Paladin Spell List

1st Level Paladin Spells

Bless

Bless

1-level Enchantment

Casting Time: 1 action
Range/Area: 30ft
Components: V, S, M
Materials: tbd
Duration: Concentration, up to 1 minute

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.

Compelled Duel

Compelled Duel

1-level Enchantment

Casting Time: 1 bonus action
Range/Area: 30ft
Components: V
Duration: Concentration, up to 1 minute
Attack/Save: Wisdom saving throw

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.

Cure Wounds

Cure Wounds

1-level Evocation

Casting Time: 1 action
Range/Area: Touch
Components: V, S
Duration: 1 action

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 Poison and Disease

Detect Poison and Disease

1-level Divination

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: Self
Components: V, S, M
Materials: tbd
Duration: Concentration, up to 10 minutes

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.

Divine Favour

Divine Favour

1-level Evocation

Casting Time: 1 bonus action
Range/Area: Self
Components: V, S
Duration: Concentration, up to 1 minute
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.

Available for: Paladins
Healing Word

Healing Word

1-level Evocation

Casting Time: 1 bonus action
Range/Area: 60ft
Components: V
Duration: Instantaneous

A creature of your choice that you can see within range regains hit points equal to 1d4 + 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 1d4 for each slot level above 1st.

Heroism

Heroism

1-level Enchantment

Casting Time: 1 action
Range/Area: Touch
Components: V, S
Duration: Concentration, up to 1 minute

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.

Available for: Paladins
Identify

Identify

1-level Divination

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 minute
Range/Area: Touch
Components: V, S, M
Materials: tbd
Duration: Instantaneous

You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.

If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.

Light Drive

Light Drive

1-level Evocation

Casting Time: 1 action
Range/Area: Self (60ft line)
Components: S, M
Materials: tbd
Duration: Instantaneous
Attack/Save: Dexterity saving throw
Damage/Effect: radiant

An orb of radiant power forming a line 60 feet long and 5 feet wide blasts out from you in a direction you choose. Creatures in the orb's path must make a Dexterity saving throw or take 2d10 radiant damage, or half as much on a successful save.

At higher levels:

When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

Available for: Paladins
Protection from Evil

Protection from Evil

1-level Abjuration

Casting Time: 1 action
Range/Area: Touch
Components: V, S, M
Materials: tbd
Duration: Concentration, up to 10 minutes

Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, 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.

Available for: Paladins
Purify Food and Drink

Purify Food and Drink

1-level Transmutation

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: 10ft
Components: V, S
Duration: Instantaneous

All nonmagical food and drink within a 5 foot radius sphere centred on a point of your choice within range is purified and rendered free of poison and disease.

Ray of Light

Ray of Light

1-level Evocation

Casting Time: 1 action
Range/Area: 60ft
Components: V, S
Duration: Instantaneous
Attack/Save: Dexterity saving throw
Damage/Effect: radiant

You form a concentrated beam of light infused with holy energy to strike your enemies down with a flash of light. The target must make a Dexterity saving throw, taking 3d6 radiant damage on a failed save, or half as much on a success.

At higher levels:

When you cast this spell using a spell slot of 2nd level or higher the targeted creature takes an additional 1d6 radiant damage for every spell slot above 1st.

Available for: Paladins
Sanctuary

Sanctuary

1-level Abjuration

Casting Time: 1 bonus action
Range/Area: 30ft
Components: V, S, M
Materials: tbd
Duration: 1 minute
Attack/Save: Wisdom saving throw

You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn’t protect the warded creature from area effects, such as the explosion of a fireball.

If the warded creature makes an attack or casts a spell that affects an enemy creature, this spell ends.

Searing Smite

Searing Smite

1-level Evocation

Casting Time: 1 bonus action
Range/Area: Self
Components: V
Duration: Concentration, up to 1 minute
Attack/Save: melee weapon attack, Constitution saving throw
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 level above 1st.

