suivre l'ordre lors de son prochain tour. Le sort n'a aucun effet si la cible est un mort-vivant, si elle ne comprend pas la langue, ou si votre ordre est directement nocif pour elle. Des injonctions typiques et leurs effets suivent. Vous pouvez émettre un ordre autre que ceux décrits ici. Si vous le faites, le MD détermine comment la cible se comporte. Si la cible est empêchée de suivre votre ordre, le sort prend fin.

Approche: La cible se déplace vers vous par le chemin le plus court et le plus direct, terminant son tour si elle arrive à 1,50 mètre ou moins de vous.

Lâche: La cible lâche tout ce qu'elle tient et termine alors à son tour.

Fuis: La cible s'éloigne de vous le plus rapidement possible.

Tombe: La cible tombe au sol et termine alors à son tour.

Halte: La cible ne bouge plus et n'entreprend aucune action.

Aux niveaux supérieurs: Lorsque vous lancez ce sort en utilisant un emplacement de sort de niveau 2 ou supérieur, vous pouvez affecter

Paladin (*)(Crown)(Conquest) Niveau 1 - Enchantement

Injonction [2/2]

  • casting time1 action
  • range18 mètres

  • componentsV
  • duration1 tour

une créature supplémentaire pour chaque niveau d'emplacement au-delà du niveau 1. Les créatures que vous ciblez doivent toutes être dans un rayon de 9 mètres.

Paladin (*)(Crown)(Conquest) Niveau 1 - Enchantement

Duel forcé

  • casting time1 action bonus
  • range9 mètres

  • componentsV
  • durationConcentration, jusqu'à 1 minute

Vous essayez de contraindre une créature à engager un duel avec vous. Une créature à portée que vous pouvez voir doit effectuer un jet de sauvegarde de Sagesse. En cas d'échec, vous obnubilez la créature, contrainte par votre exigence divine. Pour toute la durée du sort, la créature a un désavantage à ses jets d'attaque effectués contre d'autres créatures que vous, et doit effectuer un jet de sauvegarde de Sagesse à chaque fois qu'elle essaye de s'éloigner à plus de 9 mètres de vous

Paladin (*)(Crown)(Conquest) Niveau 1 - Enchantement

Soins

  • casting time1 action
  • rangeContact

  • componentsV, S
  • durationInstantané

Une créature que vous touchez récupère un nombre de points de vie égal à 1d8 + le modificateur de votre caractéristique d'incantation. Ce sort n'a pas d'effet sur les morts-vivants et les artificiels.

Aux niveaux supérieurs: Lorsque vous lancez ce sort en utilisant un emplacement de sort de niveau 2 ou supérieur, la quantité de points de vie récupérés est augmentée de 1d8 pour chaque niveau d'emplacement au-delà du niveau 1.

Paladin Niveau 1 - évocation

Détection du mal et du bien

  • casting time1 action
  • rangePersonelle

  • componentsV, S
  • durationConcentration, jusqu'à 10 minutes

Pour la durée du sort, vous savez si une aberration, un céleste, un élémentaire, une fée, un fiélon ou un mort-vivant est présent dans un rayon de 9 mètres autour de vous. Vous pouvez aussi déterminer sa localisation. De la même manière, vous savez si un objet ou un lieu à 9 mètres ou moins de vous a été consacré ou profané. Le sort peut outrepasser la plupart des obstacles mais il est bloqué par 30 cm de pierre, 2,50 cm de métal ordinaire, une mince feuille de plomb ou 90 cm de bois ou de terre.

Paladin Niveau 1 - Divination

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Détection de la magie (rituel)

  • casting time1 action
  • rangePersonelle

  • componentsV, S
  • durationConcentration, jusqu'à 10 minutes

Pour la durée du sort, vous percevez la présence de magie à 9 mètres ou moins de vous. Si vous percevez de la magie de cette manière, vous pouvez utiliser votre action pour discerner une faible aura enveloppant une créature ou un objet visible dans la zone qui présente de la magie. Vous déterminez aussi l'école de magie, le cas échéant. Le sort peut outrepasser la plupart des obstacles mais il est bloqué par 30 cm de pierre, 2,50 cm de métal ordinaire, une mince feuille de plomb ou 90 cm de bois ou de terre.

Paladin Niveau 1 - Divination

Détection du poison et des maladies (rituel)

  • casting time1 action
  • rangePersonelle

  • componentsV, S, M
  • durationConcentration, jusqu'à 10 minutes

Une feuille d'if

Pour la durée du sort, vous pouvez percevoir la présence et localiser les poisons, les créatures venimeuses, et les maladies dans un rayon de 9 mètres autour de vous. Vous identifiez également le type de poison, de créature venimeuse, ou de maladie. Le sort peut outrepasser la plupart des obstacles mais il est bloqué par 30 cm de pierre, 2,50 cm de métal ordinaire, une mince feuille de plomb ou 90 cm de bois ou de terre.

Paladin Niveau 1 - Divination

Faveur divine

  • casting time1 action bonus
  • rangePersonelle

  • componentsV, S
  • durationConcentration, jusqu'à 1 minute

Votre prière vous donne de la puissance dans un rayonnement divin. Jusqu'à ce que le sort se termine, vos attaques avec une arme infligent 1d4 dégâts radiants supplémentaires lorsqu'elles touchent.

Paladin Niveau 1 - Évocation

Frappe piégeuse

  • casting time1 action bonus
  • rangePersonelle

  • componentsV
  • durationConcentration, jusqu'à 1 minute

La prochaine fois que vous touchez une créature avec une attaque avec une arme avant que ce sort ne prenne fin, une masse tortueuse de lianes épineuses apparaît au point d'impact, et la cible doit réussir un jet de sauvegarde de Force sous peine d'être entravée par ces lianes magiques jusqu'à ce que le sort prenne fin. Une créature de taille G ou supérieure a un avantage à son jet de sauvegarde. Si la cible réussit son jet de sauvegarde, les lianes se flétrissent et tombent. Tant qu'elle est entravée par ce sort, la cible subit 1d6 dégâts perforants au début de chacun de ses tours. Une créature entravée par ces lianes, ou une autre créature capable de la toucher, peut utiliser son action pour effectuer un jet de Force contre le DD de sauvegarde de votre sort. En cas de réussite, la cible est libérée.
Aux niveaux supérieurs: Si vous lancez ce sort en utilisant un emplacement de sort de niveau 2 ou supérieur, les dégâts augmentent de 1d6 pour chaque niveau d'emplacement au-delà du niveau 1.

