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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 can You bless up to three creatures of your choice
and your gear. You gain 5 temporary hit points 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 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. using a spell slot of 2nd level or higher, you can
temporary hit points and the cold damage At Higher Levels: When you cast this spell target one additional creature for each slot level
increase by 5 for each slot level above 1st. using a spell slot of 2nd level or higher, you can above 1st.
target 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 25 gp worth of powdered silver, which the spell You speak a one-word command to a creature you can
consumes consumes see within range. The target must succeed on a
Wisdom saving throw or follow the command on its
You perform a special religious ceremony that is corpse, and for the next 7 days, the target can't next turn. The spell has no effect if the target is
infused with magic. When you cast the spell, choose become undead by any means short of a wish undead, if it doesn't understand your language, or if
one of the following rites, the target of which must be your command is directly harmful to it.
spell. Some typical commands and their effects follow.
within 10 feet of you throughout the casting. Wedding: You touch adult humanoids willing to
Atonement: You touch one willing creature whose You might issue a command other than one described
alignment has changed, and you make a DC 20 be bonded together in marriage. For the next 7 here. If you do so, the DM determines how the target
Wisdom (Insight) check. On a successful check, you days, each target gains a +2 bonus to AC while behaves. If the target can't follow your command, the
restore the target to its original alignment. they are within 30 feet of each other. A creature spell ends.
Bless Water: You touch one vial of water and cause it can bene t from this rite again only if widowed. Approach: The target moves toward you by the
to become holy water. shortest and most direct route, ending its turn if it
Coming of Age: You touch one humanoid who is a moves within 5 feet of you.
young adult. For the next 24 hours, whenever the Drop: The target drops whatever it is holding and
target makes an ability check, it can roll a d4 and add then ends its turn.
the number rolled to the ability check. A creature can Flee: The target spends its turn moving away from
bene t from this rite only once. you by the fastest available means.
Dedication: You touch one humanoid who wishes to Grovel: The target falls prone and then ends its turn.
be dedicated to your god's service. For the next 24 Halt: The target doesn't move and takes no actions. A
hours, whenever the target makes a saving throw, it ying creature stays aloft, provided that it is able to do
can roll a d4 and add the number rolled to the save. A so. If it must move to stay aloft, it ies the minimum
creature can bene t from this rite only once. distance needed to remain in the air.
Funeral Rite: You touch one 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 modi er. 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
divine demand. For the duration, it has using a spell slot of 2nd level or higher, the
disadvantage on attack rolls against creatures healing increases by 1d8 for each slot level
other than you, and must make a Wisdom saving above 1st.
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
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           

1
DETECT EVIL AND GOOD DETECT MAGIC (RITUAL) DETECT POISON AND DISEASE
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 Concentration, up to 10 V, S Concentration, up to 10 V, S, M Concentration, up to 10
minutes minutes minutes
For the duration, you know if there is an For the duration, you sense the presence of a yew leaf
aberration, celestial, elemental, fey, end, or magic within 30 feet of you. If you sense magic in
undead within 30 feet of you, as well as where this way, you can use your action to see a faint For the duration, you can sense the presence and
the creature is located. Similarly, you know if aura around any visible creature or object in the location of poisons, poisonous creatures, and
there is a place of object within 30 feet of you area that bears magic, and you learn its school of diseases within 30 feet of you. You also identify
that has been magically consecrated or magic, if any. the kind of poison, poisonous creature, or
desecrated. The spell can penetrate most barriers, but is disease in each case.
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common 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 blocked by 1 foot of stone, 1 inch of common
metal, a thin sheet of lead, or 3 feet of wood or dirt. metal, a thin sheet of lead, or 3 feet of wood or
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 nger, 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 ames. 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 re
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
advantage on this saving throw. If the target using a spell slot of 2nd level or higher, the
succeeds on the save, the vines shrivel away. damage increases by 1d10 for each slot level
While restrained by this spell, the target takes above 1st.
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
hit points equal to your spellcasting ability target whenever you hit it with a weapon attack, using a spell slot of 2nd level or higher, the
modi er at the start of each of its turns. When and you have advantage on any Wisdom damage increases by 1d10 for each slot level
the spell ends, the target loses any remaining (Perception) or Wisdom (Survival) check you above 1st.
temporary hit points from this spell. make to nd it. If the target drops to 0 hit points
At Higher Levels: When you cast this spell before this spell ends, you can use a bonus action
using a spell slot of 2nd level or higher, you can on a subsequent turn of yours to mark a new
target one additional creature for each slot level creature.
above 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
        
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                    
           

1
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 V, S, M 1 minute
minutes
All nonmagical food and drink within a 5-foot- a small silver mirror
holy water or powdered silver and iron, which the radius sphere centered on a point of your choice
spell consumes within range is puri ed and rendered free of You ward a creature within range against attack.
poison and disease. Until the spell ends, any creature who targets
Until the spell ends, one willing creature you the warded creature with an attack or a harmful
touch is protected against certain types of spell must rst make a Wisdom saving throw. On
creatures - aberrations, celestials, elementals, a failed save, the creature must choose a new
fey, ends, and undead. target or lose the attack or spell. This spell
The protection grants several bene ts. doesn't protect the warded creature from area
Creatures of those types have disadvantage on effects, such as the explosion of a reball.
attack rolls against the target. The target also If the warded creature makes an attack or casts a
can't be charmed, frightened, or possessed by spell that affects an enemy creature, this spell
them. If the target is already charmed, ends.
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 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 nd 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
weapon attack during the spell's duration, your it This spell sends creatures into a magical slumber. Roll
weapon ares with white-hot intensity, and the 5d8, the total is how many hit points of creatures this
attack deals an extra 1d6 re damage to the A shimmering eld appears and surrounds a spell can affect. Creatures within 20 feet of a point
creature of your choice within range, granting it you choose within range are affected in ascending
target and causes the target to ignite in ames. order of their current hit points (ignoring unconscious
At the start of each of its turns until the spell a +2 bonus to AC for the duration. 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 re 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 ames, or if some other effect douses the sleeper awake. Subtract each creature's hit points
the ames (such as the target being submerged from the total before moving on to the creature with
the next lowest hit points. A creature's hit points must
in water), the spell ends. be equal to or less than the remaining total for that
At Higher Levels: When you cast this spell creature to be affected.
using a spell slot of 2nd level or higher, the initial Undead and creatures immune to being charmed
extra damage dealt by the attack increases by aren't affected by this spell.
1d6 for each slot above the 1st. 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
minute minute
You gain the ability to comprehend and verbally
communicate with beasts for the duration. The The rst 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
        
        
1

1
     
     
     
                 
              
  

  

  

  
           
  
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                    
           
1

1
        
        
1

1
     
     
     
                 
              
  


           
  
                 
                 
                    
           
1

1
        
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1

1
     
     
     
     
     
     
              
  


           
  
                 
                 
                    
           

1
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 ash of light streaks toward a creature of your a tiny bell and a piece of ne 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 modi er 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 temporary hit points from this spell. area. When you cast the spell, you can designate
using a spell slot of 2nd level or higher, the creatures that won't set off the alarm. You also
damage increases by 1d6 for each slot level At Higher Levels: When you cast this spell choose whether the alarm is mental or audible.
above 1st. using a spell slot of 2nd level or higher, you can A mental alarm alerts you with a ping in your
target 1 additional creature for each slot level mind if you are within 1 mile of the warded area.
above 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) AID BRANDING SMITE


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self 1 action 30 feet 1 bonus action Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 10 V, S, M 8 hours V Concentration, up to 1
minutes minute
a tiny strip of white cloth
For the duration, you sense the presence of The next time you hit a creature with a weapon
magic within 30 feet of you. If you sense magic in Your spell bolsters your allies with toughness attack before this spell ends, the weapon gleams
this way, you can use your action to see a faint and resolve. Choose up to three creatures within with astral radiance as you strike. The attack
aura around any visible creature or object in the range. Each target's hit point maximum and deals an extra 2d6 radiant damage to the target,
area that bears magic, and you learn its school of current hit points increase by 5 for the duration. which becomes visible if it is invisible, and the
magic, if any. At Higher Levels: When you cast this spell target sheds dim light in a 5-foot radius and can't
The spell can penetrate most barriers, but is using a spell slot of 3rd level or higher, a target's become invisible until the spell ends.
blocked by 1 foot of stone, 1 inch of common hit points increase by an additional 5 for each At Higher Levels: When you cast this spell
metal, a thin sheet of lead, or 3 feet of wood or slot level above 2nd. using a spell slot of 3rd level or higher, the extra
dirt. damage increases by 1d6 for each slot level
above 2nd.

