Cast immediately after hitting with a Melee weapon or Unarmed Strike. The target takes an extra 2d8 Radiant damage. Damage increases by 1d8 if the target is a Fiend or Undead. Once per Long Rest you can cast this without a spell slot (Paladin's Smite feature). Cast at Higher Levels: Damage increases by 1d8 per slot level above 1st.
A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier. Cast at Higher Levels: Healing increases by 2d8 per slot level above 1st.
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 roll or save. Cast at Higher Levels: Target one additional creature per slot level above 1st.
A shimmering field surrounds a creature of your choice within range; granting it a +2 bonus to AC for the duration.
Until the spell ends; your attacks with weapons deal an extra 1d4 Radiant damage on a hit.
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. Cast at Higher Levels: Target one additional creature per slot level above 1st.
Cast immediately after hitting with a Melee weapon or Unarmed Strike. The target takes an extra 1d6 Necrotic damage and must succeed on a Wisdom saving throw or be Frightened until the spell ends. At the end of each of its turns; the Frightened target repeats the save; ending the spell on a success. Cast at Higher Levels: Damage increases by 1d6 per slot level above 1st.
Cast immediately after hitting with a Melee weapon or Unarmed Strike. The target takes an extra 1d6 Fire damage. At the start of each of its turns; the target takes 1d6 Fire damage and makes a Constitution saving throw. On a failed save; the spell continues. On a success; the spell ends. Cast at Higher Levels: All damage increases by 1d6 per slot level above 1st.
** Unlocked at Paladin Level 3 ** Up to three creatures you can see within range must each make a Charisma saving throw. Whenever a target that fails this save makes an attack roll or saving throw; it must subtract 1d4 from the result. Cast at Higher Levels: Target one additional creature per slot level above 1st.
** Unlocked at Paladin Level 3 ** You magically mark one creature you can see as your quarry. You deal an extra 1d6 Force damage whenever you hit it with an attack roll. You also have Advantage on Wisdom (Perception or Survival) checks to find it. If it drops to 0 HP; use a Bonus Action to move the mark to a new creature. Cast at Higher Levels: Concentration up to 8 hours (slot 3-4) or 24 hours (slot 5+).
** Unlocked at Paladin Level 5 ** Choose a Humanoid 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 a success. Cast at Higher Levels: Target one additional Humanoid per slot level above 2nd.
** Unlocked at Paladin Level 5 ** Briefly surrounded by silvery mist; you teleport up to 30 feet to an unoccupied space you can see.