Paladin (Ancients) Niveau 1 - Invocation

Représailles infernales

  • casting time1 réaction
  • range18 mètres

  • componentsV, S
  • durationInstantanée

Vous pointez votre doigt, et la créature qui vous a infligé des dégâts est momentanément entourée de flammes infernales. La créature doit effectuer un jet de sauvegarde de Dextérité, subissant 2d10 dégâts de feu en cas d'échec, ou la moitié de ces dégâts en cas de réussite.
Aux niveaux supérieurs: Lorsque vous lancez ce sort en utilisant un emplacement de sort de niveau 2 ou supérieur, les dégâts sont augmentés de 1d10 pour chaque niveau d'emplacement au-delà du niveau 1.

Paladin (Oathbreaker) Niveau 1 - Évocation

Héroïsme

  • casting time1 action
  • rangeContact

  • componentsV, S
  • durationConcentration, jusqu'à 1 minute

Une créature consentante que vous touchez est submergée par le courage. Jusqu'à la fin du sort, la créature est immunisée contre l'état effrayé et gagne un nombre de points de vie temporaires égal au modificateur de votre caractéristique d'incantation, et ce au début de chacun de ses tours. Lorsque le sort prend fin, la cible perd tous les points de vie temporaires qu'il lui restait et qui lui avaient été conférés par ce sort.

Aux niveaux supérieurs: Lorsque vous lancez ce sort en utilisant un emplacement de sort de niveau 2 ou supérieur, vous pouvez cibler une créature supplémentaire pour chaque niveau d'emplacement au-delà du niveau 1.

Paladin Niveau 1 - Enchantement

Marque du chasseur

  • casting time1 action bonus
  • range27 mètres

  • componentsV
  • durationConcentration, jusqu'à 1 heure

Vous choisissez une créature que vous pouvez voir et à portée, et la marquez magiquement comme étant votre cible. Jusqu'à ce que le sort prenne fin, vous infligez 1d6 dégâts supplémentaires à la cible lorsque vous la touchez lors d'une attaque avec une arme, et vous avez un avantage à tous vos jets de Sagesse (Perception) ou Sagesse (Survie) effectués pour la trouver. Si la cible tombe à 0 point de vie avant que le sort ne prenne fin, vous pouvez utiliser votre action bonus lors de l'un de vos tours suivants pour marquer une nouvelle créature.

Aux niveaux supérieurs: Lorsque vous lancez ce sort en utilisant un emplacement de sort de niveau 3 ou 4, vous pouvez maintenir votre concentration sur ce sort pendant 8 heures maximum. Lorsque vous lancez ce sort en utilisant un emplacement de sort de niveau 5 ou supérieur, vous pouvez maintenir votre concentration sur ce sort pendant 24 heures maximum.

Paladin (Vengeance) Niveau 1 - Divination

Blessure

  • casting time1 action
  • rangeContact

  • componentsV, S
  • durationInstantané

Faites une attaque au corps à corps avec un sort contre une créature que vous pouvez toucher. En cas de réussite, la cible prend 3d10 dégâts nécrotiques.

Aux niveaux supérieurs: Lorsque vous lancez ce sort en utilisant un emplacement de sort de niveau 2 ou supérieur, les dégâts augmentent de 1d10 chaque niveau d'emplacement au-delà du niveau 1.

Paladin (Oathbreaker) Niveau 1 - Nécromancie

Protection contre le mal et le bien

  • casting time1 action
  • rangeContact

  • componentsV, S, M
  • durationConcentration, jusqu'à 10 minutes

de l'eau bénite ou de la poudre d'argent et de fer, que le sort consomme

Jusqu'à ce que le sort prenne fin, une créature consentante que vous touchez est protégée contre certains types de créatures : les aberrations, les célestes, les élémentaires, les fées, les fiélons et les morts-vivants. La protection confère un certain nombre de bénéfices. Les créatures de ces types ont un désavantage à leurs jets d'attaque effectués contre la cible. De plus, elles ne peuvent ni effrayer, ni charmer, ni posséder la cible. Si la cible est déjà charmée, effrayée, ou possédée par une telle créature, la cible a un avantage à tout nouveau jet de sauvegarde qu'elle effectuerait contre l'effet en question.

Paladin (*)(Devotion) Niveau 1 - Abjuration

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Purification de nourriture et d'eau (rituel)

  • casting time1 action
  • range3 mètres

  • componentsV, S
  • durationInstantané

Toute la nourriture et toutes les boissons, non magiques, se trouvant dans une sphère de 1,50 mètre de rayon, et centrée sur un point de votre choix à portée, sont purifiées et débarrassées de tout poison et de toute maladie.

Paladin Niveau 1 - Transmutation

Sanctuaire

  • casting time1 action bonus
  • range9 mètres

  • componentsV, S, M
  • duration1 minute

un petit miroir en argent

Vous protégez une créature dans la portée du sort contre les attaques. Jusqu'à ce que le sort se termine, toute créature qui cible la créature protégée avec une attaque ou un sort offensif doit d'abord effectuer un jet de sauvegarde de Sagesse. En cas d'échec, la créature doit choisir une nouvelle cible ou perdre son attaque ou son sort. Ce sort ne protège pas la créature protégée contre les sorts à zone d'effet, tel que l'explosion d'une boule de feu. Si la créature protégée fait une attaque, lance un sort qui affecte une créature ennemie ou inflige des dégâts à une autre créature, ce sort se termine.

Paladin (Devotion)(Redemption) Niveau 1 - Abjuration

Châtiment calcinant

  • casting time1 action bonus
  • rangePersonnelle

  • componentsV
  • durationConcentration, jusqu'à 1 minute

La prochaine fois que vous touchez une créature avec une attaque au corps à corps avec une arme pendant la durée du sort, votre arme est chauffée à blanc, et votre attaque inflige 1d6 dégâts de feu supplémentaires à la cible et l'enflamme. Au début de chacun de ses tours jusqu'à la fin du sort, la cible doit effectuer un jet de sauvegarde de Constitution. En cas d'échec, elle subit 1d6 dégâts de feu. En cas de réussite, le sort prend fin. Si la cible, ou une créature située à 1,50 mètre d'elle, utilise son action pour étouffer les flammes, ou si tout autre effet éteint les flammes (par exemple si la cible se plonge dans l'eau), le sort prend fin.