Paladin (Watchers) 1st level Divination Paladin 2nd level Abjuration Paladin 2nd level Evocation

CALM EMOTIONS CROWN OF MADNESS DARKNESS


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 action 120 feet 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 1 V, S Concentration, up to 1 V, M Concentration, up to 10
minute minute minutes
You attempt to suppress strong emotions in a One humanoid of your choice that you can see bat fur and a drop of pitch or piece of coal
group of people. Each humanoid in a 20-foot- within range must succeed on a Wisdom saving
radius sphere centered on a point you choose throw or become charmed by you for the Magical darkness spreads from a point you
within range must make a Charisma saving duration. While the target is charmed in this way, choose within range to ll a 15-foot radius
throw a creature can choose to fail this saving a twisted crown of jagged iron appears on its sphere for the duration. The darkness spreads
throw if it wishes. If a creature fails its saving head, and a madness glows in its eyes. around corners. A creature with darkvision can't
throw, choose one of the following two effects. The charmed target must use its action before see through this darkness, and nonmagical light
You can suppress any effect causing a target to moving on each of its turns to make a melee can't illuminate it.
be charmed or frightened. When this spell ends, attack against a creature other than itself that If the point you choose is on an object you are
any suppressed effect resumes, provided that its you mentally choose. The target can act normally holding or one that isn't being worn or carried,
duration has not expired in the meantime. on its turn if you choose no creature or if none the darkness emanates from the object and
Alternatively, you can make a target indifferent are within its reach. moves with it. Completely covering the source of
about creatures of your choice that it is hostile On your subsequent turns, you must use your the darkness with an opaque object, such as a
toward. This indifference ends if the target is action to maintain control over the target, or the bowl or a helm, blocks the darkness.
attacked or harmed by a spell or if it witnesses spell ends. Also, the target can make a Wisdom If any of this spell's area overlaps with an area of
any of its friends being harmed. When the spell saving throw at the end of each of its turns. On a light created by a spell of or lower, the spell that
ends, the creature becomes hostile again, unless success, the spell ends. created the light is dispelled.
the DM rules otherwise.

Paladin (Redemption) 2nd level Enchantment Paladin (Oathbreaker) 2nd level Enchantment Paladin (Oathbreaker) 2nd level Evocation
        
        
1

2
     
     
     
                 
              
  

  

  

  
           
  
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                    
           
1

2
        
        
1

2
     
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     
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              
  


           
  
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           
1

2
        
        
1

2
     
     
     
     
     
     
              
  


           
  
                 
                 
                    
           

2
FIND STEED [1/2] FIND STEED [2/2] HOLD PERSON
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
10 minutes 30 feet 10 minutes 30 feet 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Instantaneous V, S Instantaneous V, S, M Concentration, up to 1
minute
You summon a spirit that assumes the form of an communicate with it telepathically.
unusually intelligent, strong, and loyal steed, creating You can't have more than one steed bonded by a small, straight piece of iron
a long-lasting bond with it. Appearing in an this spell at a time. As an action, you can release
unoccupied space within range, the steed takes on a the steed from its bond at any time, causing it to Choose a humanoid that you can see within
form that you choose, such as a warhorse, a pony, a range. The target must succeed on a Wisdom
camel, an elk, or a mastiff. (Your DM might allow other disappear.
animals to be summoned as steeds.) The steed has the
saving throw or be paralyzed for the duration. At
statistics of the chosen form, though it is a celestial, the end of each of its turns, the target can make
fey, or end (your choice) instead of its normal type. another Wisdom saving throw. On a success, the
Additionally, if your steed has an Intelligence of 5 or spell ends on the target.
less, its Intelligence becomes 6, and it gains the ability At Higher Levels: When you cast this spell
to understand one language of your choice that you using a spell slot of 3rd level or higher, you can
speak. target on additional humanoid for each slot level
Your steed serves you as a mount, both in combat and above 2nd. The humanoids must be within 30
out, and you have an instinctive bond with it that feet of each other when you target them.
allows you to ght 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

Paladin 2nd level Conjuration Paladin 2nd level Conjuration Paladin 2nd level Enchantment

LESSER RESTORATION LOCATE OBJECT MAGIC WEAPON


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 action Self 1 bonus action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Instantaneous V, S, M Concentration, up to 10 V, S Concentration, up to 1
minutes hour
You touch a creature and can end either one
disease or one condition af icting it. The a forked twig You touch a nonmagical weapon. Until the spell
condition can be blinded, deafened, paralyzed, or ends, that weapon becomes a magic weapon
poisoned. Describe or name an object that is familiar to with a +1 bonus to attack rolls and damage rolls.
you. You sense the direction to the object's At Higher Levels: When you cast this spell
location, as long as that object is within 1,000 using a spell slot of 4th level or higher, the bonus
feet of you. If the object is in motion, you know increases to +2. When you use a spell slot of 6th
the direction of its movement. level or higher, the bonus increases to +3.
The spell can locate a speci c object known to
you, as long as you have seen it up close - within
30 feet - at least once. Alternatively, the spell can
locate the nearest object of a particular kind,
such as a certain kind of apparel, jewelry,
furniture, tool, or weapon.
This spell can't locate an object if any thickness
of lead, even a thin sheet, blocks a direct path
between you and the object.

Paladin (*)(Devotion) 2nd level Abjuration Paladin 2nd level Divination Paladin 2nd level Transmutation

MISTY STEP MOONBEAM PROTECTION FROM POISON


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 bonus action Self 1 action 120 feet 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V Instantaneous V, S, M Concentration, up to 1 V, S 1 hour
minute
Brie y surrounded by silvery mist, you teleport You touch a creature. If it is poisoned, you
up to 30 feet to an unoccupied space that you several seeds of any moonseed plant and a piece of neutralize the poison. If more than one poison
can see. opalescent feldspar af icts the target, you neutralize on poison that
you know is present, or you neutralize one at
A silvery beam of pale light shines down in a 5-foot random.
radius, 40-foot-high cylinder centered on a point For the duration, the target has advantage on
within range. Until the spell ends, dim light lls the
cylinder. saving throws against being poisoned, and it has
When a creature enters the spell's area for the rst resistance to poison damage.
time on a turn or starts its turn there, it is engulfed in
ghostly ames that cause searing pain, and it must
make a Constitution saving throw. It takes 2d10
radiant damage on a failed save, or half as much
damage on a successful one.
A shapechanger makes its saving throw with
disadvantage. If it fails, it also instantly reverts to its
original form and can't assume a different form until it
leaves the spell's light.
On each of your turns after you cast this spell, you can
use an action to move the beam 60 feet in any
direction.
At Higher Levels: When you cast this spell using a
spell slot of 3rd level or higher, the damage increases
by 1d10 for each slot level above 2nd.

Paladin (Ancients)(Vengeance) 2nd level Conjuration Paladin (Ancients) 2nd level Evocation Paladin 2nd level Abjuration
        
        
2

2
     
     
     
                 
              
  

  

  

  
           
  
                 
                 
                    
           
2

2
        
        
2

2
     
     
     
                 
              
  


           
  
                 
                 
                    
           
2

2
        
        
2

2
     
     
     
     
     
     
              
  


           
  
                 
                 
                    
           

2
SPIRITUAL WEAPON WARDING BOND ZONE OF TRUTH
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 bonus action 60 feet 1 action Touch 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S 1 minute V, S, M 1 hour V, S 10 minutes
You create a oating, spectral weapon within a pair of platinum rings worth at least 50 gp each, You create a magical zone that guards against
range that lasts for the duration or until you cast which you and target must wear for the duration deception in a 15-foot-radius sphere centered
this spell again. When you cast the spell, you can on a point of your choice within range. Until the
make a melee spell attack against a creature This spell wards a willing creature you touch and spell ends, a creature that enters the spell's area
within 5 feet of the weapon. On a hit, the target creates a mystic connection between you and for the rst time on a turn or starts its turn there
takes force damage equal to 1d8 + your the target until the spell ends. While the target is must make a Charisma saving throw. On a failed
spellcasting ability modi er. within 60 feet of you, it gains a +1 bonus to AC save, a creature can't speak a deliberate lie while
As a bonus action on your turn, you can move the and saving throws, and it has resistance to all in the radius. You know whether each creature
weapon up to 20 feet and repeat the attack damage. Also, each time it takes damage, you succeeds or fails on its saving throw.
against a creature within 5 feet of it. take the same amount of damage. An affected creature is aware of the spell and
The weapon can take whatever form you choose. The spell ends if you drop to 0 hit points or if you can thus avoid answering questions to which it
Clerics of deities who are associated with a and the target become separated by more than would normally respond with a lie. Such
particular weapon (as St. Cuthbert is known for 60 feet. It also ends if the spell is cast again on creatures can be evasive in its answers as long as
his mace and Thor for his hammer) make this either of the connected creatures. You can also it remains within the boundaries of the truth.
spell's effect resemble that weapon. dismiss the spell as an action.
At Higher Levels: When you cast this spell
using a spell slot 3rd level of or higher, the
damage increases by 1d8 for every two slot
levels above the 2nd.

