Paladín Ñevel 1 Spells

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ARMOR OF AGATHYS BANE BLESS

CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE


1 action Self 1 action 30 feet 1 action 30 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M 1 hour V, S, M Concentration, up to 1 V, S, M Concentration, up to 1
minute minute
a cup of water
a drop of blood a sprinkling of holy water
A protective magical force surrounds you,
manifesting as a spectral frost that covers you Up to three creatures of your choice that you You bless up to three creatures of your choice
and your gear. You gain 5 temporary hit points can see within range must make Charisma saving within range. Whenever a target makes an attack
for the duration. If a creature hits you with a throws. Whenever a target that fails this saving roll or a saving throw before the spell ends, the
melee attack while you have these hit points, the throw makes an attack roll or a saving throw target can roll a d4 and add the number rolled to
creature takes 5 cold damage. before the spell ends, the target must roll a d4 the attack roll or saving throw.
At Higher Levels: When you cast this spell using and subtract the number rolled from the attack At Higher Levels: When you cast this spell using
a spell slot of 2nd level or higher, both the roll or saving throw. a spell slot of 2nd level or higher, you can target
temporary hit points and the cold damage At Higher Levels: When you cast this spell using one additional creature for each slot level above
increase by 5 for each slot level above 1st. a spell slot of 2nd level or higher, you can target 1st.
one additional creature for each slot level above
1st.

Paladin (Conquest) 1st level Abjuration Paladin (Vengeance) 1st level Enchantment Paladin 1st level Enchantment

CEREMONY (RITUAL) [1/2] CEREMONY (RITUAL) [2/2] COMMAND [1/2]


CASTING TIME RANGE CASTING TIME RANGE
CASTING TIME RANGE
1 hour Touch 1 hour Touch
1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION
COMPONENTS DURATION
V, S, M Instantaneous V, S, M Instantaneous
V 1 round
25 gp worth of powdered silver, which the spell consumes 25 gp worth of powdered silver, which the spell consumes
You speak a one-word command to a creature you can
You perform a special religious ceremony that is corpse, and for the next 7 days, the target can't see within range. The target must succeed on a
infused with magic. When you cast the spell, choose become undead by any means short of a wish Wisdom saving throw or follow the command on its
one of the following rites, the target of which must be spell. next turn. The spell has no effect if the target is
within 10 feet of you throughout the casting. Wedding: You touch adult humanoids willing to undead, if it doesn't understand your language, or if
Atonement: You touch one willing creature whose be bonded together in marriage. For the next 7 your command is directly harmful to it.
alignment has changed, and you make a DC 20 days, each target gains a +2 bonus to AC while Some typical commands and their effects follow.
Wisdom (Insight) check. On a successful check, you they are within 30 feet of each other. A creature You might issue a command other than one described
restore the target to its original alignment. here. If you do so, the DM determines how the target
can benefit from this rite again only if widowed. behaves. If the target can't follow your command, the
Bless Water: You touch one vial of water and cause it
to become holy water. spell ends.
Coming of Age: You touch one humanoid who is a Approach: The target moves toward you by the
young adult. For the next 24 hours, whenever the shortest and most direct route, ending its turn if it
target makes an ability check, it can roll a d4 and add moves within 5 feet of you.
the number rolled to the ability check. A creature can Drop: The target drops whatever it is holding and then
benefit from this rite only once. ends its turn.
Dedication: You touch one humanoid who wishes to Flee: The target spends its turn moving away from you
be dedicated to your god's service. For the next 24 by the fastest available means.
hours, whenever the target makes a saving throw, it Grovel: The target falls prone and then ends its turn.
can roll a d4 and add the number rolled to the save. A Halt: The target doesn't move and takes no actions. A
creature can benefit from this rite only once. flying creature stays aloft, provided that it is able to do
Funeral Rite: You touch one 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
Paladin (XGE) 1st level Abjuration Paladin (XGE) 1st level Abjuration Paladin (*)(Crown)(Conquest) 1st level Enchantment

