1st Level Enchantment 1st Level Enchantment 1st Level Enchantment

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BANE BLESS COMMAND

CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE


1 action 30 feet 1 action 30 feet 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S, M Concentration, up to 1 V 1 round
minute minute
You speak a one-word command to a creature you can
a drop of blood a sprinkling of holy water see within range. The target must succeed on a
Wisdom saving throw or follow the command on its
Up to three creatures of your choice that you You bless up to three creatures of your choice next turn. The spell has no effect if the target is
can see within range must make Charisma saving within range. Whenever a target makes an attack undead, if it doesn't understand your language, or if
throws. Whenever a target that fails this saving roll or a saving throw before the spell ends, the your command is directly harmful to it.
throw makes an attack roll or a saving throw target can roll a d4 and add the number rolled to Some typical commands and their effects follow. You
might issue a command other than one described
before the spell ends, the target must roll a d4 the attack roll or saving throw. here. If you do so, the DM determines how the target
and subtract the number rolled from the attack At Higher Levels: When you cast this spell using behaves. If the target can't follow your command, the
roll or saving throw. a spell slot of 2nd level or higher, you can target spell ends. Approach: The target moves toward you by
At Higher Levels: When you cast this spell using one additional creature for each slot level above the shortest and most direct route, ending its turn if it
a spell slot of 2nd level or higher, you can target 1st. moves within 5 feet of you. Drop: The target drops
one additional creature for each slot level above whatever it is holding and then ends its turn. Flee: The
1st. target spends its turn moving away from you by the
fastest available means. Grovel: The target falls prone
and then ends its turn. Halt: The target doesn't move
and takes no actions. A ying creature stays aloft,
provided that it is able to do so. If it must move to stay
aloft, it ies the minimum distance needed to remain
in the air. At Higher Levels: When you cast this spell
using a spell slot of 2nd level or higher, you can affect
one additional creature for each slot level above 1st.
The creatures must be within 30 feet of each other
when you target them.

Paladin (Vengeance) 1st level Enchantment Paladin 1st level Enchantment Paladin (Crown) 1st level Enchantment

COMPELLED DUEL CURE WOUNDS DETECT EVIL AND GOOD


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 bonus action 30 feet 1 action Touch 1 action Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V Concentration, up to 1 V, S Instantaneous V, S Concentration, up to 10
minute minutes
A creature you touch regains a number of hit
You attempt to compel a creature into a duel. points equal to 1d8 + your spellcasting ability For the duration, you know if there is an
One creature that you can see within range must modi er. This spell has no effect on undead or aberration, celestial, elemental, fey, end, or
make a Wisdom saving throw. On a failed save, constructs. undead within 30 feet of you, as well as where
the creature is drawn to you, compelled by your At Higher Levels: When you cast this spell using the creature is located. Similarly, you know if
divine demand. For the duration, it has a spell slot of 2nd level or higher, the healing there is a place of object within 30 feet of you
disadvantage on attack rolls against creatures increases by 1d8 for each slot level above 1st. that has been magically consecrated or
other than you, and must make a Wisdom saving desecrated. The spell can penetrate most
throw each time it attempts to move to a space barriers, but it is blocked by 1 foot of stone, 1
that is more than 30 feet away from you, if it inch of common metal, a thin sheet of lead, or 3
succeeds on this saving throw, this spell doesn't feet of wood or dirt.
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) 1st level Enchantment Paladin 1st level Evocation Paladin 1st level Divination