Aux niveaux supérieurs: Si vous lancez ce sort en utilisant un emplacement de sort de niveau 2 ou supérieur, les dégâts supplémentaires initiaux infligés par l'attaque augmentent de 1d6 pour chaque niveau d'emplacement au-delà du niveau 1.

Paladin Niveau 1 - Évocation

Bouclier de la foi

  • casting time1 bonus action
  • range60 feet

  • componentsV, S, M
  • durationConcentration, jusqu'à 10 minutes

un bout de texte saint écrit sur un petit parchemin

Un champ scintillant apparaît et entoure une créature de votre choix dans la portée du sort, lui accordant un bonus de +2 à la CA pour la durée du sort.

Paladin Niveau 1 - Abjuration

Sommeil

  • casting time1 action
  • range27 mètres

  • componentsV, S, M
  • duration1 minute

une pincée de sable fin, de pétales de rose ou un grillon

Ce sort expédie les créatures dans un sommeil magique. Lancez 5d8

Paladin Niveau 1 - Enchantement

Speak with Animals (ritual)

  • casting time1 action
  • rangeSelf

  • componentsV, S
  • duration10 minutes

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

Paladin (Ancients) Niveau 1 - Divination

Thunderous Smite

  • casting time1 bonus action
  • rangeSelf

  • componentsV
  • durationConcentration, jusqu'à 1 minute

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

Paladin Niveau 1 - Évocation

Wrathful Smite

  • casting time1 bonus action
  • rangeSelf

  • componentsV, S, M
  • durationConcentration, jusqu'à 1 minute

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

Paladin Niveau 1 - Évocation

Guiding Bolt

  • casting time1 action
  • range120 feet

  • componentsV, S
  • duration1 round

A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.
Aux niveaux supérieurs: When you cast this spell using a spell slot of Niveau 2 - or higher, the damage increases by 1d6 for each slot level above 1st.

Paladin (Glory) Niveau 1 - Évocation

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Heroism

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationConcentration, jusqu'à 1 minute

A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell.

Aux niveaux supérieurs: When you cast this spell using a spell slot of Niveau 2 - or higher, you can target 1 additional creature for each slot level above 1st.

Paladin (Glory) Niveau 1 - Enchantement

Alarm (ritual)

  • casting time1 minute
  • range30 feet

  • componentsV, S, M
  • duration8 hours

a tiny bell and a piece of fine silver wire

You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.
A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.
An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.

Paladin (Watchers) Niveau 1 - Abjuration

Detect Magic (ritual)

  • casting time1 action
  • rangeSelf

  • componentsV, S
  • durationConcentration, jusqu'à 10 minutes

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

Paladin (Watchers) Niveau 1 - Divination

Aid

  • casting time1 action
  • range30 feet

  • componentsV, S, M
  • duration8 hours

a tiny strip of white cloth

Your spell bolsters your allies with toughness and resolve. Choose jusqu'à three creatures within range. Each target's hit point maximum and current hit points increase by 5 for the duration.
Aux niveaux supérieurs: When you cast this spell using a spell slot of Niveau 3 - or higher, a target's hit points increase by an additional 5 for each slot level above 2nd.

Paladin Niveau 2 - Abjuration

Branding Smite

  • casting time1 bonus action
  • rangeSelf

  • componentsV
  • durationConcentration, jusqu'à 1 minute

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.
Aux niveaux supérieurs: When you cast this spell using a spell slot of Niveau 3 - or higher, the extra damage increases by 1d6 for each slot level above 2nd.

Paladin Niveau 2 - Évocation

Calm Emotions

  • casting time1 action
  • range60 feet

  • componentsV, S
  • durationConcentration, jusqu'à 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, choose one of the following two effects.
You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.
Alternatively, 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, unless the DM rules otherwise.

Paladin (Redemption) Niveau 2 - Enchantement

Crown of Madness

  • casting time1 action
  • range120 feet

  • componentsV, S
  • durationConcentration, jusqu'à 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, a twisted crown of jagged iron appears on its head, 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, you must use your action to maintain control over the target, 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) Niveau 2 - Enchantement

Darkness

  • casting time1 action
  • range60 feet

  • componentsV, M
  • durationConcentration, jusqu'à 10 minutes

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, 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, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, 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) Niveau 2 - Évocation

Find Steed [1/2]

  • casting time10 minutes
  • range30 feet

  • componentsV, S
  • durationInstantaneous

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.
When the steed drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss your steed at any time as an action, causing it to disappear. In either case, casting this spell again summons the same steed, restored to its hit point maximum.
While your steed is within 1 mile of you, you can

Paladin Niveau 2 - Conjuration

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2 2
2 2
2 2
2 2

Find Steed [2/2]

  • casting time10 minutes
  • range30 feet

  • componentsV, S
  • durationInstantaneous

communicate with it telepathically.
You can't have more than one steed bonded by this spell at a time. As an action, you can release the steed from its bond at any time, causing it to disappear.

Paladin Niveau 2 - Conjuration

Hold Person

  • casting time1 action
  • range60 feet

  • componentsV, S, M
  • durationConcentration, jusqu'à 1 minute

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.
Aux niveaux supérieurs: When you cast this spell using a spell slot of Niveau 3 - 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 Niveau 2 - Enchantement

Lesser Restoration

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationInstantaneous

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 (*)(Devotion) Niveau 2 - Abjuration

Locate Object

  • casting time1 action
  • rangeSelf

  • componentsV, S, M
  • durationConcentration, jusqu'à 10 minutes

a 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 Niveau 2 - Divination

Magic Weapon

  • casting time1 bonus action
  • rangeTouch

  • componentsV, S
  • durationConcentration, jusqu'à 1 hour

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.
Aux niveaux supérieurs: When you cast this spell using a spell slot of Niveau 4 - or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3.

