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Alarm

  • casting time1 minute
  • range30 feet

  • componentsV, S, M (a bell and silver wire)
  • duration8 hours

You set an alarm against 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 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 audible or mental:
Audible Alarm: The alarm produces the sound of a handbell for 10 seconds within 60 feet of the warded area.
Mental Alarm: You are alerted by a mental ping if you are within 1 mile of the warded area. This ping awakens you if you’re asl

Paladin 1st level Abjuration

Bless

  • casting time1 action
  • range30 feet

  • componentsV, S, M (a Holy Symbol worth 5+ GP)
  • durationConcentration, up to 1 minute

You bless up to three creatures within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target adds 1d4 to the attack roll or save.
Using a Higher-Level Spell Slot.: You can target one additional creature for each spell slot level above 1.

Paladin 1st level Enchantment

Command

  • casting time1 action
  • range60 feet

  • componentsV
  • durationInstantaneous

You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. Choose the command from these options:
Approach: The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
Drop: The target drops whatever it is holding and then ends its turn.
Flee: The target spends its turn moving away from you by the fastest available means.
Grovel: The target falls prone and then ends its turn.
Halt: The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.
Using a Higher-Level Spell Slot: You can affect one additional creature for each spell slot level above 1.

Paladin 1st level Enchantment

Compelled Duel

  • casting time1 bonus action
  • range30 feet

  • componentsV
  • durationConcentration, up to 1 minute

You try to compel a creature into a duel. One creature that you can see within range makes a Wisdom saving throw. On a failed save, the target has Disadvantage on attack rolls against creatures other than you, and it can't willingly move to a space that is more than 30 feet away from you.
The spell ends if you make an attack roll against a creature other than the target, if you cast a spell on an enemy other than the target, if an ally of yours damages the target, or if you end your turn more than 30 feet away from the target.

Paladin 1st level Enchantment

Cure Wounds

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • 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 1st level Abjuration

Detect Evil and Good

  • casting time1 action
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 10 minutes

For the duration, you sense the location of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 30 feet of yourself. You also sense whether the Hallow spell is active there and, if so, where.
The spell is blocked by 1 foot of stone, dirt, or wood

1 inch of metal 1st level Divination

Detect Magic

  • casting time1 action
  • rangeSelf

  • componentsV, S
  • 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

1 inch of metal 1st level Divination

Detect Poison and Disease

  • casting time1 action
  • rangeSelf

  • componentsV, S, M (a yew leaf)
  • durationConcentration, up to 10 minutes

For the duration, you sense the location of poisons, poisonous or venomous creatures, and magical contagions within 30 feet of yourself. You sense the kind of poison, creature, or contagion in each case
The spell is blocked by 1 foot of stone, dirt, or wood

1 inch of metal 1st level Divination

Divine Favor

  • casting time1 bonus action
  • rangeSelf

  • componentsV, S
  • duration1 minute

Until the spell ends, your attacks with weapons deal an extra 1d4 Radiant damage on a hit.

Paladin 1st level Transmutation

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Divine Smite

  • casting time1 bonus action
  • rangeSelf

  • componentsV
  • 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 1st level Evocation

Heroism

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationConcentration, up to 1 minute

A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to the Frightened condition and 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 1st level Enchantment

Protection from Evil and Good

  • casting time1 action
  • rangeTouch

  • componentsV, S, M (a flask of Holy Water worth 25+ GP, which the spell consumes)
  • durationConcentration, up to 10 minutes

Until the spell ends, one willing creature you touch is protected against creatures that are Aberrations, Celestials, Elementals, Fey, Fiends, or Undead. The protection grants several benefits. Creatures of those types have Disadvantage on attack rolls against the target. The target also can’t be possessed by or gain the Charmed or Frightened conditions from them. If the target is already possessed, Charmed, or Frightened by such a creature, the target has Advantage on any new saving throw against the relevant effec

Paladin 1st level Abjuration

Purify Food and Drink

  • casting time1 action
  • range10 feet

  • componentsV, S
  • durationInstantaneous

You remove poison and rot from nonmagical food and drink in a 5-foot-radius Sphere centered on a point within range.