Paladin (Conquest) 2nd level Evocation Paladin (Crown) 2nd level Abjuration Paladin (*)(Devotion)(Crown) 2nd level Enchantment

ENHANCE ABILITY MAGIC WEAPON GENTLE REPOSE (RITUAL)


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 bonus action Touch 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S Concentration, up to 1 V, S, M 10 days
hour hour
a pinch of salt and one copper piece placed on each
fur or a feather from a beast You touch a nonmagical weapon. Until the spell of the corpse's eyes, which must remain there for the
ends, that weapon becomes a magic weapon duration
You touch a creature and bestow upon it a magical with a +1 bonus to attack rolls and damage rolls.
enhancement. Choose one of the following effects - At Higher Levels: When you cast this spell
the target gains the effect until the spell ends. You touch a corpse or other remains. For the
Bear's Endurance: The target has advantage on using a spell slot of 4th level or higher, the bonus duration, the target is protected from decay and
Constitution checks. It also gains 2d6 temporary hit increases to +2. When you use a spell slot of 6th can't become undead.
points, which are lost when the spell ends. level or higher, the bonus increases to +3. The spell also effectively extends the time limit
Bull's Strength: The target has advantage on on raising the target from the dead, since days
Strength checks, and his or her carrying capacity spent under the in uence of this spell don't
doubles. count against the time limit of spells such as raise
Cat's Grace: The target has advantage on Dexterity dead.
checks. It also doesn't take damage from falling 20
feet or less if it isn't incapacitated.
Eagle's Splendor: The target has advantage on
Charisma checks.
Fox's Cunning: The target has advantage on
Intelligence checks.
Owl's Wisdom: The target has advantage on
Wisdom checks.
At Higher Levels: When you cast this spell using a
spell slot of 3rd level or higher, you can target one
additional creature for each slot level above 2nd.

Paladin (Glory) 2nd level Transmutation Paladin (Glory) 2nd level Transmutation Paladin (TCE) 2nd level Necromancy

PRAYER OF HEALING WARDING BOND MOONBEAM


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
10 minutes 30 feet 1 action Touch 1 action 120 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V Instantaneous V, S, M 1 hour V, S, M Concentration, up to 1
minute
Up to six creatures of your choice that you can a pair of platinum rings worth at least 50 gp each,
see within range each regain hit points equal to which you and target must wear for the duration several seeds of any moonseed plant and a piece of
2d8 + your spellcasting ability modi er. This spell opalescent feldspar
has no effect on undead or constructs. This spell wards a willing creature you touch and
At Higher Levels: When you cast this spell creates a mystic connection between you and A silvery beam of pale light shines down in a 5-foot
using a spell slot of 3rd level or higher, the the target until the spell ends. While the target is radius, 40-foot-high cylinder centered on a point
within 60 feet of you, it gains a +1 bonus to AC within range. Until the spell ends, dim light lls the
healing increases by 1d8 for each slot level cylinder.
above 2nd. and saving throws, and it has resistance to all When a creature enters the spell's area for the rst
damage. Also, each time it takes damage, you time on a turn or starts its turn there, it is engulfed in
take the same amount of damage. ghostly ames that cause searing pain, and it must
The spell ends if you drop to 0 hit points or if you make a Constitution saving throw. It takes 2d10
and the target become separated by more than radiant damage on a failed save, or half as much
60 feet. It also ends if the spell is cast again on damage on a successful one.
either of the connected creatures. You can also A shapechanger makes its saving throw with
dismiss the spell as an action. disadvantage. If it fails, it also instantly reverts to its
original form and can't assume a different form until it
leaves the spell's light.
On each of your turns after you cast this spell, you can
use an action to move the beam 60 feet in any
direction.
At Higher Levels: When you cast this spell using a
spell slot of 3rd level or higher, the damage increases
by 1d10 for each slot level above 2nd.

Paladin (TCE) 2nd level Evocation Paladin (TCE) 2nd level Abjuration Paladin (Watchers) 2nd level Evocation
        
        
2

2
     
     
     
                 
              
  

  

  

  
           
  
                 
                 
                    
           
2

2
        
        
2

2
     
     
     
                 
              
  


           
  
                 
                 
                    
           
2

2
        
        
2

2
     
     
     
     
     
     
              
  


           
  
                 
                 
                    
           

2
SEE INVISIBILITY ANIMATE DEAD [1/2] ANIMATE DEAD [2/2]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self 1 minute 10 feet 1 minute 10 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M 1 hour V, S, M Instantaneous V, S, M Instantaneous
A pinch of Talc and a small sprinkling of powdered a drop of blood, a piece of esh, and a pinch of bone a drop of blood, a piece of esh, and a pinch of bone
silver dust dust
For the duration, you see invisible creatures and This spell creates an undead servant. Choose a pile of any command you've given it. To maintain the
objects as if they were visible, and you can see bones or a corpse of a Medium or Small humanoid control of the creature for another 24 hours, you
into the Ethereal Plane. Ethereal creatures and within range. Your spell imbues the target with a foul must cast this spell on the creature again before
objects appear ghostly and translucent. mimicry of life, raising it as an undead creature. The the current 24-hour period ends. This use of the
target becomes a skeleton if you chose bones or a
zombie if you chose a corpse (the DM has the spell reasserts your control over up to four
creature's game statistics). creatures you have animated with this spell,
On each of your turns, you can use a bonus action to rather than animating a new one.
mentally command any creature you made with this At Higher Levels: When you cast this spell
spell if the creature is within 60 feet of you (if you using a spell slot of 4th level or higher, you
control multiple creatures, you can command any or animate or reassert control over two additional
all of them at the same time, issuing the same undead creatures for each slot above 3rd. Each
command to each one). You decide what action the of the creatures must come from a different
creature will take and where it will move during its
next turn, or you can issue a general command, such as corpse or pile of bones.
to guard a particular chamber or corridor. If you issue
no commands, the creature only defends itself against
hostile creatures. Once given an order, the creature
continues to follow it until its task is complete.
The creature is under your control for 24 hours, after
which it stops obeying

Paladin (Watchers) 2nd level Divination Paladin (Oathbreaker) 3rd level Necromancy Paladin (Oathbreaker) 3rd level Necromancy

AURA OF VITALITY BEACON OF HOPE BESTOW CURSE [1/2]


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self (30-foot radius) 1 action 30 feet 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V Concentration, up to 1 V, S Concentration, up to 1 V, S Concentration, up to 1
minute minute minute
Healing energy radiates from you in an aura with This spell bestows hope and vitality. Choose any You touch a creature, and that creature must succeed
a 30-foot radius. Until the spell ends, the aura number of creatures within range. For the on a Wisdom saving throw or become cursed for the
moves with you, centered on you. You can use a duration, each target has advantage on Wisdom duration of the spell. When you cast this spell, choose
bonus action to cause one creature in the aura saving throws and death saving throws, and the nature of the curse from the following options.
• Choose one ability score. While cursed, the target
(including you) to regain 2d6 hit points. regains the maximum number of hit points has disadvantage on ability checks and saving throws
possible from any healing. made with that ability score.
• While cursed, the target has disadvantage on attack
rolls against you.
• While cursed, the target must make a Wisdom
saving throw at the start of each of its turns. If it fails,
it wastes its action that turn doing nothing.
• While the target is cursed, your attacks and spells
deal an extra 1d8 necrotic damage to the target.
A remove curse spell ends this effect. At the DM's
option, you may choose an alternative curse effect,
but it should be no more powerful than those
described above. The DM has nal say on such a
curse's effect.
At Higher Levels: If you cast this spell using a spell
slot of 4th level or higher, the duration is
concentration, up to 10 minutes. If you use a spell slot
of 5th level or higher, the duration is 8 hours. If you
use a spell slot of 7th level or higher, the duration is 24
hours. If you use a 9th

Paladin (*)(Crown) 3rd level Evocation Paladin (Devotion) 3rd level Abjuration 3rd level Necromancy
Paladin (Oathbreaker)(Conquest)

BESTOW CURSE [2/2] BLINDING SMITE COUNTERSPELL


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 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 S Instantaneous
minute minute
You attempt to interrupt a creature in the
level spell slot, the spell lasts until it is dispelled. The next time you hit a creature with a melee process of casting a spell. If the creature is
Using a spell slot of 5th level or higher grants a weapon attack during this spell's duration, you casting a spell of 3rd level or lower, its spell fails
duration that doesn't require concentration. weapon ares with a bright light, and the attack and has no effect. If it is casting a spell of 4th
deals an extra 3d8 radiant damage to the target. level or higher, make an ability check using your
Additionally, the target must succeed on a spellcasting ability. The DC equals 10 + the
Constitution saving throw or be blinded until the spell's level. On a success, the creature's spell
spell ends. fails and has no effect.
A creature blinded by this spell makes another At Higher Levels: When you cast this spell
Constitution saving throw at the end of each of using a spell slot of 4th level or higher, the
its turns. On a successful save, it is no longer interrupted spell has no effect if its level is less
blinded. than or equal to the level of the spell slot you
used.