Paladin Niveau 2 - Transmutation

Misty Step

  • casting time1 bonus action
  • rangeSelf

  • componentsV
  • durationInstantaneous

Briefly surrounded by silvery mist, you teleport jusqu'à 30 feet to an unoccupied space that you can see.

Paladin (Ancients)(Vengeance) Niveau 2 - Conjuration

Moonbeam

  • casting time1 action
  • range120 feet

  • componentsV, S, M
  • durationConcentration, jusqu'à 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, 40-foot-high cylinder centered on a point within range. Until the spell ends, 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, 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, or half as much damage on a successful one.
A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can't assume a different form until it leaves the spell's light.
On each of your turns after you cast this spell, you can use an action to move the beam 60 feet in any direction.
Aux niveaux supérieurs: When you cast this spell using a spell slot of Niveau 3 - or higher, the damage increases by 1d10 for each slot level above 2nd.

Paladin (Ancients) Niveau 2 - Évocation

Protection from Poison

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • duration1 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 Niveau 2 - Abjuration

Spiritual Weapon

  • casting time1 bonus action
  • range60 feet

  • componentsV, S
  • duration1 minute

You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier.
As a bonus action on your turn, you can move the weapon jusqu'à 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.
Aux niveaux supérieurs: When you cast this spell using a spell slot Niveau 3 - of or higher, the damage increases by 1d8 for every two slot levels above the 2nd.

Paladin (Conquest) Niveau 2 - Évocation

2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2

Warding Bond

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • duration1 hour

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

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

Paladin (Crown) Niveau 2 - Abjuration

Zone of Truth

  • casting time1 action
  • range60 feet

  • componentsV, S
  • duration10 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 (*)(Devotion)(Crown) Niveau 2 - Enchantement

Enhance Ability

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • durationConcentration, jusqu'à 1 hour

fur or a feather from a beast

You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects - the target gains the effect until the spell ends.
Bear's Endurance: The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.
Bull's Strength: The target has advantage on Strength checks, and his or her carrying capacity doubles.
Cat's Grace: The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated.
Eagle's Splendor: The target has advantage on Charisma checks.
Fox's Cunning: The target has advantage on Intelligence checks.
Owl's Wisdom: The target has advantage on Wisdom checks.
Aux niveaux supérieurs: When you cast this spell using a spell slot of Niveau 3 - or higher, you can target one additional creature for each slot level above 2nd.

Paladin (Glory) Niveau 2 - Transmutation

Magic Weapon

  • casting time1 bonus action
  • rangeTouch

  • componentsV, S
  • durationConcentration, jusqu'à 1 hour

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.
Aux niveaux supérieurs: When you cast this spell using a spell slot of Niveau 4 - or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3.

Paladin (Glory) Niveau 2 - Transmutation

Gentle Repose (ritual)

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • duration10 days

a pinch of salt and one copper piece placed on each of the corpse's eyes, which must remain there for the duration

You touch a corpse or other remains. For the duration, the target is protected from decay and can't become undead.
The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don't count against the time limit of spells such as raise dead.

Paladin (TCE) Niveau 2 - Nécromancie

Prayer of Healing

  • casting time10 minutes
  • range30 feet

  • componentsV
  • durationInstantaneous

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

Paladin (TCE) Niveau 2 - Évocation

Warding Bond

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • duration1 hour

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

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

Paladin (TCE) Niveau 2 - Abjuration

Moonbeam

  • casting time1 action
  • range120 feet

  • componentsV, S, M
  • durationConcentration, jusqu'à 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, 40-foot-high cylinder centered on a point within range. Until the spell ends, 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, 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, or half as much damage on a successful one.
A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can't assume a different form until it leaves the spell's light.
On each of your turns after you cast this spell, you can use an action to move the beam 60 feet in any direction.
Aux niveaux supérieurs: When you cast this spell using a spell slot of Niveau 3 - or higher, the damage increases by 1d10 for each slot level above 2nd.

Paladin (Watchers) Niveau 2 - Évocation

See Invisibility

  • casting time1 action
  • rangeSelf

  • componentsV, S, M
  • duration1 hour

A pinch of Talc and a small sprinkling of powdered silver

For the duration, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.

Paladin (Watchers) Niveau 2 - Divination

2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2

Animate Dead [1/2]

  • casting time1 minute
  • range10 feet

  • componentsV, S, M
  • durationInstantaneous

a drop of blood, a piece of flesh, 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, 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, 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, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.
The creature is under your control for 24 hours, after which it stops obeying

Paladin (Oathbreaker) Niveau 3 - Nécromancie

Animate Dead [2/2]

  • casting time1 minute
  • range10 feet

  • componentsV, S, M
  • durationInstantaneous

a drop of blood, a piece of flesh, and a pinch of bone dust

any command you've given it. To maintain the control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over jusqu'à four creatures you have animated with this spell, rather than animating a new one.
Aux niveaux supérieurs: When you cast this spell using a spell slot of Niveau 4 - or higher, you animate or reassert control over two additional undead creatures for each slot above 3rd. Each of the creatures must come from a different corpse or pile of bones.

Paladin (Oathbreaker) Niveau 3 - Nécromancie

Aura of Vitality

  • casting time1 action
  • rangeSelf (30-foot radius)

  • componentsV
  • durationConcentration, jusqu'à 1 minute

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 (*)(Crown) Niveau 3 - Évocation

Beacon of Hope

  • casting time1 action
  • range30 feet

  • componentsV, S
  • durationConcentration, jusqu'à 1 minute

This spell bestows hope and vitality. Choose any number of creatures within range. For the duration, each target has advantage on Wisdom saving throws and death saving throws, and regains the maximum number of hit points possible from any healing.

Paladin (Devotion) Niveau 3 - Abjuration

Bestow Curse [1/2]

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationConcentration, jusqu'à 1 minute

You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options.
• Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score.
• While cursed, 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, it wastes its action that turn doing nothing.
• While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target.
A remove curse spell ends this effect. At the DM's option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The DM has final say on such a curse's effect.
Aux niveaux supérieurs: If you cast this spell using a spell slot of Niveau 4 - or higher, the duration is concentration, jusqu'à 10 minutes. If you use a spell slot of Niveau 5 - or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you

Paladin (Oathbreaker)(Conquest) Niveau 3 - Nécromancie

Bestow Curse [2/2]

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationConcentration, jusqu'à 1 minute

use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of Niveau 5 - or higher grants a duration that doesn't require concentration.