COMMAND [2/2] COMPELLED DUEL CURE WOUNDS


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 bonus action 30 feet 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V 1 round V Concentration, up to 1 V, S Instantaneous
minute
one additional creature for each slot level above A creature you touch regains a number of hit
1st. The creatures must be within 30 feet of each You attempt to compel a creature into a duel. points equal to 1d8 + your spellcasting ability
other when you target them. One creature that you can see within range must modifier. This spell has no effect on undead or
make a Wisdom saving throw. On a failed save, constructs.
the creature is drawn to you, compelled by your At Higher Levels: When you cast this spell using
divine demand. For the duration, it has a spell slot of 2nd level or higher, the healing
disadvantage on attack rolls against creatures increases by 1d8 for each slot level above 1st.
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)(Conquest) 1st level Enchantment Paladin (*)(Crown) 1st level Enchantment Paladin 1st level Evocation
DETECT POISON AND DISEASE
DETECT EVIL AND GOOD DETECT MAGIC (RITUAL)
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self
1 action Self 1 action Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 10
V, S Concentration, up to 10 V, S Concentration, up to 10 minutes
minutes minutes
a yew leaf
For the duration, you know if there is an For the duration, you sense the presence of
aberration, celestial, elemental, fey, fiend, or magic within 30 feet of you. If you sense magic in For the duration, you can sense the presence and
undead within 30 feet of you, as well as where this way, you can use your action to see a faint location of poisons, poisonous creatures, and
the creature is located. Similarly, you know if aura around any visible creature or object in the diseases within 30 feet of you. You also identify
there is a place of object within 30 feet of you area that bears magic, and you learn its school of the kind of poison, poisonous creature, or
that has been magically consecrated or magic, if any. disease in each case.
desecrated. The spell can penetrate most barriers, but is The spell can penetrate most barriers, but is
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common blocked by 1 foot of stone, 1 inch of common
blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or metal, a thin sheet of lead, or 3 feet of wood or
metal, a thin sheet of lead, or 3 feet of wood or dirt. dirt.
dirt.

Paladin 1st level Divination Paladin 1st level Divination Paladin 1st level Divination

DIVINE FAVOR ENSNARING STRIKE HELLISH REBUKE


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 bonus action Self 1 bonus action Self 1 reaction 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 1 V Concentration, up to 1 V, S Instantaneous
minute minute
You point your finger, and the creature that
Your prayer empowers you with divine radiance. The next time you hit a creature with a weapon damaged you is momentarily surrounded by
Until the spell ends, your weapon attacks deal attack before this spell ends, a writhing mass of hellish flames. The creature must make a
and extra 1d4 radiant damage on a hit. thorny vines appears at the point of impact, and Dexterity saving throw. It takes 2d10 fire
the target must succeed on a Strength saving damage on a failed save, or half as much damage
throw or be restrained by the magical vines until on a successful one.
the spell ends. A Large or larger creature has At Higher Levels: When you cast this spell using
advantage on this saving throw. If the target a spell slot of 2nd level or higher, the damage
succeeds on the save, the vines shrivel away. increases by 1d10 for each slot level above 1st.
While restrained by this spell, the target takes
1d6 piercing damage at the start of each of its
turns. A creature restrained by the vines or one
that can touch the creature can use its action to
make a Strength check against your spell save
DC. On a success, the target is freed.
At Higher Levels: If you cast this spell using a
spell slot of 2nd level or higher, the damage
increases by 1d6 for each slot level above 1st.