3rd level Necromancy


Paladin (Oathbreaker)(Conquest) Paladin 3rd level Evocation Paladin (Redemption) 3rd level Abjuration
        
        
2

3
     
     
     
                 
              
  

  

  

  
           
  
                 
                 
                    
           
2

3
        
        
3

3
     
     
     
                 
              
  


           
  
                 
                 
                    
           
3

3
        
        
3

3
     
     
     
     
     
     
              
  


           
  
                 
                 
                    
           

3
CREATE FOOD AND WATER CRUSADER'S MANTLE DAYLIGHT
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 30 feet 1 action Self 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Instantaneous V Concentration, up to 1 V, S 1 hour
minute
You create 45 pounds of food and 30 gallons of A 60-foot-radius sphere of light spreads out
water on the ground or in containers within Holy power radiates from you in an aura with a from a point you choose within range. The
range, enough to sustain up to fteen humanoids 30-foot radius, awakening boldness in friendly sphere is bright light and sheds dim light for an
or ve steeds for 24 hours. The food is bland but creatures. Until the spell ends, the aura moves additional 60 feet.
nourishing, and spoils if uneaten after 24 hours. with you, centered on you. While in the aura, If you chose a point on an object you are holding
The water is clean and doesn't go bad. each non-hostile creature in the aura (including or one that isn't being worn or carried, the light
you) deals an extra 1d4 radiant damage when it shines from the object with and moves with it.
hits with a weapon attack. 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 or lower, the spell
that created the darkness is dispelled.

Paladin 3rd level Conjuration Paladin 3rd level Evocation Paladin 3rd level Evocation

DISPEL MAGIC ELEMENTAL WEAPON FEAR


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 120 feet 1 action Touch 1 action Self (30-foot cone)
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Instantaneous V, S Concentration, up to 1 V, S, M Concentration, up to 1
hour minute
Choose any creature, object, or magical effect
within range. Any spell of 3rd level or lower on A nonmagical weapon you touch becomes a a white feather or the heart of a hen
the target ends. For each spell of 4th level or magic weapon. Choose one of the following
higher on the target, make an ability check using damage types - acid, cold, re, lightning, or You project a phantasmal image of a creature's
your spellcasting ability. The DC equals 10 + the thunder. For the duration, the weapon has a +1 worst fears. Each creature in a 30-foot cone
spell's level. On a successful check, the spell bonus to attack rolls and deals an extra 1d4 must succeed on a Wisdom saving throw or drop
ends. damage of the chosen type when it hits. whatever it is holding and become frightened for
At Higher Levels: When you cast this spell At Higher Levels: When you cast this spell the duration.
using a spell slot of 4th level or higher, you using a spell slot of 5th or 6th level, the bonus to While frightened by this spell, a creature must
automatically end the effects of a spell on the attack rolls increases to +2 and the extra damage take the Dash action and move away from you by
target if the spell's level is equal to or less than increases to 2d4. When you use a spell slot of the safest available route on each of its turns,
the level of the spell slot you used. 7th level or higher, the bonus increases to +3 and unless there is nowhere to move. If the creature
the extra damage increases to 3d4. ends its turn in a location where it doesn't have
line of sight to you, the creature can make a
Wisdom saving throw. On a successful save, the
spell ends for that creature.

Paladin (*)(Devotion) 3rd level Abjuration Paladin 3rd level Transmutation Paladin (Conquest) 3rd level Illusion

HASTE HYPNOTIC PATTERN MAGIC CIRCLE [1/2]


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 30 feet 1 action 120 feet 1 minute 10 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 S, M Concentration, up to 1 V, S, M 1 hour
minute minute
holy water or powdered silver and iron worth at
a shaving of licorice root a glowing stick of incense or a crystal vial lled with least 100 gp, which the spell consumes
phosphorescent material
Choose a willing creature that you can see within You create a 10-foot-radius, 20-foot-tall cylinder of
range. Until the spell ends, the target's speed is You create a twisting pattern of colors that magical energy centered on a point on the ground that
doubled, it gains a +2 bonus to AC, it has weaves through the air inside a 30-foot cube you can see within range. Glowing runes appear
advantage on Dexterity saving throws, and it within range. The pattern appears for a moment wherever the cylinder intersects with the oor or
gains an additional action on each of its turns. and vanishes. Each creature in the area who sees other surface.
That action can be used only to take the Attack Choose one or more of the following types of
the pattern must make a Wisdom saving throw. creatures - celestials, elementals, fey, ends, or
(one weapon attack only), Dash, Disengage, On a failed save, the creature becomes charmed undead. The circle affects a creature of the chosen
Hide, or Use an Object action. for the duration. While charmed by this spell, the type in the following ways.
When the spell ends, the target can't move or creature is incapacitated and has a speed of 0. • The creature can't willingly enter the cylinder by
take actions until after its next turn, as a wave of The spell ends for an affected creature if it takes nonmagical means. If the creature tries to use
lethargy sweeps over it. any damage or if someone else uses an action to teleportation or interplanar travel to do so, it must
shake the creature out of its stupor. rst 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. When you
cast this spell, you can elect to cause its magic to
operate in the reverse direction, preventing a creature
of the speci ed type from leaving the cylinder and
protecting targets outside it.
At Higher Levels: When you cast this spell

Paladin (Vengeance) 3rd level Transmutation Paladin (Redemption) 3rd level Illusion Paladin 3rd level Abjuration
        
        
3

3
     
     
     
                 
              
  

  

  

  
           
  
                 
                 
                    
           
3

3
        
        
3

3
     
     
     
                 
              
  


           
  
                 
                 
                    
           
3

3
        
        
3

3
     
     
     
     
     
     
              
  


           
  
                 
                 
                    
           

3
MAGIC CIRCLE [2/2] PLANT GROWTH PROTECTION FROM ENERGY
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 minute 10 feet 1 action or 8 hours 150 feet 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M 1 hour V, S Instantaneous V, S Concentration, up to 1
hour
holy water or powdered silver and iron worth at This spell channels vitality into plants within a
least 100 gp, which the spell consumes speci c area. There are two possible uses for the For the duration, the willing creature you touch
spell, granting either immediate or long-term has resistance to one damage type of your
using a spell slot of 4th level or higher, the bene ts. choice: acid, cold, re, lightning, or thunder.
duration increases by 1 hour for each slot level If you cast this spell using 1 action, choose a
above 3rd. point within range. All normal plants in a 100-
foot radius centered on that point become thick
and overgrown. A creature moving through the
area must spend 4 feet of movement for every 1
foot it moves.
You can exclude one or more areas of any size
within the spell's area from being affected.
If you cast this spell over 8 hours, you enrich the
land. All plants in a half-mile radius centered on a
point within range become enriched for 1 year.
The plants yield twice the normal amount of
food when harvested.

Paladin 3rd level Abjuration Paladin (Ancients) 3rd level Transmutation Paladin (Ancients)(Vengeance) 3rd level Abjuration

REMOVE CURSE REVIVIFY SPIRIT GUARDIANS


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 action Touch 1 action Self (15-foot-radius)
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Instantaneous V, S, M Instantaneous V, S, M Concentration, up to 10
minutes
At your touch, all curses affecting one creature diamonds worth 300 gp, which the spell consumes
or object end. If the object is a cursed magic item, a holy symbol
its curse remains, but the spell breaks its owner's You touch a creature that has died within the last
attunement to the object so it can be removed or minute. That creature returns to life with 1 hit You call forth spirits to protect you. They it
discarded. point. This spell can't return to life a creature around you to a distance of 15 feet for the
that has died of old age, nor can it restore any duration. If you are good or neutral, their
missing body parts. spectral form appears angelic or fey (your
choice). If you are evil, they appear endish.
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 rst 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.

Paladin 3rd level Abjuration Paladin 3rd level Necromancy Paladin (Crown) 3rd level Conjuration

SPIRIT SHROUD HASTE PROTECTION FROM ENERGY


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 bonus action Self 1 action 30 feet 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 1 V, S, M Concentration, up to 1 V, S Concentration, up to 1
minute minute hour
You call forth spirits of the dead, which lit around a shaving of licorice root For the duration, the willing creature you touch
you for the spell's duration. The spirits are has resistance to one damage type of your
intangible and invulnerable. Choose a willing creature that you can see within choice: acid, cold, re, lightning, or thunder.
Until the spell ends, any attack you make deals range. Until the spell ends, the target's speed is
1d8 extra damage when you hit a creature within doubled, it gains a +2 bonus to AC, it has
10 feet of you. This damage is radiant, necrotic, advantage on Dexterity saving throws, and it
or cold (your choice when you cast the spell). Any gains an additional action on each of its turns.
creature that takes this damage can't regain hit That action can be used only to take the Attack
points until the start of your next turn. (one weapon attack only), Dash, Disengage,
In addition, any creature of your choice that you Hide, or Use an Object action.
can see that starts its turn within 10 feet of you When the spell ends, the target can't move or
has its speed reduced by 10 feet until the start of take actions until after its next turn, as a wave of
your next turn. lethargy sweeps over it.
At Higher Levels: When you cast this spell
using a spell slot of 4th level or higher, the
damage increases by 1d8 for every two slot
levels above 3rd.