Paladin (Oathbreaker)(Conquest) Niveau 3 - Nécromancie

Blinding Smite

  • casting time1 bonus action
  • rangeSelf

  • componentsV
  • durationConcentration, jusqu'à 1 minute

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 Niveau 3 - Évocation

Counterspell

  • casting time1 reaction
  • range60 feet

  • componentsS
  • durationInstantaneous

You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of Niveau 3 - or lower, its spell fails and has no effect. If it is casting a spell of Niveau 4 - or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.
Aux niveaux supérieurs: When you cast this spell using a spell slot of Niveau 4 - or higher, 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) Niveau 3 - Abjuration

Create Food and Water

  • casting time1 action
  • range30 feet

  • componentsV, S
  • durationInstantaneous

You create 45 pounds of food and 30 gallons of water on the ground or in containers within range, enough to sustain jusqu'à 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 Niveau 3 - Conjuration

3 3
3 3
3 3
3 3
3 3
3 3
3 3
3 3
3 3

Crusader's Mantle

  • casting time1 action
  • rangeSelf

  • componentsV
  • durationConcentration, jusqu'à 1 minute

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 Niveau 3 - Évocation

Daylight

  • casting time1 action
  • range60 feet

  • componentsV, S
  • duration1 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 Niveau 3 - Évocation

Dispel Magic

  • casting time1 action
  • range120 feet

  • componentsV, S
  • durationInstantaneous

Choose any creature, object, or magical effect within range. Any spell of Niveau 3 - or lower on the target ends. For each spell of Niveau 4 - 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.
Aux niveaux supérieurs: When you cast this spell using a spell slot of Niveau 4 - 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 (*)(Devotion) Niveau 3 - Abjuration

Elemental Weapon

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationConcentration, jusqu'à 1 hour

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.
Aux niveaux supérieurs: 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 Niveau 3 - Transmutation

Fear

  • casting time1 action
  • rangeSelf (30-foot cone)

  • componentsV, S, M
  • durationConcentration, jusqu'à 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, a creature must take the Dash action and move away from you by the safest available route on each of its turns, 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, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature.

Paladin (Conquest) Niveau 3 - Illusion

Haste

  • casting time1 action
  • range30 feet

  • componentsV, S, M
  • durationConcentration, jusqu'à 1 minute

a shaving of licorice root

Choose a willing creature that you can see within range. Until the spell ends, the target's speed is doubled, it gains a +2 bonus to AC, 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, Disengage, Hide, or Use an Object action.
When the spell ends, the target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it.

Paladin (Vengeance) Niveau 3 - Transmutation

Hypnotic Pattern

  • casting time1 action
  • range120 feet

  • componentsS, M
  • durationConcentration, jusqu'à 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, the creature becomes charmed for the duration. While charmed by this spell, 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) Niveau 3 - Illusion

Magic Circle [1/2]

  • casting time1 minute
  • range10 feet

  • componentsV, S, M
  • duration1 hour

holy water or powdered silver and iron worth at least 100 gp, which the spell consumes

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.
• The creature can't willingly enter the cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw.
• The creature has disadvantage on attack rolls against targets within the cylinder.
• Targets within the cylinder can't be charmed, frightened, or possessed by the creature. When you cast this spell, you can elect to cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the cylinder and protecting targets outside it.
Aux niveaux supérieurs: When you cast this

Paladin Niveau 3 - Abjuration

Magic Circle [2/2]

  • casting time1 minute
  • range10 feet

  • componentsV, S, M
  • duration1 hour

holy water or powdered silver and iron worth at least 100 gp, which the spell consumes

spell using a spell slot of Niveau 4 - or higher, the duration increases by 1 hour for each slot level above 3rd.

Paladin Niveau 3 - Abjuration

3 3
3 3
3 3
3 3
3 3
3 3
3 3
3 3
3 3

Plant Growth

  • casting time1 action or 8 hours
  • range150 feet

  • componentsV, S
  • durationInstantaneous

This spell channels vitality into plants within a specific area. There are two possible uses for the spell, granting either immediate or long-term benefits.
If you cast this spell using 1 action, 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, 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) Niveau 3 - Transmutation

Protection from Energy

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationConcentration, jusqu'à 1 hour

For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.

Paladin (Ancients)(Vengeance) Niveau 3 - Abjuration

Remove Curse

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationInstantaneous

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 Niveau 3 - Abjuration

Revivify

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • durationInstantaneous

diamonds worth 300 gp, 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, nor can it restore any missing body parts.

Paladin Niveau 3 - Nécromancie

Spirit Guardians

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

  • componentsV, S, M
  • durationConcentration, jusqu'à 10 minutes

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, 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.
Aux niveaux supérieurs: When you cast this spell using a spell slot of Niveau 4 - or higher, the damage increases by 1d8 for each slot level above 3rd.

Paladin (Crown) Niveau 3 - Conjuration

Spirit Shroud

  • casting time1 bonus action
  • rangeSelf

  • componentsV, S
  • durationConcentration, jusqu'à 1 minute

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

Paladin (TCE) 3rd-level Nécromancie

Haste

  • casting time1 action
  • range30 feet

  • componentsV, S, M
  • durationConcentration, jusqu'à 1 minute

a shaving of licorice root

Choose a willing creature that you can see within range. Until the spell ends, the target's speed is doubled, it gains a +2 bonus to AC, 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, Disengage, Hide, or Use an Object action.
When the spell ends, the target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it.

Paladin (Glory) Niveau 3 - Transmutation

Protection from Energy

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationConcentration, jusqu'à 1 hour

For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.

Paladin (Glory) Niveau 3 - Abjuration

Counterspell

  • casting time1 reaction
  • range60 feet

  • componentsS
  • durationInstantaneous

You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of Niveau 3 - or lower, its spell fails and has no effect. If it is casting a spell of Niveau 4 - or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.
Aux niveaux supérieurs: When you cast this spell using a spell slot of Niveau 4 - or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.

