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Paladin (Conquest) 1st level Abjuration Paladin (Vengeance) 1st level Enchantment Paladin 1st level Enchantment
Paladin (XGE) 1st level Abjuration Paladin (XGE) 1st level Abjuration Paladin (*)(Crown)(Conquest) 1st level Enchantment
Paladin (*)(Crown)(Conquest) 1st level Enchantment Paladin (*)(Crown) 1st level Enchantment Paladin 1st level Evocation
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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
Paladin 1st level Evocation Paladin (Ancients) 1st level Conjuration Paladin (Oathbreaker) 1st level Evocation
Paladin 1st level Enchantment Paladin (Vengeance) 1st level Divination Paladin (Oathbreaker) 1st level Necromancy
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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
Paladin 1st level Evocation Paladin 1st level Abjuration Paladin (Redemption) 1st level Enchantment
Paladin (Ancients) 1st level Divination Paladin 1st level Evocation Paladin 1st level Evocation
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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
Paladin (Watchers) 1st level Divination Paladin 2nd level Abjuration Paladin 2nd level Evocation
Paladin (Redemption) 2nd level Enchantment Paladin (Oathbreaker) 2nd level Enchantment Paladin (Oathbreaker) 2nd level Evocation
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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
Paladin (*)(Devotion) 2nd level Abjuration Paladin 2nd level Divination Paladin 2nd level Transmutation
Paladin (Ancients)(Vengeance) 2nd level Conjuration Paladin (Ancients) 2nd level Evocation Paladin 2nd level Abjuration
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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
Paladin (Glory) 2nd level Transmutation Paladin (Glory) 2nd level Transmutation Paladin (TCE) 2nd level Necromancy
Paladin (TCE) 2nd level Evocation Paladin (TCE) 2nd level Abjuration Paladin (Watchers) 2nd level Evocation
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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
Paladin (*)(Crown) 3rd level Evocation Paladin (Devotion) 3rd level Abjuration 3rd level Necromancy
Paladin (Oathbreaker)(Conquest)
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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
Paladin (*)(Devotion) 3rd level Abjuration Paladin 3rd level Transmutation Paladin (Conquest) 3rd level Illusion
Paladin (Vengeance) 3rd level Transmutation Paladin (Redemption) 3rd level Illusion Paladin 3rd level Abjuration
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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
Paladin 3rd level Abjuration Paladin 3rd level Necromancy Paladin (Crown) 3rd level Conjuration
Paladin (TCE) 3rd-level necromancy Paladin (Glory) 3rd level Transmutation Paladin (Glory) 3rd level Abjuration
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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
Paladin 4th level Abjuration Paladin (*)(Vengeance)(Crown) 4th level Abjuration Paladin (Oathbreaker) 4th level Necromancy
Paladin (Oathbreaker) 4th level Enchantment Paladin (Oathbreaker) 4th level Enchantment Paladin 4th level Abjuration
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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
Paladin (Devotion)(Crown) 4th level Conjuration Paladin (Ancients) 4th level Evocation Paladin 4th level Divination
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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
Paladin (Glory) 4th level Enchantment Paladin (Glory) 4th level Abjuration Paladin (Watchers) 4th level Abjuration
Paladin (Watchers) 4th level Abjuration Paladin 5th level Abjuration Paladin (*)(Crown) 5th level Abjuration
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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
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
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)
Paladin (XGE) 5th level Evocation Paladin 5th level Necromancy Paladin (Vengeance) 5th level Divination
Paladin (Vengeance) 5th level Divination Paladin (TCE) 5th-level conjuration Paladin (Ancients) 5th level Conjuration
5
5
5
5
5
5
5
5
5
5
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
Paladin (Watchers) 5th level Enchantment Paladin (Watchers) 5th level Divination Paladin (Watchers) 5th level Divination
5
5
5
5
5
5
5
5