Paladin (TCE) 3rd-level necromancy Paladin (Glory) 3rd level Transmutation Paladin (Glory) 3rd level Abjuration
        
        
3

3
     
     
     
                 
              
  

  

  

  
           
  
                 
                 
                    
           
3

3
        
        
3

3
     
     
     
                 
              
  


           
  
                 
                 
                    
           
3

3
        
        
3

3
     
     
     
     
     
     
              
  


           
  
                 
                 
                    
           

3
COUNTERSPELL NONDETECTION AURA OF LIFE
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 reaction 60 feet 1 action Touch 1 action Self (30-foot radius)
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
S Instantaneous V, S, M 8 hours V Concentration, up to 10
minutes
You attempt to interrupt a creature in the A pinch of diamond dust worth 25 gp sprinkled over
process of casting a spell. If the creature is the target, Consumed Life-preserving energy radiates from you in an
casting a spell of 3rd level or lower, its spell fails aura with a 30-foot radius. Until the spell ends,
and has no effect. If it is casting a spell of 4th For the duration, you hide a target that you the aura moves with you, centered on you. Each
level or higher, make an ability check using your touch from divination magic. The target can be a non-hostile creature in the aura (including you)
spellcasting ability. The DC equals 10 + the willing creature or a place or an object no larger has resistance to necrotic damage, and its hit
spell's level. On a success, the creature's spell than 10 feet in any dimension. The target can't point maximum can't be reduced. In addition, a
fails and has no effect. be targeted by any divination magic or perceived non-hostile, living creature regains 1 hit point
At Higher Levels: When you cast this spell through magical scrying sensors. when it starts its turn in the aura with 0 hit
using a spell slot of 4th level or higher, the points.
interrupted spell has no effect if its level is less
than or equal to the level of the spell slot you
used.

Paladin (Watchers) 3rd level Abjuration Paladin (Watchers) 3rd level Abjuration Paladin 4th level Abjuration

AURA OF PURITY BANISHMENT BLIGHT


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self (30-foot radius) 1 action 60 feet 1 action 30 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V Concentration, up to 10 V, S, M Concentration, up to 1 V, S Instantaneous
minutes minute
Necromantic energy washes over a creature of
Purifying energy radiates from you in an aura an item distasteful to the target your choice that you can see within range,
with a 30-foot radius. Until the spell ends, the draining moisture and vitality from it. The target
aura moves with you, centered on you. Each non- You attempt to send one creature that you can see must make a Constitution saving throw. The
hostile creature in the aura (including you) can't within range to another place of existence. The target
must succeed on a Charisma saving throw or be target takes 8d8 necrotic damage on a failed
become diseased, has resistance to poison banished. save, or half as much damage on a successful
damage, and has advantage on saving throws If the target is native to the plane of existence you're one. This spell has no effect on undead or
against effects that cause any of the following on, you banish the target to a harmless demiplane. constructs.
conditions: blinded, charmed, deafened, While there, the target is incapacitated. The target If you target a plant creature or a magical plant,
frightened, paralyzed, poisoned, and stunned. remains there until the spell ends, at which point the it makes the saving throw with disadvantage,
target reappears in the space it left or in the nearest and the spell deals maximum damage to it.
unoccupied space if that space is occupied. If you target a nonmagical plant that isn't a
If the target is native to a different plane of existence
that the one you're on, the target is banished with a creature, such as a tree or shrub, it doesn't make
faint popping noise, returning to its home plane. If the a saving throw, it simply withers and dies.
spell ends before 1 minute has passed, the target At Higher Levels: When you cast this spell
reappears in the space it left or in the nearest using a spell slot of 5th level or higher, the
unoccupied space if that space is occupied. Otherwise, damage increases by 1d8 for each slot level
the target doesn't return. above 4th.
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.

Paladin 4th level Abjuration Paladin (*)(Vengeance)(Crown) 4th level Abjuration Paladin (Oathbreaker) 4th level Necromancy

CONFUSION [1/2] CONFUSION [2/2] DEATH WARD


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 90 feet 1 action 90 feet 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S, M Concentration, up to 1 V, S 8 hours
minute minute
You touch a creature and grant it a measure of
three nut shells three nut shells protection from death.
The rst time the target would drop to 0 hit
This spell assaults and twists creatures' minds, target. points as a result of taking damage, the target
spawning delusions and provoking uncontrolled At Higher Levels: When you cast this spell
actions. Each creature in a 10-foot-radius sphere instead drops to 1 hit point, and the spell ends.
using a spell slot of 5th level or higher, the radius If the spell is still in effect when the target is
centered on a point you choose within range must of the sphere increases by 5 feet for each slot
succeed on a Wisdom saving throw when you cast this subjected to an effect that would kill it
spell or be affected by it. above 4th. instantaneously without dealing damage, that
An affected target can't take reactions and must roll a effect is instead negated against the target, and
d10 at the start of each of its turns to determine its the spells ends.
behavior for that turn.
1: The creature uses all its movement to move in a
random direction. To determine the direction, roll a d8
and assign a direction to each die face. The creature
doesn't take an action this turn.
2-6: The creature doesn't move or take actions this
turn.
7-8: The creature uses its action to make a melee
attack against a randomly determined creature within
its reach. If there is no creature within its reach, the
creature does nothing this turn.
9-10: The creature can act and move normally. At the
end of its turns, an affected target can make a Wisdom
saving throw. If it succeeds, this effect ends for that

Paladin (Oathbreaker) 4th level Enchantment Paladin (Oathbreaker) 4th level Enchantment Paladin 4th level Abjuration
        
        
3

4
     
     
     
                 
              
  

  

  

  
           
  
                 
                 
                    
           
3

4
        
        
3

4
     
     
     
                 
              
  


           
  
                 
                 
                    
           
3

4
        
        
4

4
     
     
     
     
     
     
              
  


           
  
                 
                 
                    
           

4
DIMENSION DOOR DOMINATE BEAST [1/2] DOMINATE BEAST [2/2]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 500 feet 1 action 60 feet 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V Instantaneous V, S Concentration, up to 1 V, S Concentration, up to 1
minute minute
You teleport yourself from your current location
to any other spot within range. You arrive at You attempt to beguile a beast that you can see within succeeds, the spell ends.
exactly the spot desired. It can be a place you can range. It must succeed on a Wisdom saving throw or At Higher Levels: When you cast this spell
see, one you can visualize, or one you can be charmed by you for the duration. If you or with a 5th-level spell slot, the duration is
creatures that are friendly to you are ghting it, it has concentration, up to 10 minutes. When you use a
describe by stating distance and direction, such advantage on the saving throw.
as 200 feet straight downward or upward to the While the beast is charmed, you have a telepathic link 6th-level spell slot, the duration is concentration,
northwest at a 45-degree angle, 300 feet. with it as long as the two of you are on the same plane up to 1 hour. When you use a spell slot of 7th
You can bring along objects as long as their of existence. You can use this telepathic link to issue level or higher, the duration is concentration, up
weight doesn't exceed what you can carry. You commands to the creature while you are conscious (no to 8 hours.
can also bring one willing creature of your size or action required), which it does its best to obey. You
smaller who is carrying gear up to its carrying can specify a simple and general course of action, such
capacity. The creature must be within 5 feet of as Attack that creature, Run over there, or Fetch that
object. If the creature completes the order and
you when you cast this spell. doesn't receive further direction from you, it defends
If you would arrive in a place already occupied by and preserves itself to the best of its ability.
an object or a creature, you and any creature You can use your action to take total and precise
traveling with you each take 4d6 force damage, control of the target. Until the end of your next turn,
and the spell fails to teleport you. the creature takes only the actions you choose, and
doesn't do anything that you don't allow it to do.
During this time, you can also cause the creature to
use a reaction, but this requires you to use your own
reaction as well.
Each time the target takes damage, it makes a new
Wisdom saving throw against the spell. If the saving
throw

Paladin (Vengeance) 4th level Conjuration Paladin (Conquest) 4th level Enchantment Paladin (Conquest) 4th level Enchantment

FIND GREATER STEED [1/2] FIND GREATER STEED [2/2] FREEDOM OF MOVEMENT
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
10 minutes 30 feet 10 minutes 30 feet 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Instantaneous V, S Instantaneous V, S, M 1 hour
You summon a spirit that assumes the form of a loyal, Whenever the mount disappears, it leaves a leather strap, bound around the arm or a similar
majestic mount. Appearing in an unoccupied space behind any objects it was wearing or carrying. appendage
within range, the spirit takes on a form you choose: a
griffon, a pegasus, a peryton , a dire wolf, a rhinoceros, You touch a willing creature. For the duration,
or a saber-toothed tiger. The creature has the the target's movement is unaffected by dif cult
statistics provided in the Monster Manual for the terrain, and spells and other magical effects can
chosen form, though it is a celestial, a fey, or a end
(your choice) instead of its normal creature type. neither reduce the target's speed nor cause the
Additionally, if it has an Intelligence score of 5 or target to be paralyzed or restrained.
lower, its Intelligence becomes 6, and it gains the The target can also spend 5 feet of movement to
ability to understand one language of your choice that automatically escape from nonmagical
you speak. restraints, such as manacles or a creature that
You control the mount in combat. While the mount is has it grappled. Finally, being underwater
within 1 mile of you, you can communicate with it imposes no penalties on the target's movement
telepathically. While mounted on it, you can make any or attacks.
spell you cast that targets only you also target the
mount.
The mount disappears temporarily when it drops to 0
hit points or when you dismiss it as an action. Casting
this spell again re-summons the bonded mount, with
all its hit points restored and any conditions removed.
You can't have more than one mount bonded by this
spell or nd steed at the same time. As an action, you
can release a mount from its bond, causing it to
disappear permanently.

