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Divine Smite

  • casting timeBonus Action
  • rangeSelf

  • componentsVerbal
  • durationInstantaneous

The target takes an extra 2d8 Radiant damage from the attack. The damage increases by 1d8 if the target is a Fiend or an Undead.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1.

Paladin Level 1 Evocation

Searing Smite

  • casting timeBonus Action
  • rangeSelf

  • componentsVerbal
  • duration1 minute

As you hit the target, it takes an extra 1d6 Fire damage from the attack. At the start of each of its turns until the spell ends, the target takes 1d6 Fire damage and then makes a Constitution saving throw. On a failed save, the spell continues. On a successful save, the spell ends.
Using a Higher-Level Spell Slot. All the damage increases by 1d6 for each spell slot level above 1.

Paladin,, Level 1 Evocation

Thunderous Smite

  • casting timeBonus Action
  • rangeSelf

  • componentsVerbal
  • durationInstantaneous

Your strike rings with thunder that is audible within 300 feet of you, and the target takes an extra 2d6 Thunder damage from the attack. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and have the Prone condition.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.

Paladin Level 1 Evocation

Wrathful Smite

  • casting timeBonus Action
  • rangeSelf

  • componentsVerbal
  • duration1 minute

The target takes an extra 1d6 Necrotic damage from the attack, and it must succeed on a Wisdom saving throw or have the Frightened condition until the spell ends. At the end of each of its turns, the Frightened target repeats the save, ending the spell on itself on a success.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.

Paladin Level 1 Necromancy

Blinding Smite

  • casting timeBonus Action
  • rangeSelf

  • componentsVerbal
  • duration1 minute

The target hit by the strike takes an extra 3d8 Radiant damage from the attack, and the target has the Blinded condition until the spell ends. At the end of each of its turns, the Blinded target makes a Constitution saving throw, ending the spell on itself on a success.
Using a Higher-Level Spell Slot. The extra damage increases by 1d8 for each spell slot level above 3.

Paladin Level 3 Evocation

Greater Banishing Smite

  • casting timeBonus Action
  • rangeSelf

  • componentsVerbal
  • durationConcentration, up to 1 minute

The target hit by the attack roll takes an extra 5d10 Force damage from the attack. If the target is an Aberration, a Celestial, an Elemental, a Fey, or a Fiend, the target does not return if the spell lasts for 1 minute. The target is instead transported to a random location on a plane (DM choice) associated with its creature type.

Paladin Level 5 Conjuration

Smite Wave

  • casting timeAction
  • rangeSelf

  • componentsVerbal
  • durationInstantaneous

Destructive energy ripples outward from you in a 30-foot Emanation. Each creature you choose in the range makes a Constitution saving throw. On a failed save, a target takes 5d6 Thunder damage and 5d6 Radiant damage and is knocked prone. On a successful save, a target takes half as much damage and does not fall prone.

Paladin, Level 5 Evocation

Heating Smite

  • casting timeAction
  • range60 feet

  • componentsVerbal
  • durationConcentration, up to 1 minute

Choose a manufactured metal object, such as a metal weapon or a suit of Heavy or Medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 4d8 Fire damage when you cast the spell. Until the spell ends, you can take a Bonus Action on each of your later turns to deal this damage again if the object is within range.
If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn’t drop the object, it has Disadvantage on attack rolls and ability checks until the start of your next turn.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 2.

Paladin Level 2 Transmutation

Blighting Smite

  • casting timeAction
  • range30 feet

  • componentsVerbal
  • durationInstantaneous

A creature that you can see within range makes a Constitution saving throw, taking 8d8 Necrotic damage on a failed save or half as much damage on a successful one. A Plant creature automatically fails the save.

Paladin,, Level 4 Necromancy

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Lay on Hands

  • casting timeAction
  • rangeTouch

  • componentsNone
  • durationInstantaneous

Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level x 5. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.

Paladin Paladin Cantrip

Cure Wounds

  • casting timeAction
  • rangeTouch

  • componentsVerbal
  • durationInstantaneous

A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier.
Using a Higher-Level Spell Slot. The healing increases by 2d8 for each spell slot level above 1.

Paladin Level 1 Necromancy

Heroism

  • casting timeAction
  • rangeTouch

  • componentsVerbal
  • durationConcentration, up to 1 minute

A willing creature you touch is imbued with bravery. Until the spell ends, the creature gains Temporary Hit Points equal to your spellcasting ability modifier at the start of each of its turns.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.

Paladin, Level 1 Necromancy

Aura of Vitality

  • casting timeAction
  • rangeSelf

  • componentsVerbal
  • durationConcentration, up to 1 minute

An aura radiates from you in a 30-foot Emanation for the duration. When you create the aura and at the start of each of your turns while it persists, you can restore 2d6 Hit Points to one creature in it.

Paladin, Level 3 Abjuration

Circle of Power

  • casting timeAction
  • rangeSelf

  • componentsVerbal
  • durationConcentration, up to 10 minutes

An aura radiates from you in a 30-foot Emanation for the duration. While in the aura, you and your allies have Advantage on saving throws against spells and other magical effects. When an affected creature makes a saving throw against a spell or magical effect that allows a save to take only half damage, it takes no damage if it succeeds on the save.