Paladin (Watchers) Niveau 3 - Abjuration

3 3
3 3
3 3
3 3
3 3
3 3
3 3
3 3
3 3

Nondetection

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • duration8 hours

A pinch of diamond dust worth 25 gp sprinkled over the target, Consumed

For the duration, you hide a target that you touch from divination magic. The target can be a willing creature or a place or an object no larger than 10 feet in any dimension. The target can't be targeted by any divination magic or perceived through magical scrying sensors.

Paladin (Watchers) Niveau 3 - Abjuration

Aura of Life

  • casting time1 action
  • rangeSelf (30-foot radius)

  • componentsV
  • durationConcentration, jusqu'à 10 minutes

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 Niveau 4 - Abjuration

Aura of Purity

  • casting time1 action
  • rangeSelf (30-foot radius)

  • componentsV
  • durationConcentration, jusqu'à 10 minutes

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 Niveau 4 - Abjuration

Banishment

  • casting time1 action
  • range60 feet

  • componentsV, S, M
  • durationConcentration, jusqu'à 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, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target 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.
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, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn't return.
Aux niveaux supérieurs: When you cast this spell using a spell slot of Niveau 5 - or higher, you can target one additional creature for each slot level above 4th.

Paladin (*)(Vengeance)(Crown) Niveau 4 - Abjuration

Blight

  • casting time1 action
  • range30 feet

  • componentsV, S
  • durationInstantaneous

Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, 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, it makes the saving throw with disadvantage, and the spell deals maximum damage to it.
If you target a nonmagical plant that isn't a creature, such as a tree or shrub, it doesn't make a saving throw, it simply withers and dies.
Aux niveaux supérieurs: When you cast this spell using a spell slot of Niveau 5 - or higher, the damage increases by 1d8 for each slot level above 4th.

Paladin (Oathbreaker) Niveau 4 - Nécromancie

Confusion [1/2]

  • casting time1 action
  • range27 mètres

  • componentsV, S, M
  • durationConcentration, jusqu'à 1 minute

three nut shells

This spell assaults and twists creatures' minds, 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, 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, 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, this effect ends for that

Paladin (Oathbreaker) Niveau 4 - Enchantement

Confusion [2/2]

  • casting time1 action
  • range27 mètres

  • componentsV, S, M
  • durationConcentration, jusqu'à 1 minute

three nut shells

target.
Aux niveaux supérieurs: When you cast this spell using a spell slot of Niveau 5 - or higher, the radius of the sphere increases by 5 feet for each slot above 4th.

Paladin (Oathbreaker) Niveau 4 - Enchantement

Death Ward

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • duration8 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 Niveau 4 - Abjuration

Dimension Door

  • casting time1 action
  • range500 feet

  • componentsV
  • durationInstantaneous

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 jusqu'à 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 (Vengeance) Niveau 4 - Conjuration

3 3
4 4
4 4
4 4
4 4
4 4
4 4
4 4
4 4

Dominate Beast [1/2]

  • casting time1 action
  • range60 feet

  • componentsV, S
  • durationConcentration, jusqu'à 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, it has advantage on the saving throw.
While the beast is charmed, 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), which it does its best to obey. You can specify a simple and general course of action, such as Attack that creature, Run over there, or Fetch that object. If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.
You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.
Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw

Paladin (Conquest) Niveau 4 - Enchantement

Dominate Beast [2/2]

  • casting time1 action
  • range60 feet

  • componentsV, S
  • durationConcentration, jusqu'à 1 minute

succeeds, the spell ends.
Aux niveaux supérieurs: When you cast this spell with a 5th-level spell slot, the duration is concentration, jusqu'à 10 minutes. When you use a 6th-level spell slot, the duration is concentration, jusqu'à 1 hour. When you use a spell slot of 7th level or higher, the duration is concentration, jusqu'à 8 hours.

Paladin (Conquest) Niveau 4 - Enchantement

Find Greater Steed [1/2]

  • casting time10 minutes
  • range30 feet

  • componentsV, S
  • durationInstantaneous

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

Paladin (XGE) Niveau 4 - Conjuration

Find Greater Steed [2/2]

  • casting time10 minutes
  • range30 feet

  • componentsV, S
  • durationInstantaneous

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

Paladin (XGE) Niveau 4 - Conjuration

Freedom of Movement

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • duration1 hour

a leather strap, bound around the arm or a similar appendage

You touch a willing creature. For the duration, the target's movement is unaffected by difficult terrain, 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, 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) Niveau 4 - Abjuration

Guardian of Faith

  • casting time1 action
  • range30 feet

  • componentsV
  • duration8 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 (Devotion)(Crown) Niveau 4 - Conjuration

Ice Storm

  • casting time1 action
  • range300 feet

  • componentsV, S, M
  • durationInstantaneous

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, 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, 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.
Aux niveaux supérieurs: When you cast this spell using a spell slot of Niveau 5 - or higher, the bludgeoning damage increases by 1d8 for each slot level above 4th.

Paladin (Ancients) Niveau 4 - Évocation

Locate Creature

  • casting time1 action
  • rangeSelf

  • componentsV, S, M
  • durationConcentration, jusqu'à 1 hour

a bit of fur from a bloodhound

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

Paladin Niveau 4 - Divination

Otiluke's Resilient Sphere

  • casting time1 action
  • range30 feet

  • componentsV, S, M
  • durationConcentration, jusqu'à 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, the creature is enclosed for the duration.
Nothing, not physical objects, energy, or other spell effects, can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or object inside can't be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it.
The sphere is weightless and just large enough to contain the creature or object inside. An enclosed creature can use its action to push against the sphere's walls and thus roll the sphere at jusqu'à half the creature's speed. Similarly, the globe can be picked up and moved by other creatures. A disintegrate spell targeting the globe destroys it without harming anything inside it.

Paladin (Redemption) Niveau 4 - Évocation

4 4
4 4
4 4
4 4
4 4
4 4
4 4
4 4
4 4

Staggering Smite

  • casting time1 bonus action
  • rangeSelf

  • componentsV
  • durationConcentration, jusqu'à 1 minute

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 Niveau 4 - Évocation

Stoneskin

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • durationConcentration, jusqu'à 1 hour

diamond dust worth 100 gp, which the spell consumes

This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage.