Paladin (XGE) 4th level Conjuration Paladin (XGE) 4th level Conjuration Paladin (Devotion) 4th level Abjuration

GUARDIAN OF FAITH ICE STORM LOCATE CREATURE


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 30 feet 1 action 300 feet 1 action Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V 8 hours V, S, M Instantaneous V, S, M Concentration, up to 1
hour
A Large spectral guardian appears and hovers for a pinch of dust and a few drops of water
the duration in an unoccupied space of your a bit of fur from a bloodhound
choice that you can see within range. The A hail of rock-hard ice pounds to the ground in a
guardian occupies that space and is indistinct 20-foot-radius, 40-foot-high cylinder centered Describe or name a creature that is familiar to
except for a gleaming sword and shield on a point within range. Each creature in the you. You sense the direction to the creature's
emblazoned with the symbol of your deity. cylinder must make a Dexterity saving throw. A location, as long as that creature is within 1,000
Any creature hostile to you that moves to a creature takes 2d8 bludgeoning damage and 4d6 feet of you. If the creature is moving, you know
space within 10 feet of the guardian for the rst cold damage on a failed save, or half as much the direction of its movement.
time on a turn must succeed on a Dexterity damage on a successful one. The spell can locate a speci c creature known to
saving throw. The creature takes 20 radiant Hailstones turn the storm's area of effect into you, or the nearest creature of a speci c kind
damage on a failed save, or half as much damage dif cult terrain until the end of your next turn. (such as a human or a unicorn), so long as you
on a successful one. The guardian vanishes when At Higher Levels: When you cast this spell have seen such a creature up close - within 30
it has dealt a total of 60 damage. using a spell slot of 5th level or higher, the feet - at least once. If the creature you described
bludgeoning damage increases by 1d8 for each or named is in a different form, such as being
slot level above 4th. under the effects of a polymorph spell, this spell
doesn't locate the creature.
This spell can't locate a creature if running water
at least 10 feet wide blocks a direct path
between you and the creature.

Paladin (Devotion)(Crown) 4th level Conjuration Paladin (Ancients) 4th level Evocation Paladin 4th level Divination
        
        
4

4
     
     
     
                 
              
  

  

  

  
           
  
                 
                 
                    
           
4

4
        
        
4

4
     
     
     
                 
              
  


           
  
                 
                 
                    
           
4

4
        
        
4

4
     
     
     
     
     
     
              
  


           
  
                 
                 
                    
           

4
OTILUKE'S RESILIENT SPHERE STAGGERING SMITE STONESKIN
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 30 feet 1 bonus action Self 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V Concentration, up to 1 V, S, M Concentration, up to 1
minute minute hour
a hemispherical piece of clear crystal and a The next time you hit a creature with a melee diamond dust worth 100 gp, which the spell
matching hemispherical piece of gum arabic weapon attack during this spell's duration, your consumes
weapon pierces both body and mind, and the
A sphere of shimmering force encloses a creature or attack deals an extra 4d6 psychic damage to the This spell turns the esh of a willing creature you
object of Large size or smaller within range. An target. The target must make a Wisdom saving touch as hard as stone. Until the spell ends, the
unwilling creature must make a Dexterity saving throw. On a failed save, it has disadvantage on target has resistance to nonmagical bludgeoning,
throw. On a failed save, the creature is enclosed for piercing, and slashing damage.
the duration. attack rolls and ability checks, and can't take
Nothing, not physical objects, energy, or other spell reactions, until the end of its next turn.
effects, can pass through the barrier, in or out, though
a creature in the sphere can breathe there. The sphere
is immune to all damage, and a creature or object
inside can't be damaged by attacks or effects
originating from outside, nor can a creature inside the
sphere damage anything outside it.
The sphere is weightless and just large enough to
contain the creature or object inside. An enclosed
creature can use its action to push against the sphere's
walls and thus roll the sphere at up to half the
creature's speed. Similarly, the globe can be picked up
and moved by other creatures. A disintegrate spell
targeting the globe destroys it without harming
anything inside it.

Paladin (Redemption) 4th level Evocation Paladin 4th level Evocation Paladin 4th level Abjuration

COMPULSION FREEDOM OF MOVEMENT AURA OF PURITY


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 30 feet 1 action Touch 1 action Self (30-foot radius)
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 1 V, S, M 1 hour V Concentration, up to 10
minute minutes
a leather strap, bound around the arm or a similar
Creatures of your choice that you can see within appendage Purifying energy radiates from you in an aura
range and that can hear you must make a with a 30-foot radius. Until the spell ends, the
Wisdom saving throw. A target automatically You touch a willing creature. For the duration, aura moves with you, centered on you. Each non-
succeeds on this saving throw if it can't be the target's movement is unaffected by dif cult hostile creature in the aura (including you) can't
charmed. On a failed save, a target is affected by terrain, and spells and other magical effects can become diseased, has resistance to poison
this spell. Until the spell ends, you can use a neither reduce the target's speed nor cause the damage, and has advantage on saving throws
bonus action on each of your turns to designate a target to be paralyzed or restrained. against effects that cause any of the following
direction that is horizontal to you. Each affected The target can also spend 5 feet of movement to conditions: blinded, charmed, deafened,
target must use as much of its movement as automatically escape from nonmagical frightened, paralyzed, poisoned, and stunned.
possible to move in that direction on its next restraints, such as manacles or a creature that
turn. It can take its action before it moves. After has it grappled. Finally, being underwater
moving in this way, it can make another Wisdom imposes no penalties on the target's movement
saving throw to try to end the effect. or attacks.
A target isn't compelled to move into an
obviously deadly hazard, such as a re pit, but it
will provoke opportunity attacks to move in the
designated direction.

Paladin (Glory) 4th level Enchantment Paladin (Glory) 4th level Abjuration Paladin (Watchers) 4th level Abjuration

BANISHMENT BANISHING SMITE CIRCLE OF POWER


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 bonus action Self 1 action Self (30-foot radius)
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V Concentration, up to 1 V Concentration, up to 10
minute minute minutes
an item distasteful to the target The next time you hit a creature with a weapon Divine energy radiates from you, distorting and
attack before this spell ends, your weapon diffusing magical energy within 30 feet of you.
You attempt to send one creature that you can see crackles with force, and the attack deals an extra Until the spell ends, the sphere moves with you,
within range to another place of existence. The target 5d10 force damage to the target. Additionally, if centered on you. For the duration, each friendly
must succeed on a Charisma saving throw or be
banished. this attack reduces the target to 50 hit points of creature in the area (including you) has
If the target is native to the plane of existence you're fewer, you banish it. If the target is native to a advantage on saving throws against spells and
on, you banish the target to a harmless demiplane. different plane of existence than the one you're other magical effects. Additionally, when an
While there, the target is incapacitated. The target on, the target disappears, returning to its home affected creature succeeds on a saving throw
remains there until the spell ends, at which point the plane. If the target is native to the plane you're made against a spell or magical effect that allows
target reappears in the space it left or in the nearest on, the creature vanishes into a harmless it to make a saving throw to take only half
unoccupied space if that space is occupied. demiplane. While there, the target is damage, it instead takes no damage if it succeeds
If the target is native to a different plane of existence incapacitated. It remains there until the spell on the saving throw.
that the one you're on, the target is banished with a
faint popping noise, returning to its home plane. If the ends, at which point the target reappears in the
spell ends before 1 minute has passed, the target space it left or in the nearest unoccupied space if
reappears in the space it left or in the nearest that space is occupied.
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.

