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Armor of Agathys

  • casting time1 action
  • rangeSelf

  • componentsV, S, M
  • duration1 hour

a cup of water

A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot level above 1st.

Paladin (Conquest) 1st level Abjuration

Divine Smite (Paladin's Smite)

  • casting time1 bonus action
  • rangeSelf

  • componentsV
  • durationInstantaneous

As you hit the target, your strike glows with divine power. 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.

You can cast it from this feature once without expending a spell slot, and you must finish a Long Rest before you can cast it this way again.
Return this card to the DM when you use this feature.

Paladin (Paladin's Smite) 1st level Evocation

Find Steed (Faithful Steed) [1/2]

  • casting time1 action
  • range30 feet

  • componentsV, S
  • durationInstantaneous

You summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed, creating a long-lasting bond with it. Appearing in an 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. (Your DM might allow other animals to be summoned as steeds.) The steed has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of its normal type. Additionally, if your steed has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak.

Your steed serves you as a mount, both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted on your steed, you can make any spell you cast that targets only you also target your steed.

When the steed drops to 0 hit points, it disappears, leaving behind no physical form. You can

Paladin (Faithful Steed) 2nd level Conjuration

Find Steed (Faithful Steed) [2/2]

  • casting time1 action
  • range30 feet

  • componentsV, S
  • durationInstantaneous

also dismiss your steed at any time as an action, causing it to disappear. In either case, casting this spell again summons the same steed, restored to its hit point maximum.

While your steed is within 1 mile of you, you can communicate with it telepathically.

You can't have more than one steed bonded by this spell at a time. As an action, you can release the steed from its bond at any time, causing it to disappear.

You can cast it from this feature once without expending a spell slot, and you must finish a Long Rest before you can cast it this way again.
Return this card to the DM when you use this feature.

Paladin (Faithful Steed) 2nd level Conjuration

Lay On Hands

  • casting time1 bonus action
  • rangeTouch

  • componentsn/a
  • durationInstantaneous

You have a pool of healing power that replenishes when you finish a Long Rest. 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.

Healing Pool: 5 X current paladin level.

You can choose how much healing power you use and spread it accross multiple actions.

In addition, you can expend 5 Hit Points from the pool of healing power to remove the Poisoned condition from the creature

Paladin (Faithful Steed) Paladin Feature

Channel Divinity (1 use) [1/2]

  • casting timen/a
  • rangen/a

  • componentsn/a
  • durationInstantaneous

You can channel divine energy directly from the Outer Planes, using that energy to fuel magical effects. Each time you use this Channel Divinity, you choose which effect from this class to create. 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 classs Spellcasting feature.

Divine Sense (Lvl3): As a Bonus Action, you can open your awareness to detect Celestials, Fiends, and Undead. 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.

Vow of Enmity (Lvl3): 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 gain Advantage on attack rolls

Paladin (Channel Divinity) Paladin Feature

Channel Divinity (1 use) [2/2]

  • casting timen/a
  • rangen/a

  • componentsn/a
  • durationInstantaneous

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).

Abjure Foes (Lvl9): As a Magic Action, you can expend one use of your Channel Divinity to overwhelm foes with divine 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.

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.
Return this card to the DM when you use this feature.

Paladin (Channel Divinity) Paladin Feature

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