Shield of Faith

Shield of Faith

1-level Abjuration

Casting Time: 1 bonus action
Range/Area: 60ft
Components: V, S, M
Materials: tbd
Duration: Concentration, up to 10 minutes

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

Available for: Paladins
Thunderous Smite

Thunderous Smite

1-level Evocation

Casting Time: 1 bonus action
Range/Area: Self
Components: V
Duration: Concentration, up to 1 minute
Attack/Save: melee weapon attack, Strength saving throw
Damage/Effect: thunder, prone

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.

 

2nd Level Paladin Spells

Aid

Aid

2-level Abjuration

Casting Time: 1 action
Range/Area: 30ft
Components: V, S, M
Materials: tbd
Duration: 8 hours

Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target’s hit point maximum and current hit points increase by 5 for the duration.

At higher levels:

When you cast this spell using a spell slot of 3rd level or higher, a target’s hit points increase by an additional 5 for each slot level above 2nd.

Calm Emotions

Calm Emotions

2-level Enchantment

Casting Time: 1 action
Range/Area: 60ft
Components: V, S
Duration: Concentration, up to 1 minute
Attack/Save: Charisma saving throw

You attempt to suppress strong emotions in a group of people. Each humanoid in a 20 foot radius sphere centred on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects.

You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.

Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the DM rules otherwise.

Darkvision

Darkvision

2-level Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: V, S, M
Materials: tbd
Duration: 8 hours

You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 60 feet.

Find Steed

Find Steed

2-level Conjuration

Casting Time: 10 minutes
Range/Area: 30ft
Components: V, S
Duration: Instantaneous

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: a warhorse, a pony, a camel, an elk, or a mastiff. (Your GM 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 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.

Available for: Paladins, Wizards
Flame Charge

Flame Charge

2-level Evocation

Casting Time: 1 action
Range/Area: Self
Components: V, S, M
Materials: a melee weapon
Duration: Instantaneous
Attack/Save: melee weapon attack
Damage/Effect: fire

Your body is launched forward with magical force, and your weapon is lit with magical flame as you strike all creatures in your path. Upon casting this spell, you move up to 30 feet in a straight line (this does not count as your move for the turn). You can move through the spaces of other creatures, and this movement does not provoke opportunity attacks, but you cannot end this movement in another creature's space.

As part of casting this spell, you can make one melee weapon attack against all creatures whose spaces you move through, as well as one creature within 5 feet of the space your movement ends if you haven't otherwise attacked that creature. On each hit, your melee weapon inflicts its normal damage plus 1d8 fire damage. Any flammable objects worn or carried by the target are ignited and set on fire in a blast of heat.

At higher levels:

When you cast this spell using a spell slot of 3rd level or higher, the fire damage increases by 1d8 for each slot level above 2nd.

Lesser Restoration

Lesser Restoration

2-level Abjuration

Casting Time: 1 action
Range/Area: Touch
Components: V, S
Duration: Instantaneous

You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralysed, or poisoned.

Magic Weapon

Magic Weapon

2-level Transmutation

Casting Time: 1 bonus action
Range/Area: Touch
Components: V, S
Duration: Concentration, up to 1 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.

At higher levels:

When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3.

Prayer of Healing

Prayer of Healing

2-level Evocation

Casting Time: 10 minutes
Range/Area: 30ft
Components: V
Duration: Instantaneous

Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + 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 3rd level or higher, the healing increases by 1d8 for each slot level above 2nd.

Protection from Poison

Protection from Poison

2-level Abjuration

Casting Time: 1 action
Range/Area: Touch
Components: V, S
Duration: 1 hour

You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize one poison that you know is present, or you neutralize one at random.

For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage.

Zone of Truth

Zone of Truth

2-level Enchantment

Casting Time: 1 action
Range/Area: 60ft
Components: V, S
Duration: 10 minutes
Attack/Save: Charisma saving throw

You create a magical zone that guards against deception in a 15 foot radius sphere centred on a point of your choice 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 must make a Charisma saving throw. On a failed save, a creature can’t speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw.