Paladin (Watchers) 4th level Abjuration Paladin 5th level Abjuration Paladin (*)(Crown) 5th level Abjuration
        
        
4

4
     
     
     
                 
              
  

  

  

  
           
  
                 
                 
                    
           
4

4
        
        
4

5
     
     
     
                 
              
  


           
  
                 
                 
                    
           
4

5
        
        
4

5
     
     
     
     
     
     
              
  


           
  
                 
                 
                    
           

5
CLOUDKILL COMMUNE (RITUAL) COMMUNE WITH NATURE (RITUAL)
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 120 feet 1 minute Self 1 minute Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 10 V, S, M 1 minute V, S Instantaneous
minutes
incense and a vial of holy or unholy water You brie y become one with nature and gain
You create a 20-foot-radius sphere of poisonous, knowledge of the surrounding territory. In the
yellow-green fog centered on a point you choose You contact your deity or a divine proxy and ask outdoors, the spell gives you knowledge of the
within range. The fog spreads around corners. It lasts up to three questions that can be answered with land within 3 miles of you. In caves and other
for the duration or until strong wind disperses the fog, a yes or no. You must ask your questions before
ending the spell. Its area is heavily obscured. natural underground settings, the radius is
When a creature enters the spell's area for the rst the spell ends. You receive a correct answer for limited to 300 feet. The spell doesn't function
time on a turn or starts its turn there, that creature each question. where nature has been replaced by construction,
must make a Constitution saving throw. The creature Divine beings aren't necessarily omniscient, so such as in dungeons and towns.
takes 5d8 poison damage on a failed save, or half as you might receive unclear as an answer if a You instantly gain knowledge of up to three facts
much damage on a successful one. Creatures are question pertains to information that lies beyond of your choice about any of the following
affected even if they hold their breath or don't need to the deity's knowledge. In a case where a one- subjects as they relate to the area:
breathe. word answer could be misleading or contrary to • terrain and bodies of water
The fog moves 10 feet away from you at the start of the deity's interests, the DM might offer a short
each of your turns, rolling along the surface of the • prevalent plants, minerals, animals, or peoples
ground. The vapors, being heavier than air, sink to the phrase as an answer instead. • powerful celestials, fey, ends, elementals, or
lowest level of the land, even pouring down openings. If you cast the spell two or more times before undead
At Higher Levels: When you cast this spell using a nishing your next long rest, there is a • in uence from other planes of existence
spell slot of 6th level or higher, the damage increases cumulative 25 percent chance for each casting • buildings.
by 1d8 for each slot level above 5th. after the rst that you get no answer. The DM For example, you could determine the location of
makes this roll in secret. powerful undead in the area, the location of
major sources of safe drinking water, and the
location of any nearby towns.

Paladin (Conquest) 5th level Conjuration Paladin (Devotion) 5th level Divination Paladin (Ancients) 5th level Divination

CONTAGION [1/2] CONTAGION [2/2] DESTRUCTIVE WAVE


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 action Touch 1 action Self (30-foot radius)
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S 7 days V, S 7 days V Instantaneous
Your touch in icts disease. Make a melee spell attack feverish. The creature has disadvantage on You strike the ground, creating a burst of divine
against a creature within your reach. On a hit, you Intelligence checks and Intelligence saving energy that ripples outward from you. Each
af ict the creature with a disease of your choice from throws, and the creature behaves as if under the creature you choose within 30 feet of you must
any of the ones described below. effects of the confusion spell during combat. succeed on a Constitution saving throw or take
At the end of each of the target's turns, it must make a
Constitution saving throw. After failing three of these Seizure: The creature is overcome with shaking. 5d6 thunder damage, as well as 5d6 radiant or
saving throws, the disease's effects last for the The creature has disadvantage on Dexterity necrotic damage (your choice), and be knocked
duration, and the creature stops making these saves. checks, Dexterity saving throws, and attack rolls prone. A creature that succeeds on its saving
After succeeding on three of these saving throws, the that use Dexterity. throw takes half as much damage and isn't
creature recovers from the disease, and the spell ends. Slimy Doom: The creature begins to bleed knocked prone.
Since this spell induces a natural disease in its target, uncontrollably. The creature has disadvantage
any effect that removes a disease or otherwise on Constitution checks and Constitution saving
ameliorates a disease's effects apply to it. throws. In addition, whenever the creature takes
Blinding Sickness: Pain grips the creature's mind,
and its eyes turn milky white. The creature has damage, it is stunned until the end of its next
disadvantage on Wisdom checks and Wisdom saving turn.
throws and is blinded.
Filth Fever: A raging fever sweeps through the
creature's body. The creature has disadvantage on
Strength checks, Strength saving throws, and attack
rolls that use Strength.
Flesh Rot: The creature's esh decays. The creature
has disadvantage on Charisma checks and
vulnerability to all damage.
Mindfire: The creature's mind becomes

Paladin (Oathbreaker) 5th level Necromancy Paladin (Oathbreaker) 5th level Necromancy Paladin 5th level Evocation

DISPEL EVIL AND GOOD DOMINATE PERSON [1/2] DOMINATE PERSON [2/2]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self 1 action 60 feet 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S Concentration, up to 1 V, S Concentration, up to 1
minute minute minute
holy water or powdered silver and iron You attempt to beguile a humanoid that you can see throw succeeds, the spell ends.
within range. It must succeed on a Wisdom saving At Higher Levels: When you cast this spell
Shimmering energy surrounds and protects you from throw or be charmed by you for the duration. If you or using a 6th-level spell slot, the duration is
fey, undead, and creatures originating from beyond creatures that are friendly to you are ghting it, it has concentration, up to 10 minutes. When you use a
the Material Plane. For the duration, celestials, advantage on the saving throw.
elementals, fey, ends, and undead have disadvantage While the target is charmed, you have a telepathic link 7th-level spell slot, the duration is concentration,
on attack rolls against you. with it as long as the two of you are on the same plane up to 1 hour. When you use a spell slot of 8th
You can end the spell early by using either of the of existence. You can use this telepathic link to issue level or higher, the duration is concentration, up
following special functions. commands to the creature while you are conscious (no to 8 hours.
Break Enchantment: As your action, you touch a action required), which it does its best to obey. You
creature you can reach that is charmed, frightened, or can specify a simple and general course of action, such
possessed by a celestial, an elemental, a fey, a end, or as Attack that creature, Run over there, or Fetch that
an undead. The creature you touch is no longer object. If the creature completes the order and
charmed, frightened, or possessed by such creatures. doesn't receive further direction from you, it defends
Dismissal: As your action, make a melee spell attack and preserves itself to the best of its ability.
against a celestial, an elemental, a fey, a end, or an You can use your action to take total and precise
undead you can reach. On a hit, you attempt to drive control of the target. Until the end of your next turn,
the creature back to its home plane. The creature the creature takes only the actions you choose, and
must succeed on a Charisma saving throw or be sent doesn't do anything that you don't allow it to do.
back to its home plane (if it isn't there already). If they During this time you can also cause the creature to
aren't on their home plane, undead are sent to the use a reaction, but this requires you to use your own
Shadowfell, and fey are sent to the Feywild. reaction as well.
Each time the target takes damage, it makes a new
Wisdom saving throw against the spell. If the saving

Paladin 5th level Abjuration 5th level Enchantment


Paladin (Oathbreaker)(Conquest) 5th level Enchantment
Paladin (Oathbreaker)(Conquest)
        
        
5

5
     
     
     
                 
              
  

  

  

  
           
  
                 
                 
                    
           
5

5
        
        
5

5
     
     
     
                 
              
  


           
  
                 
                 
                    
           
5

5
        
        
5

5
     
     
     
     
     
     
              
  


           
  
                 
                 
                    
           

5
FLAME STRIKE GEAS HOLD MONSTER
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 minute 60 feet 1 action 90 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Instantaneous V 30 days V, S, M Concentration, up to 1
minute
pinch of sulfur You place a magical command on a creature that you
can see within range, forcing it to carry out some a small, straight piece of iron
A vertical column of divine re roars down from service or refrain from some action or course of
the heavens in a location you specify. Each activity as you decide. If the creature can understand Choose a creature that you can see within range.
creature in a 10-foot radius, 40-foot-high you, it must succeed on a Wisdom saving throw or The target must succeed on a Wisdom saving
cylinder centered on a point within range must become charmed by you for the duration. While the throw or be paralyzed for the duration. This spell
creature is charmed by you, it takes 5d10 psychic has no effect on undead. At the end of each of its
make a Dexterity saving throw. A creature takes damage each time it acts in a manner directly counter
4d6 re damage and 4d6 radiant damage on a to your instructions, but no more than once each day. turns, the target can make another Wisdom
failed save, or half as much damage on a A creature that can't understand you is unaffected by saving throw. On a success, the spell ends on the
successful one. the spell. target.
At Higher Levels: When you cast this spell You can issue any command you choose, short of an At Higher Levels: When you cast this spell
using a spell slot of 6th level or higher, the re activity that would result in certain death. Should you using a spell slot of 6th level or higher, you can
damage or the radiant damage (your choice) issue a suicidal command, the spell ends. target on additional creature for each slot level
increases by 1d6 for each slot level above 5th. You can end the spell early by using an action to above 5th. The creatures must be within 30 feet
dismiss it. A remove curse, greater restoration, or of each other when you target them.
wish spell also ends it.
At Higher Levels: When you cast this spell using a
spell slot of 7th or 8th level, the duration is 1 year.
When you cast this spell using a spell slot of the spell
lasts until it is ended by one of the spells mentioned
above.