Paladin Niveau 4 - Abjuration

Compulsion

  • casting time1 action
  • range30 feet

  • componentsV, S
  • durationConcentration, jusqu'à 1 minute

Creatures of your choice that you can see within range and that can hear you must make a Wisdom saving throw. A target automatically succeeds on this saving throw if it can't be charmed. On a failed save, a target is affected by this spell. Until the spell ends, you can use a bonus action on each of your turns to designate a direction that is horizontal to you. Each affected target must use as much of its movement as possible to move in that direction on its next turn. It can take its action before it moves. After moving in this way, it can make another Wisdom saving throw to try to end the effect.
A target isn't compelled to move into an obviously deadly hazard, such as a fire pit, but it will provoke opportunity attacks to move in the designated direction.

Paladin (Glory) Niveau 4 - Enchantement

Freedom of Movement

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • duration1 hour

a leather strap, bound around the arm or a similar appendage

You touch a willing creature. For the duration, the target's movement is unaffected by difficult terrain, 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, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target's movement or attacks.

Paladin (Glory) Niveau 4 - Abjuration

Aura of Purity

  • casting time1 action
  • rangeSelf (30-foot radius)

  • componentsV
  • durationConcentration, jusqu'à 10 minutes

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 (Watchers) Niveau 4 - Abjuration

Banishment

  • casting time1 action
  • range60 feet

  • componentsV, S, M
  • durationConcentration, jusqu'à 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, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target 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.
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, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn't return.
Aux niveaux supérieurs: When you cast this spell using a spell slot of Niveau 5 - or higher, you can target one additional creature for each slot level above 4th.

Paladin (Watchers) Niveau 4 - Abjuration

Banishing Smite

  • casting time1 bonus action
  • rangeSelf

  • componentsV
  • durationConcentration, jusqu'à 1 minute

The next time you hit a creature with a weapon attack before this 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 hit points of 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 Niveau 5 - Abjuration

Circle of Power

  • casting time1 action
  • rangeSelf (30-foot radius)

  • componentsV
  • durationConcentration, jusqu'à 10 minutes

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 (*)(Crown) Niveau 5 - Abjuration

Cloudkill

  • casting time1 action
  • range120 feet

  • componentsV, S
  • durationConcentration, jusqu'à 10 minutes

You create a 20-foot-radius sphere of poisonous, 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, 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, that creature must make a Constitution saving throw. The creature takes 5d8 poison damage on a failed save, 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, sink to the lowest level of the land, even pouring down openings.
Aux niveaux supérieurs: When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

Paladin (Conquest) Niveau 5 - Conjuration

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4 4
4 4
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5 5
5 5
5 5

Commune (ritual)

  • casting time1 minute
  • rangeSelf

  • componentsV, S, M
  • duration1 minute

incense and a vial of holy or unholy water

You contact your deity or a divine proxy and ask jusqu'à 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 (Devotion) Niveau 5 - Divination

Commune with Nature (ritual)

  • casting time1 minute
  • rangeSelf

  • componentsV, S
  • durationInstantaneous

You briefly become one with nature and gain knowledge of the surrounding territory. In the outdoors, the spell gives you knowledge of the land within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn't function where nature has been replaced by construction, such as in dungeons and towns.
You instantly gain knowledge of jusqu'à three facts of your choice about any of the following subjects as they relate to the area:
• terrain and bodies of water
• prevalent plants, minerals, animals, or peoples
• powerful celestials, fey, fiends, elementals, or undead
• influence from other planes of existence
• buildings.
For example, you could determine the location of powerful undead in the area, the location of major sources of safe drinking water, and the location of any nearby towns.

Paladin (Ancients) Niveau 5 - Divination

Contagion [1/2]

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • duration7 days

Your touch inflicts disease. Make a melee spell attack against a creature within your reach. On a hit, 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, it must make a Constitution saving throw. After failing three of these saving throws, the disease's effects last for the duration, and the creature stops making these saves. After succeeding on three of these saving throws, the creature recovers from the disease, and the spell ends.
Since this spell induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease's effects apply to it.
Blinding Sickness: Pain grips the creature's mind, and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws and is blinded.
Filth Fever: A raging fever sweeps through the creature's body. The creature has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength.
Flesh Rot: The creature's flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage.
Mindfire: The creature's mind becomes

Paladin (Oathbreaker) Niveau 5 - Nécromancie

Contagion [2/2]

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • duration7 days

feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the effects of the confusion spell during combat.
Seizure: The creature is overcome with shaking. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity.
Slimy Doom: The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution checks and Constitution saving throws. In addition, whenever the creature takes damage, it is stunned until the end of its next turn.

Paladin (Oathbreaker) Niveau 5 - Nécromancie

Destructive Wave

  • casting time1 action
  • rangeSelf (30-foot radius)

  • componentsV
  • durationInstantaneous

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 Niveau 5 - Évocation

Dispel Evil and Good

  • casting time1 action
  • rangeSelf

  • componentsV, S, M
  • durationConcentration, jusqu'à 1 minute

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 Enchantement: As your action, you touch a creature you can reach that is charmed, frightened, or possessed by a celestial, an elemental, a fey, a fiend, or an undead. The creature you touch is no longer charmed, frightened, or possessed by such creatures.
Dismissal: As your action, make a melee spell attack against a celestial, an elemental, a fey, a fiend, or an undead you can reach. On a hit, you attempt to drive the creature back to its home plane. The creature must succeed on a Charisma saving throw or be sent back to its home plane (if it isn't there already). If they aren't on their home plane, undead are sent to the Shadowfell, and fey are sent to the Feywild.

Paladin Niveau 5 - Abjuration

Dominate Person [1/2]

  • casting time1 action
  • range60 feet

  • componentsV, S
  • durationConcentration, jusqu'à 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, it has advantage on the saving throw.
While the target is charmed, 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), which it does its best to obey. You can specify a simple and general course of action, such as Attack that creature, Run over there, or Fetch that object. If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.
You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.
Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving

Paladin (Oathbreaker)(Conquest) Niveau 5 - Enchantement

Dominate Person [2/2]

  • casting time1 action
  • range60 feet

  • componentsV, S
  • durationConcentration, jusqu'à 1 minute

throw succeeds, the spell ends.
Aux niveaux supérieurs: When you cast this spell using a 6th-level spell slot, the duration is concentration, jusqu'à 10 minutes. When you use a 7th-level spell slot, the duration is concentration, jusqu'à 1 hour. When you use a spell slot of 8th level or higher, the duration is concentration, jusqu'à 8 hours.