An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth.

Available for: Paladins, Wizards
 

3rd Level Paladin Spells

Aura of Vitality

Aura of Vitality

3-level Evocation

Casting Time: 1 action
Range/Area: Self (30ft radius)
Components: V
Duration: Concentration, 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, centred on you. You can use a bonus action to cause one creature in the aura (including you) to regain 2d6 hit points.

Blinding Smite

Blinding Smite

3-level Evocation

Casting Time: 1 bonus action
Range/Area: Self
Components: V
Duration: Concentration, up to 1 minute
Attack/Save: melee weapon attack, Constitution saving throw
Damage/Effect: radiant, blinded

The next time you hit a creature with a melee weapon attack during this spell’s duration, your weapon flares with bright light, and the attack deals an extra 3d8 radiant damage to the target. Additionally, the target must succeed on a Constitution saving throw or be blinded until the spell ends.

A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.

Available for: Paladins
Clairvoyance

Clairvoyance

3-level Divination

Casting Time: 10 minutes
Range/Area: 1 mile
Components: V, S, M
Materials: tbd
Duration: Concentration, up to 10 minutes

You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration, and it can’t be attacked or otherwise interacted with.

When you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing.

A creature that can see the sensor (such as a creature benefitting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist.

Counterspell

Counterspell

3-level Abjuration

Casting Time: 1 reaction, which you take when you see a creature within 60 feet of you casting a spell
Range/Area: 60ft
Components: S
Duration: Instantaneous

You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails and has no effect.

At higher levels:

When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.

Crusader's Mantle

Crusader's Mantle

3-level Evocation

Casting Time: 1 action
Range/Area: Self
Components: V
Duration: Concentration, up to 1 minute

Holy power radiates from you in an aura with a 30 foot radius, awakening boldness in friendly creatures. Until the spell ends, the aura moves with you, centred on you. While in the aura, each nonhostile creature in the aura (including you) deals an extra 1d4 radiant damage when it hits with a weapon attack.

Available for: Paladins
Daylight

Daylight

3-level Evocation

Casting Time: 1 action
Range/Area: 60ft
Components: V, S
Duration: 1 hour

A 60 foot radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet.

If you chose a point on an object you are holding or one that isn’t being worn or carried, the light shines from the object and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light.

If any of this spell’s area overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled.

Dispel Magic

Dispel Magic

3-level Abjuration

Casting Time: 1 action
Range/Area: 120ft
Components: V, S
Duration: Instantaneous

Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a successful check, the spell ends.

At higher levels:

When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell’s level is equal to or less than the level of the spell slot you used.

Available for: Paladins, Wizards
Dome of Light

Dome of Light

3-level Abjuration

Casting Time: 1 action
Range/Area: Self (10ft radius)
Components: V, S
Duration: Concentration, up to 1 minute
Attack/Save: Constitution saving throw
Damage/Effect: radiant

You conjure a dome of light that surrounds you in a protective radiant barrier.

You summon an orb of light that expands to a 10 foot radius around you and remains for the duration. You and each creature you choose gains a +2 bonus to AC against spell attacks and to saving throws against spells while inside the dome. Each creature you choose that enters or starts their turn in the dome must make a Constitution saving throw equal to the casters spell DC. The creatures take 4d8 radiant damage on a failed save and half that on a successful one.

At higher levels:

When you cast this spell using a spell slot of 4th level or higher, the radiant damage increases by 1d8 for every spell slot above 3rd.

Heavenly Lightning

Heavenly Lightning

3-level Evocation

Casting Time: 1 action
Range/Area: Self (30ft radius, 100ft high cylinder)
Components: V, S, M
Materials: tbd
Duration: Instantaneous
Attack/Save: Dexterity saving throw
Damage/Effect: lightning, radiant

You raise your hand towards the sky and summon lightning in a 100- foot tall cylinder with a 30 -foot radius centered on you. Each creature in this area must make a Dexterity saving throw; you and creatures of your choice that you can see have advantage on this saving throw. A creature takes 2d12 lightning damage and 1d12 radiant damage on a failed save, or half as much on a success.

