1st Level Paladin Spells in The Cleansed Realm | World Anvil
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1st Level Paladin Spells

Bless (C)

 
LEVEL
1st
CASTING TIME
1 Action
RANGE/AREA
30 ft.
COMPONENTS
V, S, M*
DURATION
(C) 1 Minute
SCHOOL
Enchantment
ATTACK/SAVE
None
DAMAGE/EFFECT
Buff
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 ad 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.   *(a sprinkling of holy water)    

Ceremony (R)

 
LEVEL
1st
CASTING TIME
1 Hour (R)
RANGE/AREA
Touch
COMPONENTS
V, S, M*
DURATION
Instantaneous
SCHOOL
Abjuration
ATTACK/SAVE
None
DAMAGE/EFFECT
Buff
You perform a special religious ceremony that is infused with magic. When you cast the spell, choose one of the following rites, the target of which must be within 10 feet of you throughout the casting.   Atonement. You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (Insight) check. On a successful check, you restore the target to its original alignment.   Bless Water. You touch one vial of water and cause it to become holy water.   Coming of Age. You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this rite only once.   Dedication. You touch one humanoid who wishes to be dedicated to your god's service. For the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save. A creature can benefit from this rite only one.   Funeral Rite. You touch one corpse, and for the next 7 days, the target can't become undead by any means short of a wish spell.   Wedding. You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed.   *(25 gp worth of powdered silver, which the spell consumes)    

Command

 
LEVEL
1st
CASTING TIME
1 Action
RANGE/AREA
60 ft.
COMPONENTS
V
DURATION
1 Round
SCHOOL
Enchantment
ATTACK/SAVE
WIS Save
DAMAGE/EFFECT
Prone
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. The spell has 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 and their effects follow. You might issue a command other than one described here. If you do so, the GM determines how the target behaves. If the target can't follow your command, the spell ends.   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.   At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.    

Compelled Duel (C)

 
LEVEL
1st
CASTING TIME
1 Bonus Action
RANGE/AREA
30 ft.
COMPONENTS
V
DURAITON
(C) 1 Minute
SCHOOL
Enchantment
ATTACK/SAVE
WIS Save
DAMAGE/EFFECT
Control
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 in attempts to move to a space that is more than 30 feet away from you; if succeeds on 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.    

Cure Wounds

 
LEVEL
1st
CASTING TIME
1 Action
RANGE/AREA
Touch
COMPONENTS
V, S
DURATION
Instantaneous
SCHOOL
Evocation
ATTACK/SAVE
None
DAMAGE/EFFECT
Healing
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.   At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.    

Detect Evil and Good (C)

 
LEVEL
1st
CASTING TIME
1 Action
RANGE/AREA
Self (30 ft. circle)
COMPONENTS
V, S
DURATION
(C) 10 Minutes
SCHOOL
Divination
ATTACK/SAVE
None
DAMAGE/EFFECT
Detection
For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated.   The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.    

Detect Magic (C) (R)

 
LEVEL
1st
CASTING TIME
1 Action (R)
RANGE/AREA
Self (30 ft. circle)
COMPONENTS
V, S
DURATION
(C) 10 Minutes
SCHOOL
Divination
ATTACK/SAVE
None
DAMAGE/EFFECT
Detection
For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.   The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of word or dirt.    

Detect Poison and Disease (C) (R)

 
LEVEL
1st
CASTING TIME
1 Action
RANGE/AREA
Self (30 ft. circle)
COMPONENTS
V, S, M*
DURATION
(C) 10 Minutes
SCHOOL
Divination
ATTACK/SAVE
None
DAMAGE/EFFECT
Detection
For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case.   The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.   *(a yew leaf)    

Divine Favor (C)

 
LEVEL
1st
CASTING TIME
1 Bonus Action
RANGE/AREA
Self
COMPONENTS
V, S
DURATION
(C) 1 Minute
SCHOOL
Evocation
ATTACK/SAVE
None
DAMAGE/EFFECT
Radiant
Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal an extra 1d4 radiant damage on a hit.    

Heroism (C)

 
LEVEL
1st
CASTING TIME
1 Action
RANGE/AREA
Touch
COMPONENTS
V, S
DURATION
(C) 1 Minute
SCHOOL
Enchantment
ATTACK/SAVE
None
DAMAGE/EFFECT
Buff
A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell.   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.    

Protection from Evil and Good (C)

 
LEVEL
1st
CASTING TIME
1 Action
RANGE/AREA
Touch
COMPONENTS
V, S, M*
DURATION
(C) 10 Minutes
SCHOOL
Abjuration
ATTACK/SAVE
None
DAMAGE/EFFECT
Buff
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.   *(holy water or powdered silver and iron, which the spell consumes)    

Purify Food and Drink (R)

 
LEVEL
1st
CASTING TIME
1 Action (R)
RANGE/AREA
10 ft. (5 ft. circle)
COMPONENTS
V, S
DURATION
Instantaneous
SCHOOL
Transmutation
ATTACK/SAVE
None
DAMAGE/EFFECT
Utility
All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.    

Searing Smite (C)

 
LEVEL
1st
CASTING TIME
1 Bonus Action
RANGE/AREA
Self
COMPONENTS
V
DURATION
(C) 1 Minute
SCHOOL
Evocation
ATTACK/SAVE
CON Save
DAMAGE/EFFECT
Fire
The next time you hit a creature with a melee weapon attack during the spell's duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spell ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.   At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial extra damage dealt by the attack increases by 1d6 for each slot.  

Shield of Faith (C)

LEVEL
1st
CASTING TIME
1 Bonus Action
RANGE/AREA
60 ft.
COMPONENTS
V, S, M*
DURATION
(C) 10 Minutes
SCHOOL
Abjuration
ATTACK/SAVE
None
DAMAGE/EFFECT
Buff
A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.   *(a small parchment with a bit of holy text written on it)    

Thunderous Smite (C)

 
LEVEL
1st
CASTING TIME
1 Bonus Action
RANGE/AREA
Self
COMPONENTS
V
DURATION
(C) 1 Minute
SCHOOL
Evocation
ATTACK/SAVE
STR Save
DAMAGE/EFFECT
Thunder
The first time you hit with a melee weapon attack during this spell's duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d6 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.    

Wrathful Smite (C)

 
LEVEL
1st
CASTING TIME
1 Bonus Action
RANGE/AREA
Self
COMPONENTS
V
DURATION
(C) 1 Minute
SCHOOL
Evocation
ATTACK/SAVE
WIS Save
DAMAGE/EFFECT
Psychic
The next time you hit with a melee weapon attack during this spell's duration, your attack deals an extra 1d6 psychic damage. Additionally, if the target is a creature, it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action, the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.

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