Paladin (Oathbreaker)(Conquest) Niveau 5 - Enchantement

Flame Strike

  • casting time1 action
  • range60 feet

  • componentsV, S, M
  • durationInstantaneous

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, 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, or half as much damage on a successful one.
Aux niveaux supérieurs: When you cast this spell using a spell slot of 6th level or higher, the fire damage or the radiant damage (your choice) increases by 1d6 for each slot level above 5th.

Paladin (Devotion) Niveau 5 - Évocation

5 5
5 5
5 5
5 5
5 5
5 5
5 5
5 5
5 5

Geas

  • casting time1 minute
  • range60 feet

  • componentsV
  • duration30 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. A creature that can't understand you is unaffected by the spell.
You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends.
You can end the spell early by using an action to dismiss it. A remove curse, greater restoration, or wish spell also ends it.
Aux niveaux supérieurs: 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.

Paladin (*)(Crown) Niveau 5 - Enchantement

Hold Monster

  • casting time1 action
  • range27 mètres

  • componentsV, S, M
  • durationConcentration, jusqu'à 1 minute

a small, 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, the target can make another Wisdom saving throw. On a success, the spell ends on the target.
Aux niveaux supérieurs: 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) Niveau 5 - Enchantement

Holy Weapon

  • casting time1 bonus action
  • rangeTouch

  • componentsV, S
  • durationConcentration, jusqu'à 1 hour

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

Paladin (XGE) Niveau 5 - Évocation

Raise Dead

  • casting time1 hour
  • rangeTouch

  • componentsV, S, M
  • durationInstantaneous

a diamond worth at least 500 gp, which the spell consumes

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.
Coming back from the dead is an ordeal. The target takes a -4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.

Paladin Niveau 5 - Nécromancie

Scrying [1/2]

  • casting time10 minutes
  • rangeSelf

  • componentsV, S, M
  • durationConcentration, jusqu'à 10 minutes

a focus worth at least 1,000 gp, such as a crystal ball, 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, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you're casting this spell, it can fail the saving throw voluntarily if it wants to be observed.
Knowledge - Secondhand (you have heard of the target) +5. Firsthand (you have met the target) +0. Familiar (you know the target well) -5.
Connection Likeness or picture -2. Possession or garment -4. Body part, lock of hair, bit of nail, or the like -10.
On a successful save, the target isn't affected, and you can't use this spell against it again for 24 hours.
On a failed save, the spell creates an invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. A creature that can see invisible objects sees the sensor as a

Paladin (Vengeance) Niveau 5 - Divination

Scrying [2/2]

  • casting time10 minutes
  • rangeSelf

  • componentsV, S, M
  • durationConcentration, jusqu'à 10 minutes

a focus worth at least 1,000 gp, such as a crystal ball, a silver mirror, or a font filled with holy water

luminous orb about the size of your fist.
Instead of targeting a creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn't move.

Paladin (Vengeance) Niveau 5 - Divination

Summon Celestial

  • casting time1 action
  • range27 mètres

  • componentsV, S, M
  • durationConcentration, jusqu'à 1 hour

a golden reliquary worth at least 500 gp

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

Paladin (TCE) 5th-level conjuration

Tree Stride

  • casting time1 action
  • rangeSelf

  • componentsV, S
  • durationConcentration, jusqu'à 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, as part of the move used to enter the tree, 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, using another 5 feet of movement. If you have no movement left, 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) Niveau 5 - Conjuration

Wall of Force

  • casting time1 action
  • range120 feet

  • componentsV, S, M
  • durationConcentration, jusqu'à 10 minutes

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, 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 jusqu'à 10 feet, 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, 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, however. The wall also extends into the Ethereal Plane, blocking ethereal travel through the wall.

Paladin (Redemption) Niveau 5 - Évocation

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Commune (ritual)

  • casting time1 minute
  • rangeSelf

  • componentsV, S, M
  • duration1 minute

incense and a vial of holy or unholy water

You contact your deity or a divine proxy and ask jusqu'à 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 (Glory) Niveau 5 - Divination

Flame Strike

  • casting time1 action
  • range60 feet

  • componentsV, S, M
  • durationInstantaneous

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, 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, or half as much damage on a successful one.
Aux niveaux supérieurs: When you cast this spell using a spell slot of 6th level or higher, the fire damage or the radiant damage (your choice) increases by 1d6 for each slot level above 5th.

Paladin (Glory) Niveau 5 - Évocation

Hold Monster

  • casting time1 action
  • range27 mètres

  • componentsV, S, M
  • durationConcentration, jusqu'à 1 minute

A small, 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, the target can make another Wisdom saving throw. On a success, the spell ends on the target.

Aux niveaux supérieurs: 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 (Watchers) Niveau 5 - Enchantement

Scrying [1/2]

  • casting time10 minutes
  • rangeSelf

  • componentsV, S, M
  • durationConcentration, jusqu'à 10 minutes

A focus worth at least 1,000 gp, such as a crystal ball, 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, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you're casting this spell, it can fail the saving throw voluntarily if it wants to be observed.
Knowledge - Secondhand (you have heard of the target) +5. Firsthand (you have met the target) +0. Familiar (you know the target well) -5.
Connection Likeness or picture -2. Possession or garment -4. Body part, lock of hair, bit of nail, or the like -10.
On a successful save, the target isn't affected, and you can't use this spell against it again for 24 hours.
On a failed save, the spell creates an invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. A creature that can see invisible objects sees the sensor as a

Paladin (Watchers) Niveau 5 - Divination

Scrying [2/2]

  • casting time10 minutes
  • rangeSelf

  • componentsV, S, M
  • durationConcentration, jusqu'à 10 minutes

A focus worth at least 1,000 gp, such as a crystal ball, a silver mirror, or a font filled with holy water

luminous orb about the size of your fist.
Instead of targeting a creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn't move.

Paladin (Watchers) Niveau 5 - Divination

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