At higher levels:

When you cast this spell using a spell slot of 4th or higher level, the lightning damage or the radiant damage (your choice) increases by 1d12 for each slot level above 3rd.

Available for: Paladins
Lightning Arrow

Lightning Arrow

3-level Transmutation

Casting Time: 1 bonus action
Range/Area: Self
Components: V, S
Duration: Concentration, up to 1 minute
Attack/Save: ranged weapon attack, Dexterity saving throw
Damage/Effect: lightning

The next time you make a ranged weapon attack during the spell’s duration, the weapon’s ammunition, or the weapon itself if it’s a thrown weapon, transforms into a bolt of lightning. Make the attack roll as normal. The target takes 4d8 lightning damage on a hit, or half as much damage on a miss, instead of the weapon’s normal damage.

Whether you hit or miss, each creature within 10 feet of the target must make a Dexterity saving throw. Each of these creatures takes 2d8 lightning damage on a failed save, or half as much damage on a successful one.

The piece of ammunition or weapon then returns to its normal form.

At higher levels:

When you cast this spell using a spell slot of 4th level or higher, the damage for both effects of the spell increases by 1d8 for each slot level above 3rd.

Magic Circle

Magic Circle

3-level Abjuration

Casting Time: 1 minute
Range/Area: 10ft
Components: V, S, M
Materials: tbd
Duration: 1 hour

You create a 10 foot radius, 20 foot tall cylinder of magical energy centred 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 of the chosen type in the ways listed below.

When you cast this spell, you can elect to 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.

 
  • 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 charmed, frightened, or possessed by the creature.
At higher levels:

When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 hour for each slot level above 3rd.

Available for: Paladins, Wizards
Mass Healing Word

Mass Healing Word

3-level Evocation

Casting Time: 1 bonus action
Range/Area: 60ft
Components: V
Duration: Instantaneous

As you call out words of restoration, up to six creatures of your choice that you can see within range regain hit points equal to 1d4 + 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 4th level or higher, the healing increases by 1d4 for each slot level above 3rd.

Nondetection

Nondetection

3-level Abjuration

Casting Time: 1 action
Range/Area: Touch
Components: V, S, M
Materials: tbd
Duration: 8 hours

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

Remove Curse

Remove Curse

3-level Abjuration

Casting Time: 1 action
Range/Area: Touch
Components: V, S
Duration: Instantaneous

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 discarded.

Revivify

Revivify

3-level Conjuration

Casting Time: 1 action
Range/Area: Touch
Components: V, S, M
Materials: tbd
Duration: Instantaneous

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.

Spirit Guardians

Spirit Guardians

3-level Conjuration

Casting Time: 1 action
Range/Area: Self (15ft radius)
Components: V, S, M
Materials: tbd
Duration: Concentration, up to 10 minutes
Attack/Save: Wisdom saving throw

You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish.

When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage.

At higher levels:

When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

 

4th Level Paladin Spells

Aura of Life

Aura of Life

4-level Abjuration

Casting Time: 1 action
Range/Area: Self (30ft radius)
Components: V
Duration: Concentration, up to 10 minutes

Life-preserving energy radiates from you in an aura with a 30 foot radius. Until the spell ends, the aura moves with you, centred on you. Each nonhostile creature in the aura (including you) has resistance to necrotic damage, and its hit point maximum can't be reduced. In addition, a nonhostile, living creature regains 1 hit point when it starts its turn in the aura with 0 hit points.