Paladin Level 5 Abjuration

Greater Restoration

  • casting timeAction
  • rangeTouch

  • componentsVerbal
  • durationInstantaneous

You touch a creature and magically remove one of the following effects from it:
1 Exhaustion level
The Charmed or Petrified condition
A curse, including the target’s Attunement to a cursed magic item
Any reduction to one of the target’s ability scores
Any reduction to the target’s Hit Point maximum

Paladin,, Level 5 Abjuration

Death Ward

  • casting timeAction
  • rangeTouch

  • componentsVerbal
  • 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 before the spell ends, 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 instantly without dealing damage, that effect is negated against the target, and the spell ends.

Paladin,, Level 4 Abjuration

Revivify

  • casting timeAction
  • rangeTouch

  • componentsVerbal
  • durationInstantaneous

You touch a creature that has died within the last minute. That creature revives with 1 Hit Point. This spell can’t revive a creature that has died of old age, nor does it restore any missing body parts.

Paladin,, Level 3 Necromancy

Raise Dead

  • casting time1 hour
  • rangeTouch

  • componentsVerbal
  • durationInstantaneous

With a touch, you revive a dead creature if it has been dead no longer than 10 days and it wasn’t Undead when it died.
The creature returns to life with 1 Hit Point. This spell also neutralizes any poisons that affected the creature at the time of death.
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 D20 Tests. Every time the target finishes a Long Rest, the penalty is reduced by 1 until it becomes 0.

Paladin,, Level 5 Necromancy

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Detect Magic

  • casting timeAction or Ritual
  • rangeSelf

  • componentsVerbal
  • durationConcentration, up to 10 minutes

For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell’s school of magic.
The spell is blocked by 1 foot of stone, dirt, or wood

Paladin,, Level 1 Divination

Locate Object

  • casting timeAction
  • rangeSelf

  • componentsVerbal
  • durationConcentration, up to 10 minutes

Describe or name an object that is familiar to you. You sense the direction to the object’s location if 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 if 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 blocks a direct path between you and the object.

Paladin Level 2 Divination

Locate Creature

  • casting timeAction
  • rangeSelf

  • componentsVerbal
  • durationConcentration, up to 1 hour

Describe or name a creature that is familiar to you. You sense the direction to the creature’s location if 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) if 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 under the effects of a Flesh to Stone or Polymorph spell, this spell doesn’t locate the creature.
This spell can’t locate a creature if any thickness of lead blocks a direct path between you and the creature.

Paladin, Level 4 Divination

Summon Steed

  • casting timeAction
  • range30 feet

  • componentsVerbal
  • durationInstantaneous

You summon an otherworldly being that appears as a loyal steed in an unoccupied space of your choice within range. The steed resembles a rideable animal of your choice. The steed is an ally to you and your allie. In combat, it shares your initiative, and it functions as a controlled mount while you ride it. The steed disappears if it drops to 0 Hit Points or if you die. When it disappears, it leaves behind anything it was wearing or carrying. If you cast this spell again, you decide whether you summon the steed that disappeared or a different one.

Paladin,, Level 2 Conjuration

Zone of Truth

  • casting timeAction
  • range60 feet

  • componentsVerbal
  • duration10 minutes

You create a magical zone that guards against deception in a 15-foot-radius Sphere centered on a point 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 makes a Charisma saving throw. On a failed save, a creature can’t speak a deliberate lie while in the radius. You know whether a creature succeeds or fails on this save.
An affected creature is aware of the spell and can avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive yet must be truthful.

Paladin, Level 2 Enchantment

Dispel Magic

  • casting timeAction
  • range120 feet

  • componentsVerbal
  • durationInstantaneous

Choose one creature, object, or magical effect within range. Any ongoing spell of level 3 or lower on the target ends. For each ongoing spell of level 4 or higher on the target, make an ability check using your spellcasting ability (DC 10 plus that spell’s level). On a successful check, the spell ends.
Using a Higher-Level Spell Slot. You automatically end a spell on the target if the spell’s level is equal to or less than the level of the spell slot you use.

Paladin,, Level 3 Abjuration

Remove Curse

  • casting timeAction
  • rangeTouch

  • componentsVerbal
  • 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 Level 3 Abjuration

Summon Celestial

  • casting timeAction
  • range90 feet

  • componentsVerbal
  • durationConcentration, up to 1 hour

You call forth a Celestial spirit. It manifests in a column of light in an unoccupied space that you can see within range and uses the Celestial Spirit stat block. When you cast the spell, choose Avenger or Defender. Your choice determines certain details 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 allies. 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 movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell’s level in the stat block.
Celestial Spirit

Large Celestial, Neutral

AC 11 + the spell’s level + 2 (Defender only)

HP 40 + 10 for each spell level above 5

Speed 30 ft., Fly 40 ft.

 

Paladin,, Level 5 Conjuration

Geas

  • casting time1 minute
  • range60 feet

  • componentsVerbal
  • duration30 days

You give a verbal command to a creature that you can see within range, ordering it to carry out some service or refrain from an action or a course of activity as you decide. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target automatically succeeds if it can’t understand your command.
While Charmed, the creature takes 5d10 Psychic damage if it acts in a manner directly counter to your command. It takes this damage no more than once each day.
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.
A Remove Curse, Greater Restoration, or Wish spell ends this spell.

Paladin Level 5 Enchantment

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