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BEACON OF HOPE BLINDING SMITE CREATE FOOD AND WATER

CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE


1 action 30 feet 1 bonus action Self 1 action 30 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 1 V Concentration, up to 1 V, S Instantaneous
minute minute
You create 45 pounds of food and 30 gallons of
This spell bestows hope and vitality. Choose any The next time you hit a creature with a melee water on the ground or in containers within
number of creatures within range. For the weapon attack during this spell's duration, you range, enough to sustain up to fteen humanoids
duration, each target has advantage on Wisdom weapon ares with a bright light, and the attack or ve steeds for 24 hours. The food is bland but
saving throws and death saving throws, and deals an extra 3d8 radiant damage to the target. nourishing, and spoils if uneaten after 24 hours.
regains the maximum number of hit points Additionally, the target must succeed on a The water is clean and doesn't go bad.
possible from any healing. Constitution saving throw or be blinded until the
spell ends.
A creature blinded by this spell makes another
Constitution saving throw at the end of each of
its turns. On a successful save, it is no longer
blinded.

Paladin (Devotion) 3rd level Abjuration Paladin 3rd level Evocation Paladin 3rd level Conjuration
CRUSADER'S MANTLE DAYLIGHT DISPEL MAGIC
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self 1 action 60 feet 1 action 120 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V Concentration, up to 1 V, S 1 hour V, S Instantaneous
minute
A 60-foot-radius sphere of light spreads out Choose any creature, object, or magical effect
Holy power radiates from you in an aura with a from a point you choose within range. The within range. Any spell of 3rd level or lower on
30-foot radius, awakening boldness in friendly sphere is bright light and sheds dim light for an the target ends. For each spell of 4th level or
creatures. Until the spell ends, the aura moves additional 60 feet. higher on the target, make an ability check using
with you, centered on you. While in the aura, If you chose a point on an object you are holding your spellcasting ability. The DC equals 10 + the
each non-hostile creature in the aura (including or one that isn't being worn or carried, the light spell's level. On a successful check, the spell
you) deals an extra 1d4 radiant damage when it shines from the object with and moves with it. ends.
hits with a weapon attack. Completely covering the affected object with an At Higher Levels: When you cast this spell
opaque object, such as a bowl or a helm, blocks using a spell slot of 4th level or higher, you
the light. automatically end the effects of a spell on the
If any of this spell's area overlaps with an area of target if the spell's level is equal to or less than
darkness created by a spell of or lower, the spell the level of the spell slot you used.
that created the darkness is dispelled.

Paladin 3rd level Evocation Paladin 3rd level Evocation Paladin (*)(Devotion) 3rd level Abjuration

ELEMENTAL WEAPON MAGIC CIRCLE [1/2] MAGIC CIRCLE [2/2]


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 minute 10 feet 1 minute 10 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 1 V, S, M 1 hour V, S, M 1 hour
hour
holy water or powdered silver and iron worth at holy water or powdered silver and iron worth at
A nonmagical weapon you touch becomes a least 100 gp, which the spell consumes least 100 gp, which the spell consumes
magic weapon. Choose one of the following
damage types - acid, cold, re, lightning, or You create a 10-foot-radius, 20-foot-tall cylinder of using a spell slot of 4th level or higher, the
thunder. For the duration, the weapon has a +1 magical energy centered on a point on the ground that duration increases by 1 hour for each slot level
bonus to attack rolls and deals an extra 1d4 you can see within range. Glowing runes appear above 3rd.
damage of the chosen type when it hits. wherever the cylinder intersects with the oor or
other surface.
At Higher Levels: When you cast this spell Choose one or more of the following types of
using a spell slot of 5th or 6th level, the bonus to creatures - celestials, elementals, fey, ends, or
attack rolls increases to +2 and the extra damage undead. The circle affects a creature of the chosen
increases to 2d4. When you use a spell slot of type in the following ways.
7th level or higher, the bonus increases to +3 and • The creature can't willingly enter the cylinder by
the extra damage increases to 3d4. nonmagical means. If the creature tries to use
teleportation or interplanar travel to do so, it must
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 3rd level Transmutation Paladin 3rd level Abjuration Paladin 3rd level Abjuration
REMOVE CURSE REVIVIFY SPIRIT SHROUD
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 action Touch 1 bonus action Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Instantaneous V, S, M Instantaneous V, S Concentration, up to 1
minute
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, You call forth spirits of the dead, which lit around
its curse remains, but the spell breaks its owner's You touch a creature that has died within the last you for the spell's duration. The spirits are
attunement to the object so it can be removed or minute. That creature returns to life with 1 hit intangible and invulnerable.
discarded. point. This spell can't return to life a creature Until the spell ends, any attack you make deals
that has died of old age, nor can it restore any 1d8 extra damage when you hit a creature within
missing body parts. 10 feet of you. This damage is radiant, necrotic,
or cold (your choice when you cast the spell). Any
creature that takes this damage can't regain hit
points until the start of your next turn.
In addition, any creature of your choice that you
can see that starts its turn within 10 feet of you
has its speed reduced by 10 feet until the start of
your next turn.
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 3rd level Abjuration Paladin 3rd level Necromancy Paladin (TCE) 3rd-level necromancy

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