Paladin 1st level Evocation Paladin (Ancients) 1st level Conjuration Paladin (Oathbreaker) 1st level Evocation

HEROISM HUNTER'S MARK INFLICT WOUNDS


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 bonus action 90 feet 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 1 V Concentration, up to 1 V, S Instantaneous
minute hour
Make a melee spell attack against a creature you
A willing creature you touch is imbued with You choose a creature you can see within range can reach. On a hit, the target takes 3d10
bravery. Until the spell ends, the creature is and mystically mark it as your quarry. Until the necrotic damage.
immune to being frightened and gains temporary spell ends, you deal an extra 1d6 damage to the At Higher Levels: When you cast this spell using
hit points equal to your spellcasting ability target whenever you hit it with a weapon attack, a spell slot of 2nd level or higher, the damage
modifier at the start of each of its turns. When and you have advantage on any Wisdom increases by 1d10 for each slot level above 1st.
the spell ends, the target loses any remaining (Perception) or Wisdom (Survival) check you
temporary hit points from this spell. make to find it. If the target drops to 0 hit points
At Higher Levels: When you cast this spell using before this spell ends, you can use a bonus action
a spell slot of 2nd level or higher, you can target on a subsequent turn of yours to mark a new
one additional creature for each slot level above creature.
1st. At Higher Levels: When you cast this spell using
a spell slot of 3rd or 4th level, you can maintain
your concentration on the spell for up to 8 hours.
When you use a spell slot of 5th level or higher,
you can maintain your concentration on the spell
for up to 24 hours.

Paladin 1st level Enchantment Paladin (Vengeance) 1st level Divination Paladin (Oathbreaker) 1st level Necromancy
PROTECTION FROM EVIL AND GOOD PURIFY FOOD AND DRINK (RITUAL)
SANCTUARY
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 action 10 feet
1 bonus action 30 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 10 V, S Instantaneous
minutes V, S, M 1 minute
All nonmagical food and drink within a 5-foot- a small silver mirror
holy water or powdered silver and iron, which the spell consumes radius sphere centered on a point of your choice
Until the spell ends, one willing creature you within range is purified and rendered free of You ward a creature within range against attack.
touch is protected against certain types of poison and disease. Until the spell ends, any creature who targets
creatures - aberrations, celestials, elementals, the warded creature with an attack or a harmful
fey, fiends, and undead. spell must first make a Wisdom saving throw. On
The protection grants several benefits. a failed save, the creature must choose a new
Creatures of those types have disadvantage on target or lose the attack or spell. This spell
attack rolls against the target. The target also doesn't protect the warded creature from area
can't be charmed, frightened, or possessed by effects, such as the explosion of a fireball.
them. If the target is already charmed, If the warded creature makes an attack or casts a
frightened, or possessed by such a creature, the spell that affects an enemy creature, this spell
target has advantage on any new saving throw ends.
against the relevant effect.

Paladin (*)(Devotion) 1st level Abjuration Paladin 1st level Transmutation Paladin (Devotion)(Redemption) 1st level Abjuration

SEARING SMITE SHIELD OF FAITH SLEEP


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 bonus action Self 1 bonus action 60 feet 1 action 90 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V Concentration, up to 1 V, S, M Concentration, up to 10 V, S, M 1 minute
minute minutes
a pinch of find sand, rose petals, or a cricket
The next time you hit a creature with a melee a small parchment with a bit of holy text written on it
weapon attack during the spell's duration, your This spell sends creatures into a magical slumber. Roll
weapon flares with white-hot intensity, and the A shimmering field appears and surrounds a 5d8, the total is how many hit points of creatures this
attack deals an extra 1d6 fire damage to the creature of your choice within range, granting it spell can affect. Creatures within 20 feet of a point
target and causes the target to ignite in flames. a +2 bonus to AC for the duration. you choose within range are affected in ascending
order of their current hit points (ignoring unconscious
At the start of each of its turns until the spell creatures).
ends, the target must make a Constitution saving Starting with the creature that has the lowest current
throw. On a failed save, it takes 1d6 fire damage. hit points, each creature affected by this spell falls
On a successful save, the spell ends. If the target unconscious until the spell ends, the sleeper takes
or a creature within 5 feet of it uses an action to damage, or someone uses an action to shake or slap
put out the flames, or if some other effect douses the sleeper awake. Subtract each creature's hit points
the flames (such as the target being submerged from the total before moving on to the creature with
in water), the spell ends. the next lowest hit points. A creature's hit points must
At Higher Levels: When you cast this spell using be equal to or less than the remaining total for that
a spell slot of 2nd level or higher, the initial extra creature to be affected.
damage dealt by the attack increases by 1d6 for Undead and creatures immune to being charmed
each slot above the 1st. aren't affected by this spell.
At Higher Levels: When you cast this spell using a
spell slot of 2nd level or higher, roll an additional 2d8
for each slot level above 1st.