Available for: Paladins
Aura of Purity

Aura of Purity

4-level Abjuration

Casting Time: 1 action
Range/Area: Self (30ft radius)
Components: V
Duration: Concentration, up to 10 minutes

Purifying energy radiates from you in an aura with a 30 foot radius. Until the spell ends, the aura moves with you, centred on you. Each nonhostile creature in the aura (including you) can’t become diseased, has resistance to poison damage, and has advantage on saving throws against effects that cause any of the following conditions: blinded, charmed, deafened, frightened, paralysed, poisoned, and stunned.

Available for: Paladins
Banishment

Banishment

4-level Abjuration

Casting Time: 1 action
Range/Area: 60ft
Components: V, S, M
Materials: tbd
Duration: Concentration, up to 1 minute
Attack/Save: Charisma saving throw
Damage/Effect: incapacitated

You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished.

If the target is native to the plane of existence you’re on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.

If the target is native to a different plane of existence than the one you’re on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn't return.

At higher levels:

When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.

Available for: Paladins, Wizards
Death Ward

Death Ward

4-level Abjuration

Casting Time: 1 action
Range/Area: Touch
Components: V, S
Duration: 8 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 as a result of taking damage, 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 instantaneously without dealing damage, that effect is instead negated against the target, and the spell ends.

Divination

Divination

4-level Divination

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: Self
Components: V, S, M
Materials: tbd
Duration: Instantaneous

Your magic and an offering put you in contact with a god or a god’s servants. You ask a single question concerning a specific goal, event, or activity to occur within 7 days. The DM offers a truthful reply. The reply might be a short phrase, a cryptic rhyme, or an omen.

The spell doesn’t take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.

If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.

Guardian of Faith

Guardian of Faith

4-level Conjuration

Casting Time: 1 action
Range/Area: 30ft
Components: V
Duration: 8 hours
Attack/Save: Dexterity saving throw
Damage/Effect: radiant

A Large spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within range. The guardian occupies that space and is indistinct except for a gleaming sword and shield emblazoned with the symbol of your deity.

Any creature hostile to you that m oves to a space within 10 feet of the guardian for the first time on turn must succeed on a Dexterity saving throw. The creature takes 20 radiant damage on a failed save, or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage.

Available for: Paladins
Positive Energy Aura

Positive Energy Aura

4-level Abjuration

Casting Time: 1 action
Range/Area: Self
Components: V, S
Duration: Concentration, up to 1 minute

You project an aura of positive energy that makes healing more effective.

For the duration, if a creature within 30 feet of you regains hit points, they gain an additional hit points equal to 1d8 + your spellcasting ability modifier. The regained hit points must have been the result of an instantaneous effect (such as a spell, potion or regeneration; but not a long or short rest).

At higher levels:

When you cast this spell using a spell slot of 5th or higher, the healing increases by 1d8 for each slot level above 4th.

 

5th Level Paladin Spells

Banishing Smite

Banishing Smite

5-level Abjuration

Casting Time: 1 bonus action
Range/Area: Self
Components: V
Duration: Concentration, up to 1 minute
Damage/Effect: force

The next time you hit a creature with a weapon attack before this spell ends, your weapon crackles with force, and the attack deals an extra 5d10 force damage to the target. Additionally, if this attack reduces the target to 50 hit points or fewer, you banish it. If the target is native to a different plane of existence than the one you’re on, the target disappears, returning to its home plane. If the target is native to the plane you’re on, the creature vanishes into a harmless demiplane. While there, the target is incapacitated. It remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.

Available for: Paladins
Circle of Power

Circle of Power

5-level Abjuration

Casting Time: 1 action
Range/Area: Self (30ft radius)
Components: V
Duration: Concentration, up to 10 minutes

Divine energy radiates from you, distorting and diffusing magical energy within 30 feet of you. Until the spell ends, the sphere moves with you, centred on you. For the duration, each friendly creature in the area (including you) has advantage on saving throws against spells and other magical effects. Additionally, when an affected creature succeeds on a saving throw made against a spell or magical effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw.