Paladin 1st level Transmutation

Searing Smite

  • casting time1 bonus action
  • rangeSelf

  • componentsV
  • 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 1st level Evocation

Shield of Faith

  • casting time1 bonus action
  • range60 feet

  • componentsV, S, M (a prayer scroll)
  • durationConcentration, up to 10 minutes

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

Paladin 1st level Abjuration

Thunderous Smite

  • casting time1 bonus action
  • rangeSelf

  • componentsV
  • 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 1st level Evocation

Wrathful Smite

  • casting time1 bonus action
  • rangeSelf

  • componentsV, S, M
  • 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 1st level Evocation

Aid

  • casting time1 action
  • range30 feet

  • componentsV, S, M (a strip of white cloth)
  • duration8 hours

Choose up to three creatures within range. Each target’s Hit Point maximum and current Hit Points increase by 5 for the duration..
Using a Higher-Level Spell Slot: Each target’s Hit Points increase by 5 for each spell slot level abov

Paladin 2nd level Abjuration

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Find Steed

  • casting time1 action
  • range30 feet

  • componentsV, S
  • durationInstantaneous

You summon an otherworldly being that appears as a loyal steed in an unoccupied space of your choice within range. This creature uses the Otherworldly Steed stat block. If you already have a steed from this spell, the steed is replaced by the new one.
The steed resembles a Large, rideable animal of your choice. Whenever you cast the spell, choose the steed’s creature type—Celestial, Fey, or Fiend—which determines certain traits in the stat block.
Combat. The steed is an ally to you and your allies. In combat, it shares your Initiative count, and it functions as a controlled mount while you ride it (as defined in the rules on mounted combat). If you have the Incapacitated condition, the steed takes its turn immediately after yours and acts independently, focusing on protecting you.
Disappearance of the Steed. 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 againdecide whether you summon the steed that disappeared or a different one.

Paladin 2nd level Conjuration

Gentle Repose

  • casting time1 action
  • rangeTouch

  • componentsV, S, M (2 Copper Pieces, which the spell consumes)
  • duration10 days

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 2nd level Necromancy

Lesser Restoration

  • casting time1 bonus action
  • rangeTouch

  • componentsV, S
  • durationInstantaneous

You touch a creature and end one condition on it: Blinded, Deafened, Paralyzed, or Poisoned.

Paladin 2nd level Abjuration

Locate Object

  • casting time1 action
  • rangeSelf

  • componentsV, S, M (a forked twig)
  • 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

Paladin 2nd level Divination

Magic Weapon

  • casting time1 bonus action
  • rangeTouch

  • componentsV, S
  • duration1 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. The spell ends early if you cast it again.
Using a Higher-Level Spell Slot: The bonus increases to +2 with a level 3–5 spell slot. The bonus increases to +3 with a level 6+ spe

Paladin 2nd level Transmutation

Moonbeam

  • casting time1 action
  • range120 feet

  • componentsV, S, M (a moonseed leaf)
  • durationConcentration, up to 1 minute

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, and you can take a Magic action on later turns to move the Cylinder up to 60 feet.
When the Cylinder appears, each creature in it makes a Constitution saving throw. On a failed save, a creature takes 2d10 Radiant damage, and if the creature is shape-shifted (as a result of the Polymorph spell, for example), it reverts to its true form and can’t shape-shift until it leaves the Cylinder. On a successful save, a creature takes half as much damage only. A creature also makes this save when the spell’s area moves into its space and when it enters the spell’s area or ends its turn there. A creature makes this save only once per turn.
Using a Higher-Level Spell Slot: The damage increases by 1d10 for each spell slot level a

Paladin 2nd level Evocation

Prayer of Healing

  • casting time10 minutes
  • range30 feet

  • componentsV
  • durationInstantaneous

Up to five creatures of your choice who remain within range for the spell’s entire casting gain the benefits of a Short Rest and also regain 2d8 Hit Points. A creature can’t be affected by this spell again until that creature finishes a Long Rest.
Using a Higher-Level Spell Slot: The healing increases by 1d8 for each spell slot level abov

Paladin 2nd level Evocation

Protection from Poison

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • duration1 hour

You touch a creature and end the Poisoned condition on it. For the duration, the target has Advantage on saving throws to avoid or end the Poisoned condition, and it has Resistance to Poison damage.