Paladin 1st level Evocation Paladin 1st level Abjuration Paladin (Redemption) 1st level Enchantment

SPEAK WITH ANIMALS (RITUAL)


THUNDEROUS SMITE WRATHFUL SMITE
CASTING TIME RANGE
CASTING TIME RANGE CASTING TIME RANGE
1 action Self
1 bonus action Self 1 bonus action Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S 10 minutes
V Concentration, up to 1 V, S, M Concentration, up to 1
You gain the ability to comprehend and verbally minute minute
communicate with beasts for the duration. The The first time you hit with a melee weapon The next time you hit with a melee weapon
knowledge and awareness of many beasts is attack during this spell's duration, your weapon attack during this spell's duration, your attack
limited by their intelligence, but at minimum, rings with thunder that is audible within 300 feet deals an extra 1d6 psychic damage. Additionally,
beasts can give you information about nearby of you, and the attack deals an extra 2d6 thunder if the target is a creature, it must make a Wisdom
locations and monsters, including whatever they damage to the target. Additionally, if the target is saving throw or be frightened of you until the
can perceive or have perceived within the past a creature, it must succeed on a Strength saving spell ends. As an action, the creature can make a
day. You might be able to persuade a beast to throw or be pushed 10 feet away from you and Wisdom check against your spell save DC to
perform a small favor for you, at the DM's knocked prone. steel its resolve and end this spell.
discretion.

Paladin (Ancients) 1st level Divination Paladin 1st level Evocation Paladin 1st level Evocation
GUIDING BOLT HEROISM ALARM (RITUAL)
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 120 feet 1 action Touch 1 minute 30 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S 1 round V, S Concentration, up to 1 V, S, M 8 hours
minute
A flash of light streaks toward a creature of your a tiny bell and a piece of fine silver wire
choice within range. Make a ranged spell attack A willing creature you touch is imbued with
against the target. On a hit, the target takes 4d6 bravery. Until the spell ends, the creature is You set an alarm against unwanted intrusion.
radiant damage, and the next attack roll made immune to being frightened and gains temporary Choose a door, a window, or an area within range
against this target before the end of your next hit points equal to your spellcasting ability that is no larger than a 20-foot cube. Until the
turn has advantage, thanks to the mystical dim modifier at the start of each of its turns. When spell ends, an alarm alerts you whenever a tiny or
light glittering on the target until then. the spell ends, the target loses any remaining larger creature touches or enters the warded
At Higher Levels: When you cast this spell using temporary hit points from this spell. area. When you cast the spell, you can designate
a spell slot of 2nd level or higher, the damage creatures that won't set off the alarm. You also
increases by 1d6 for each slot level above 1st. At Higher Levels: When you cast this spell using choose whether the alarm is mental or audible.
a spell slot of 2nd level or higher, you can target A mental alarm alerts you with a ping in your
1 additional creature for each slot level above mind if you are within 1 mile of the warded area.
1st. This ping awakens you if you are sleeping.
An audible alarm produces the sound of a hand
bell for 10 seconds within 60 feet.

Paladin (Glory) 1st level Evocation Paladin (Glory) 1st level Enchantment Paladin (Watchers) 1st level Abjuration

DETECT MAGIC (RITUAL)


CASTING TIME RANGE
1 action Self
COMPONENTS DURATION
V, S Concentration, up to 10
minutes
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 is
blocked by 1 foot of stone, 1 inch of common
metal, a thin sheet of lead, or 3 feet of wood or
dirt.

Paladin (Watchers) 1st level Divination

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