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Bless

  • casting time1 action
  • range30 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a sprinkling of holy water

You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

Paladin, 1st level Enchantment

Command

  • casting time1 action
  • range60 feet

  • componentsV
  • duration1 round

Creature must succeed on a Wisdom saving throw or follow the command on its next turn. No effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it.
Some typical commands & their effects follow.
You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can't follow your command, the spell ends.
Approach: Target moves toward you by the shortest & most direct route, ending its turn if it moves within 5ft of you.
Drop: The target drops whatever it's holding & then ends its turn.
Flee: 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.
At Higher Levels: When cast using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. Creatures must be within 30ft of each other when targeted.

Paladin (*)(Crown)(Conquest), 1st level Enchantment

Compelled Duel

  • casting time1 bonus action
  • range30 feet

  • componentsV
  • durationConcentration, up to 1 minute

You attempt to compel a creature into a duel. One creature that you can see within range must make a Wisdom saving throw. On a failed save, the creature is drawn to you, compelled by your divine demand. For the duration, it has disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you, if it succeeds on this saving throw, this spell doesn't restrict the target's movement for that turn.
The spell ends if you attack any other creature, if you cast a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30 feet away from the target.

Paladin (*)(Crown),, 1st level Enchantment

Protection from Evil and Good

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • durationConcentration, up to 10 minutes

holy water or powdered silver and iron, which the spell consumes

Until the spell ends, one willing creature you touch is protected against certain types of creatures - aberrations, celestials, elementals, fey, fiends, and undead.
The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.

Paladin (*)(Devotion) 1st level Abjuration

Shield of Faith

  • casting time1 bonus action
  • range60 feet

  • componentsV, S, M
  • durationConcentration, up to 10 minutes

a small parchment with a bit of holy text written on it

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

Paladin,, 1st level Abjuration

Find Steed

  • casting time10 minutes
  • range30 feet

  • componentsV, S
  • durationInstantaneous

Summons spirit in the form of an unusually intelligent, strong, & loyal steed, creating a bond with it. Appears in 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. Steed has statistics of chosen form, though it's a celestial, fey, or fiend (you choice) instead of its normal type. Additionally, if steed has Intelligence of 5 or less, its Intelligence becomes 6, & gains ability to understand one language of choice that you speak.
Steed serves as a mount, both in combat & out, & you have an instinctive bond allowing you to fight as a seamless unit. While mounted, you can make any spell you cast that targets only you also target your steed.
When the steed drops to 0hp, it disappears, leaving behind no physical form. Can also dismiss steed at any time as an action., In either case, casting this spell again summons the same steed, restored to its maximum HP.
While steed is within 1 mile of you, you can communicate with it telepathically.
Can't have more than one steed bonded by this spell at a time. As an action, you can release steed from bond at any time, causing it to disappear.

Paladin 2nd level Conjuration

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),, 2nd level Abjuration

Aura of Vitality

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

  • componentsV
  • durationConcentration, up to 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) 3rd level Evocation

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,, 3rd level Necromancy

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