Paladin 2nd level Abjuration

See Invisibility

  • casting time1 action
  • rangeSelf

  • componentsV, S, M (a pinch of talc)
  • duration1 hour

For the duration, you see creatures and objects that have the Invisible condition as if they were visible, and you can see into the Ethereal Plane. Creatures and objects there appear ghostly.

Paladin 2nd level Divination

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Shining Smite

  • casting time1 bonus action
  • rangeSelf

  • componentsV
  • durationConcentration, up to 1 minute

The target hit by the strike takes an extra 2d6 Radiant damage from the attack. Until the spell ends, the target sheds Bright Light in a 5-foot radius, attack rolls against it have Advantage, and it can’t benefit from the Invisible condition.
Using a Higher-Level Spell Slot: The damage increases by 1d6 for each spell slot level above

Paladin 2nd level Transmutation

Warding Bond

  • casting time1 action
  • rangeTouch

  • componentsV, S, M (a pair of platinum rings worth 50+ GP each, which you and the target must wear for the duration)
  • duration1 hour

You touch another creature that is willing and create 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.

Paladin 2nd level 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 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 truth

Paladin 2nd level Enchantment

Aura of Vitality

  • casting time1 action
  • rangeSelf

  • componentsV
  • 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 3rd level Abjuration

Blinding Smite

  • casting time1 bonus action
  • rangeSelf

  • componentsV
  • 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 3rd level Evocation

Counterspell

  • casting time1 reaction
  • range60 feet

  • componentsS
  • durationInstantaneous

You attempt to interrupt a creature in the process of casting a spell. The creature makes a Constitution saving throw. On a failed save, the spell dissipates with no effect, and the action, Bonus Action, or Reaction used to cast it is wasted. If that spell was cast with a spell slot, the slot isn’t expende

Paladin 3rd level Abjuration

Create Food and Water

  • casting time1 action
  • range30 feet

  • componentsV, S
  • durationInstantaneous

You create 45 pounds of food and 30 gallons of fresh water on the ground or in containers within range - both useful in fending off the hazards of malnutrition and dehydration. The food is bland but nourishing and looks like a food of your choice, and the water is clean. The food spoils after 24 hours if uneaten.

Paladin 3rd level Conjuration

Crusader's Mantle

  • casting time1 action
  • rangeSelf

  • componentsV
  • durationConcentration, up to 1 minute

You radiate a magical aura in a 30-foot Emanation. While in the aura, you and your allies each deal an extra 1d4 Radiant damage when hitting with a weapon or an Unarmed Strike.

Paladin 3rd level Evocation

Daylight

  • casting time1 action
  • range60 feet

  • componentsV, S
  • duration1 hour

For the duration, sunlight spreads from a point within range and fills a 60-foot-radius Sphere. The sunlight’s area is Bright Light and sheds Dim Light for an additional 60 feet.
Alternatively, you cast the spell on an object that isn’t being worn or carried, causing the sunlight to fill a 60-foot Emanation originating from that object. Covering that object with something opaque, such as a bowl or helm, blocks the sunlight.
If any of this spell’s area overlaps with an area of Darkness created by a spell of level 3 or lower, that other spell is disp

Paladin 3rd level Evocation

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Dispel Magic

  • casting time1 action
  • range120 feet

  • componentsV, S
  • 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

Paladin 3rd level Abjuration

Elemental Weapon

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationConcentration, up to 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.
Using a Higher-Level Spell Slot: If you use a level 5–6 spell slot, the bonus to attack rolls increases to +2, and the extra damage increases to 2d4. If you use a level 7+ spell slot, the bonus increases to +3, and the extra damage increases to 3d