Paladin (Devotion) 5th level Evocation Paladin (*)(Crown) 5th level Enchantment 5th level Enchantment
Paladin (Vengeance)(Redemption)

HOLY WEAPON RAISE DEAD SCRYING [1/2]


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 bonus action Touch 1 hour Touch 10 minutes Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 1 V, S, M Instantaneous V, S, M Concentration, up to 10
hour minutes
a diamond worth at least 500 gp, which the spell
You imbue a weapon you touch with holy power. consumes a focus worth at least 1,000 gp, such as a crystal
Until the spell ends, the weapon emits bright ball, a silver mirror, or a font lled with holy water
light in a 30-foot radius and dim light for an You return a dead creature you touch to life, provided
additional 30 feet. In addition, weapon attacks that it has been dead no longer than 10 days. If the You can see and hear a particular creature you choose
made with it deal an extra 2d8 radiant damage creature's soul is both willing and at liberty to rejoin that is on the same plane of existence as you. The
on a hit. If the weapon isn't already a magic the body, the creature returns to life with 1 hit point. target must make a Wisdom saving throw, which is
This spell also neutralizes any poison and cures modi ed by how well you know the target and the sort
weapon, it becomes one for the duration. nonmagical diseases that affected the creature at the of physical connection you have to it. If a target knows
As a bonus action on your turn, you can dismiss time it died. This spell doesn't, however, remove you're casting this spell, it can fail the saving throw
this spell and cause the weapon to emit a burst magical diseases, curses, or similar effects, if these voluntarily if it wants to be observed.
of radiance. Each creature of your choice that aren't rst removed prior to casting the spell, they Knowledge - Secondhand (you have heard of the
you can see within 30 feet of you must make a take effect when the creature returns to life. The spell target) +5. Firsthand (you have met the target) +0.
Constitution saving throw. On a failed save, a can't return an undead creature to life. Familiar (you know the target well) -5.
creature takes 4d8 radiant damage, and it is This spell closes all mortal wounds, but it doesn't Connection Likeness or picture -2. Possession or
blinded for 1 minute. On a successful save, a restore missing body parts. If the creature is lacking garment -4. Body part, lock of hair, bit of nail, or the
body parts or organs integral for its survival - its head, like -10.
creature takes half as much damage and isn't for instance - the spell automatically fails. On a successful save, the target isn't affected, and you
blinded. At the end of each of its turns, a blinded Coming back from the dead is an ordeal. The target can't use this spell against it again for 24 hours.
creature can make a Constitution saving throw, takes a -4 penalty to all attack rolls, saving throws, and On a failed save, the spell creates an invisible sensor
ending the effect on itself on a success. ability checks. Every time the target nishes a long within 10 feet of the target. You can see and hear
rest, the penalty is reduced by 1 until it disappears. through the sensor as if you were there. The sensor
moves with the target, remaining within 10 feet of it
for the duration. A creature that can see invisible
objects sees the sensor as a

Paladin (XGE) 5th level Evocation Paladin 5th level Necromancy Paladin (Vengeance) 5th level Divination

SCRYING [2/2] SUMMON CELESTIAL TREE STRIDE


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
10 minutes Self 1 action 90 feet 1 action Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 10 V, S, M Concentration, up to 1 V, S Concentration, up to 1
minutes hour minute
a focus worth at least 1,000 gp, such as a crystal a golden reliquary worth at least 500 gp You gain the ability to enter a tree and move
ball, a silver mirror, or a font lled with holy water from inside it to inside another tree of the same
You call forth a celestial spirit. It manifests in an kind within 500 feet. Both trees must be living
luminous orb about the size of your st. angelic form in an unoccupied space that you can and at least the same size as you. You must use 5
Instead of targeting a creature, you can choose a see within range. This corporeal form uses the feet of movement to enter a tree. You instantly
location you have seen before as the target of Celestial Spirit stat block. When you cast the know the location of all other trees of the same
this spell. When you do, the sensor appears at spell, choose Avenger or Defender. Your choice kind within 500 feet and, as part of the move
that location and doesn't move. determines the creature's attack in its stat block. used to enter the tree, can either pass into one of
The creature disappears when it drops to 0 hit those trees or step out of the tree you're in. You
points or when the spell ends. appear in a spot of your choice within 5 feet of
The creature is an ally to you and your the destination tree, using another 5 feet of
companions. In combat, the creature shares your movement. If you have no movement left, you
initiative count, but it takes its turn immediately appear within 5 feet of the tree you entered.
after yours. It obeys your verbal commands (no You can use this transportation ability once per
action required by you). If you don't issue any, it round for the duration. You must end each turn
takes the Dodge action and uses its move to outside a tree.
avoid danger.
At Higher Levels: When you cast this spell
using a spell slot of 6th level or higher, use the
higher level whenever the spell's level appears in
the stat block.

Paladin (Vengeance) 5th level Divination Paladin (TCE) 5th-level conjuration Paladin (Ancients) 5th level Conjuration
        
        
5

5
     
     
     
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              
  

  

  

  
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  
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           
5

5
        
        
5

5
     
     
     
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              
  


           
  
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                    
           
5

5
        
        
5

5
     
     
     
     
     
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  


           
  
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                 
                    
           

5
WALL OF FORCE COMMUNE (RITUAL) FLAME STRIKE
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 120 feet 1 minute Self 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 10 V, S, M 1 minute V, S, M Instantaneous
minutes
incense and a vial of holy or unholy water pinch of sulfur
a pinch of powder made by crushing a clear
gemstone You contact your deity or a divine proxy and ask A vertical column of divine re roars down from
up to three questions that can be answered with the heavens in a location you specify. Each
An invisible wall of force springs into existence at a a yes or no. You must ask your questions before creature in a 10-foot radius, 40-foot-high
point you choose within range. The wall appears in any the spell ends. You receive a correct answer for cylinder centered on a point within range must
orientation you choose, as a horizontal or vertical each question. make a Dexterity saving throw. A creature takes
barrier or at an angle. It can be free oating or resting Divine beings aren't necessarily omniscient, so 4d6 re damage and 4d6 radiant damage on a
on a solid surface. You can form it into a hemispherical
dome or a sphere with a radius of up to 10 feet, or you you might receive unclear as an answer if a failed save, or half as much damage on a
can shape a at surface made up of ten 10-foot-by-10- question pertains to information that lies beyond successful one.
foot panels. Each panel must be contiguous with the deity's knowledge. In a case where a one- At Higher Levels: When you cast this spell
another panel. In any form, the wall is 1/4 inch thick. It word answer could be misleading or contrary to using a spell slot of 6th level or higher, the re
lasts for the duration. If the wall cuts through a the deity's interests, the DM might offer a short damage or the radiant damage (your choice)
creature's space when it appears, the creature is phrase as an answer instead. increases by 1d6 for each slot level above 5th.
pushed to one side of the wall (your choice which If you cast the spell two or more times before
side). nishing your next long rest, there is a
Nothing can physically pass through the wall. It is
immune to all damage and can't be dispelled by dispel cumulative 25 percent chance for each casting
magic. A disintegrate spell destroys the wall instantly, after the rst that you get no answer. The DM
however. The wall also extends into the Ethereal makes this roll in secret.
Plane, blocking ethereal travel through the wall.

Paladin (Redemption) 5th level Evocation Paladin (Glory) 5th level Divination Paladin (Glory) 5th level Evocation

HOLD MONSTER SCRYING [1/2] SCRYING [2/2]


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 90 feet 10 minutes Self 10 minutes Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S, M Concentration, up to 10 V, S, M Concentration, up to 10
minute minutes minutes
A small, straight piece of iron A focus worth at least 1,000 gp, such as a crystal A focus worth at least 1,000 gp, such as a crystal
Choose a creature that you can see within range. ball, a silver mirror, or a font lled with holy water ball, a silver mirror, or a font lled with holy water
The target must succeed on a Wisdom saving You can see and hear a particular creature you choose luminous orb about the size of your st.
throw or be paralyzed for the duration. This spell that is on the same plane of existence as you. The Instead of targeting a creature, you can choose a
has no effect on undead. At the end of each of its target must make a Wisdom saving throw, which is location you have seen before as the target of
turns, the target can make another Wisdom modi ed by how well you know the target and the sort this spell. When you do, the sensor appears at
saving throw. On a success, the spell ends on the of physical connection you have to it. If a target knows
you're casting this spell, it can fail the saving throw that location and doesn't move.
target. voluntarily if it wants to be observed.
Knowledge - Secondhand (you have heard of the
At Higher Levels: When you cast this spell target) +5. Firsthand (you have met the target) +0.
using a spell slot of 6th level or higher, you can Familiar (you know the target well) -5.
target on additional creature for each slot level Connection Likeness or picture -2. Possession or
above 5th. The creatures must be within 30 feet garment -4. Body part, lock of hair, bit of nail, or the
of each other when you target them. like -10.
On a successful save, the target isn't affected, and you
can't use this spell against it again for 24 hours.
On a failed save, the spell creates an invisible sensor
within 10 feet of the target. You can see and hear
through the sensor as if you were there. The sensor
moves with the target, remaining within 10 feet of it
for the duration. A creature that can see invisible
objects sees the sensor as a

Paladin (Watchers) 5th level Enchantment Paladin (Watchers) 5th level Divination Paladin (Watchers) 5th level Divination
     
     
5

     
     
           
         
 

  

   
  
   
 
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       
5

5
     
     
5

     
     
           
         
 

 

 
 

 
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       
5

5
     
     
5

5
     
     
     
     
         
 


       
 
           
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             
       

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