Available for: Paladins
Commune

Commune

5-level Divination

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 minute
Range/Area: Self
Components: V, S, M
Materials: tbd
Duration: 1 minute

You contact your deity or a divine proxy and ask up to three questions that can be answered with a yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question.

Divine beings aren’t necessarily omniscient, so you might receive “unclear” as an answer if a question pertains to information that lies beyond the deity’s knowledge. In a case where a one-word answer could be misleading or contrary to the deity’s interests, the DM might offer a short phrase as an answer instead.

If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer. The DM makes this roll in secret.

Destructive Wave

Destructive Wave

5-level Evocation

Casting Time: 1 action
Range/Area: Self (30ft radius)
Components: V
Duration: Instantaneous
Attack/Save: Constitution saving throw
Damage/Effect: thunder, prone

You strike the ground, creating a burst of divine energy that ripples outward from you. Each creature you choose within 30 feet of you must succeed on a Constitution saving throw or take 5d6 thunder damage, as well as 5d6 radiant or necrotic damage (your choice), and be knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn’t knocked prone.

Flame Strike

Flame Strike

5-level Evocation

Casting Time: 1 action
Range/Area: 60ft
Components: V, S, M
Materials: tbd
Duration: Instantaneous
Attack/Save: Dexterity saving throw
Damage/Effect: fire, radiant

A vertical column of divine fire roars dow n from the heavens in a location you specify. Each creature in a 10 foot radius, 40-foot-high cylinder centred on a point within range must make a Dexterity saving throw. A creature takes 4d6 fire damage and 4d6 radiant damage on a failed save, or half as much damage on a successful one.

At higher levels:

When you cast this spell using a spell slot of 6th level or higher, the fire damage or the radiant damage (your choice) increases by 1d6 for each slot level above 5th.

Greater Restoration

Greater Restoration

5-level Abjuration

Casting Time: 1 action
Range/Area: Touch
Components: V, S, M
Materials: tbd
Duration: Instantaneous

You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target’s exhaustion level by one, or end one of the following effects on the target:

 
  • One effect that charmed or petrified the target
  • One curse, including the target’s attunement to a cursed magic item
  • Any reduction to one of the target’s ability scores
  • One effect reducing the target’s hit point maximum
Hold Monster

Hold Monster

5-level Enchantment

Casting Time: 1 action
Range/Area: 90ft
Components: V, S, M
Materials: tbd
Duration: Concentration, up to 1 minute
Attack/Save: Wisdom saving throw
Damage/Effect: paralysed

Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralysed for the duration. This spell has no effect on undead. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.

At higher levels:

When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them.

Mass Cure Wounds

Mass Cure Wounds

5-level Conjuration

Casting Time: 1 action
Range/Area: 60ft
Components: V, S
Duration: Instantaneous

A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30 foot radius sphere centred on that point. Each target regains hit points equal to 3d8 + 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 6th level or higher, the healing increases by 1d8 for each slot level above 5th.

Righteous Might

Righteous Might

5-level Transmutation

Casting Time: 1 action
Range/Area: Self
Components: V, S, M
Materials: tbd
Duration: Concentration, up to 1 minute

Your size doubles in all dimensions and your weight is multiplied by 8. This growth increases its size by one category - from Medium to Large, for example. If there isn't enough room for you to double in size, you attain the maximum possible size in the space available.

Until the spell ends, Strength skill checks (Athletics) and Strength saving throws that you make are equal to your Strength score (max 20). Your weapons and armour also grow to match your new size. While these weapons are enlarged, the weapon deals an additional damage die on the weapon but not any magical damage dealt by the weapon.

In addition, you are infused with supernatural hardiness. For the duration, bludgeoning, piercing, and slashing damage that you take from non-magical weapons is reduced by 3 and your AC increases by 2.

Any enlarged item that leaves your possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage (projectiles deal damage based on the size of the weapon that fired them).

This spell does not stack with other magical effects that increase size.


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