Paladin 3rd level Transmutation

Magic Circle [1/2]

  • casting time1 minute
  • range10 feet

  • componentsV, S, M (salt and powdered silver worth 100+ GP, which the spell consumes)
  • duration1 hour

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 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 possessed by or gain the Charmed or Frightened condition from the creat

Paladin 3rd level Abjuration

Magic Circle [2/2]

  • casting time1 minute
  • range10 feet

  • componentsV, S, M (salt and powdered silver worth 100+ GP, which the spell consumes)
  • duration1 hour

Each time you cast this spell, you can 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.
Using a Higher-Level Spell Slot: The duration increases by 1 hour for each spell slot level above 3.

Paladin 3rd level Abjuration

Nondetection

  • casting time1 action
  • rangeTouch

  • componentsV, S, M (a pinch of diamond dust worth 25+ GP, which the spell consumes)
  • duration8 hours

For the duration, you hide a target that you touch from Divination spells. The target can be a willing creature, or it can be a place or an object no larger than 10 feet in any dimension. The target can’t be targeted by any Divination spell or perceived through magical scrying sensor

Paladin 3rd level 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 discarde

Paladin 3rd level Abjuration

Revivify

  • casting time1 action
  • rangeTouch

  • componentsV, S, M (a diamond worth 300+ GP, which the spell consumes)
  • 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 par

Paladin 3rd level Necromancy

Aura of Life

  • casting time1 action
  • rangeSelf

  • componentsV
  • 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 Resistance to Necrotic damage, and your Hit Point maximums can’t be reduced. If an ally with 0 Hit Points starts its turn in the aura, that ally regains 1 Hit Poin

Paladin 4th level Abjuration

Aura of Purity

  • casting time1 action
  • rangeSelf

  • componentsV
  • 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 Resistance to Poison damage and Advantage on saving throws to avoid or end effects that include the Blinded, Charmed, Deafened, Frightened, Paralyzed, Poisoned, or Stunned condition.

Paladin 4th level Abjuration

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Banishment

  • casting time1 action
  • range60 feet

  • componentsV, S, M (a pentacle)
  • durationConcentration, up to 1 minute

One creature that you can see within range must succeed on a Charisma saving throw or be transported to a harmless demiplane for the duration. While there, the target has the Incapacitated condition. When the spell ends, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.
If the target is an Aberration, a Celestial, an Elemental, a Fey, or a Fiend, the target doesn't return if the spell lasts for 1 minute. The target is instead transported to a random location on a plane (DM’s choice) associated with its creature type.
Using a Higher-Level Spell Slot: You can target one additional creature for each spell slot level above

Paladin 4th level Abjuration

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 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 4th level Abjuration

Locate Creature

  • casting time1 action
  • rangeSelf

  • componentsV, S, M (fur from a bloodhound)
  • 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

Paladin 4th level Divination

Staggering Smite

  • casting time1 bonus action
  • rangeSelf

  • componentsV
  • durationInstantaneous

The target takes an extra 4d6 Psychic damage from the attack, and the target must succeed on a Wisdom saving throw or have the Stunned condition until the end of your next turn.
Using a Higher-Level Spell Slot: The extra damage increases by 1d6 for each spell slot level above 4.

Paladin 4th level Enchantment

Banishing Smite

  • casting time1 bonus action
  • rangeSelf

  • componentsV
  • durationConcentration, up to 1 minute

The target hit by the attack roll takes an extra 5d10 Force damage from the attack. If the attack reduces the target to 50 Hit Points or fewer, the target must succeed on a Charisma saving throw or be transported to a harmless demiplane for the duration. While there, the target has the Incapacitated condition. When the spell ends, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.

