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Light

  • casting time1 action
  • rangeTouch

  • componentsV, M (*)
  • duration1 hour

You touch one Large or smaller object that isn’t being worn or carried by someone else. Until the spell ends, the object sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. The light can be colored as you like.

Covering the object with something opaque blocks the light. The spell ends if you cast it again.

Bard Evocation Cantrip

Message

  • casting time1 action
  • range120 ft

  • componentsS, M
  • duration1 round

You point toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.

You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, metal, or wood, or a thin sheet of lead blocks the spell.

Bard Transmutation Cantrip

Thaumaturgy

  • casting time1 action
  • range30 ft

  • componentsV
  • duration1 minute

You manifest a minor wonder within range. You create one of the effects below within range. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time.

- Altered Eyes. You alter the appearance of your eyes for 1 minute.
- Booming Voice. Your voice booms up to three times as loud as normal for 1 minute. For the duration, you have Advantage on Charisma (Intimidation) checks.
- Fire Play. You cause flames to flicker, brighten, dim, or change color for 1 minute.
- Invisible Hand. You instantaneously cause an unlocked door or window to fly open or slam shut.
- Phantom Sound. You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
- Tremors. You cause harmless tremors in the ground for 1 minute.

Paladin (Blessed Warrior) Transmutation Cantrip

Toll the Dead

  • casting time1 action
  • range60 ft

  • componentsV, S
  • durationInstantaneous

You point at one creature you can see within range, and the single chime of a dolorous bell is audible within 10 feet of the target. The target must succeed on a Wisdom saving throw or take 1d8 Necrotic damage. If the target is missing any of its Hit Points, it instead takes 1d12 Necrotic damage.

Cantrip Upgrade. The damage increases by one die when you reach levels 5 (2d8 or 2d12), 11 (3d8 or 3d12), and 17 (4d8 or 4d12).

Paladin (Blessed Warrior) Necromancy Cantrip

Channel Divinity

  • componentsHoly Symbol
  • duration

You can channel divine energy directly from the Outer Planes, using it to fuel magical effects. You start with one such effect: Divine Sense, which is described below. Other Paladin features give additional Channel Divinity effect options. Each time you use this class’s Channel Divinity, you choose which effect from this class to create.

You can use this class’s Channel Divinity twice. You regain one of its expended uses when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. You gain an additional use when you reach Paladin level 11.

If a Channel Divinity effect requires a saving throw, the DC equals the spell save DC from this class’s Spellcasting feature.

Paladin Class Feature

Lay on Hands

  • casting time1 bonus action
  • rangeTouch

Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you finish a Long Rest. With that pool, you can restore a total number of Hit Points equal to five times your Paladin level.

As a Bonus Action, you can touch a creature (which could be yourself) and draw power from the pool of healing to restore a number of Hit Points to that creature, up to the maximum amount remaining in the pool.

You can also expend 5 Hit Points from the pool of healing power to remove the Poisoned condition from the creature

Paladin Class Feature

Divine Sense

  • casting time1 bonus action
  • range60ft

  • componentsHoly Symbol
  • duration10 minutes

You open your awareness to detect Celestials, Fiends, Undead, and Nocturna. For the next 10 minutes or until you have the Incapacitated condition, you know the location of any creature of those types within 60 feet of yourself, and you know its creature type. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell.

Paladin Channel Divinity

Vow of Emnity

  • casting timeWhen you take the Attack action
  • range30ft

  • components
  • duration1 minute

When you take the Attack action, you can expend one use of your Channel Divinity to utter a vow of enmity against a creature you can see within 30 feet of yourself. You have Advantage on attack rolls against the creature for 1 minute or until you use this feature again.

If the creature drops to 0 Hit Points before the vow ends, you can transfer the vow to a different creature within 30 feet of yourself (no action required).

Paladin Channel Divinity

Abjure Foes

  • casting time1 action
  • range60ft

  • componentsHoly Symbol
  • duration1 minute

You can expend one use your Channel Divinity to overwhelm foes with awe.
As you present your Holy Symbol or weapon, you can target a number of creatures equal to your Charisma modifier (minimum of one creature) that you can see within 60 feet of yourself. Each target must succeed on a Wisdom saving throw or have the Frightened condition for 1 minute or until it takes any damage.
While Frightened in this way, a target can do only one of the following on its turns: move, take an action, or take a Bonus Action.

Paladin Channel Divinity

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Class Feature Class Feature
Channel Divinity Channel Divinity
Channel Divinity Channel Divinity
Channel Divinity Channel Divinity