Paladin 5th level Conjuration

Circle of Power

  • casting time1 action
  • rangeSelf

  • componentsV
  • 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 5th level Abjuration

Destructive Wave

  • casting time1 action
  • rangeSelf

  • componentsV
  • durationInstantaneous

Destructive energy ripples outward from you in a 30-foot Emanation. Each creature you choose in the Emanation makes a Constitution saving throw. On a failed save, a target takes 5d6 Thunder damage and 5d6 Radiant or Necrotic damage (your choice) and has the Prone condition. On a successful save, a target takes half as much damage only.

Paladin 5th level Evocation

Dispel Evil and Good

  • casting time1 action
  • rangeSelf

  • componentsV, S, M (powdered silver and iron)
  • durationConcentration, up to 1 minute

For the duration, Celestials, Elementals, Fey, Fiends, and Undead have Disadvantage on attack rolls against you. You can end the spell early by using either of the following special functions.
Break Enchantment. As a Magic action, you touch a creature that is possessed by or has the Charmed or Frightened condition from one or more creatures of the types above. The target is no longer possessed, Charmed, or Frightened by such creatures.
Dismissal. As a Magic action, you target one creature you can see within 5 feet of you that has one of the creature types above. The target 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 Feyw

Paladin 5th level Abjuration

Geas

  • casting time1 minute
  • range60 feet

  • componentsV
  • 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.
Using a Higher-Level Spell Slot: If you use a level 7 or 8 spell slot, the duration is 365 days. If you use a level 9 spell slot, the spell lasts until it is ended by one of the spells mentioned abov

Paladin 5th level Enchantment

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Greater Restoration

  • casting time1 action
  • rangeTouch

  • componentsV, S, M (diamond dust worth 100+ GP, which the spell consumes)
  • 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 5th level Abjuration

Hold Monster

  • casting time1 action
  • range90 feet

  • componentsV, S, M (a straight piece of iron)
  • durationConcentration, up to 1 minute

Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.
Using a Higher-Level Spell Slot: You can target one additional creature for each spell slot level above 5.

Paladin 5th level Enchantment

Raise Dead

  • casting time1 hour
  • rangeTouch

  • componentsV, S, M (a diamond worth 500+ GP, which the spell consumes)
  • 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 5th level Necromancy

Scrying [1/2]

  • casting time10 minutes
  • rangeSelf

  • componentsV, S, M (a focus worth 1,000+ GP, such as a crystal ball, mirror, or water-filled font)
  • durationConcentration, up to 10 minutes

You can see and hear a creature you choose that is on the same plane of existence as you. The target makes a Wisdom saving throw, which is modified (see the tables below) by how well you know the target and the sort of physical connection you have to it. The target doesn’t know what it is making the save against, only that it feels uneasy.
Your Knowledge of the Target Is…
- Secondhand (heard of the target) - Save Modifier (+ 5)
-Firsthand (met the target) - Save Modifier (+ 0)
- Extensive (know the target well) - Save Modifier (- 5)
You Have the Target’s…
-Picture or other likeness - Save Modifier (- 2)
-Garment or other possession Save Modifier (- 4)
-Body part, lock of hair, or bit of nail - Save Modifier (- 10)

Paladin 5th level Divination

Scrying [2/2]

  • casting time10 minutes
  • rangeSelf

  • componentsV, S, M (a focus worth 1,000+ GP, such as a crystal ball, mirror, or water-filled font)
  • durationConcentration, up to 10 minutes

On a successful save, the target isn’t affected, and you can’t use this spell on it again for 24 hours.
On a failed save, the spell creates an Invisible, intangible 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. If something can see the sensor, it appears as a luminous orb about the size of your fist.
Instead of targeting a creature, you can target a location you have seen. When you do so, the sensor appears at that location and doesn’t move.

Paladin 5th level Divination

Summon Celestial

  • casting time1 action
  • range90 feet

  • componentsV, S, M (a reliquary worth 500+ GP)
  • durationConcentration, up to 1 hour

You call forth a Celestial spirit. It manifests in an angelic form 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

Paladin 5th-level conjuration

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