DETECT MAGIC (RITUAL) DETECT POISON AND DISEASE DIVINE FAVOR


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self 1 action Self 1 bonus action Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 10 V, S, M Concentration, up to 10 V, S Concentration, up to 1
minutes minutes minute
For the duration, you sense the presence of a yew leaf Your prayer empowers you with divine radiance.
magic within 30 feet of you. If you sense magic in Until the spell ends, your weapon attacks deal
this way, you can use your action to see a faint For the duration, you can sense the presence and and extra 1d4 radiant damage on a hit.
aura around any visible creature or object in the location of poisons, poisonous creatures, and
area that bears magic, and you learn its school of diseases within 30 feet of you. You also identify
magic, if any. the kind of poison, poisonous creature, or
The spell can penetrate most barriers, but is disease in each case.
blocked by 1 foot of stone, 1 inch of common The spell can penetrate most barriers, but is
metal, a thin sheet of lead, or 3 feet of wood or blocked by 1 foot of stone, 1 inch of common
dirt. metal, a thin sheet of lead, or 3 feet of wood or
dirt.

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
































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ENSNARING STRIKE HELLISH REBUKE HEROISM
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 bonus action Self 1 reaction 60 feet 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V Concentration, up to 1 V, S Instantaneous V, S Concentration, up to 1
minute minute
You point your nger, and the creature that
The next time you hit a creature with a weapon damaged you is momentarily surrounded by A willing creature you touch is imbued with
attack before this spell ends, a writhing mass of hellish ames. The creature must make a bravery. Until the spell ends, the creature is
thorny vines appears at the point of impact, and Dexterity saving throw. It takes 2d10 re immune to being frightened and gains temporary
the target must succeed on a Strength saving damage on a failed save, or half as much damage hit points equal to your spellcasting ability
throw or be restrained by the magical vines until on a successful one. modi er at the start of each of its turns. When
the spell ends. A Large or larger creature has At Higher Levels: When you cast this spell using the spell ends, the target loses any remaining
advantage on this saving throw. If the target a spell slot of 2nd level or higher, the damage temporary hit points from this spell.
succeeds on the save, the vines shrivel away. increases by 1d10 for each slot level above 1st. At Higher Levels: When you cast this spell using
While restrained by this spell, the target takes a spell slot of 2nd level or higher, you can target
1d6 piercing damage at the start of each of its one additional creature for each slot level above
turns. A creature restrained by the vines or one 1st.
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 (Ancients) 1st level Conjuration Paladin (Oathbreaker) 1st level Evocation Paladin 1st level Enchantment

HUNTER'S MARK INFLICT WOUNDS PROTECTION FROM EVIL AND


CASTING TIME RANGE CASTING TIME RANGE GOOD
1 bonus action 90 feet 1 action Touch
CASTING TIME RANGE
COMPONENTS DURATION COMPONENTS DURATION 1 action Touch
V Concentration, up to 1 V, S Instantaneous
hour COMPONENTS DURATION
Make a melee spell attack against a creature you V, S, M Concentration, up to 10
You choose a creature you can see within range can reach. On a hit, the target takes 3d10 minutes
and mystically mark it as your quarry. Until the necrotic damage.
spell ends, you deal an extra 1d6 damage to the At Higher Levels: When you cast this spell using holy water or powdered silver and iron, which the
target whenever you hit it with a weapon attack, a spell slot of 2nd level or higher, the damage spell consumes
and you have advantage on any Wisdom increases by 1d10 for each slot level above 1st.
(Perception) or Wisdom (Survival) check you Until the spell ends, one willing creature you
make to nd it. If the target drops to 0 hit points touch is protected against certain types of
before this spell ends, you can use a bonus action creatures - aberrations, celestials, elementals,
on a subsequent turn of yours to mark a new fey, ends, and undead.
creature. The protection grants several bene ts.
At Higher Levels: When you cast this spell using Creatures of those types have disadvantage on
a spell slot of 3rd or 4th level, you can maintain attack rolls against the target. The target also
your concentration on the spell for up to 8 hours. can't be charmed, frightened, or possessed by
When you use a spell slot of 5th level or higher, them. If the target is already charmed,
you can maintain your concentration on the spell frightened, or possessed by such a creature, the
for up to 24 hours. target has advantage on any new saving throw
against the relevant effect.

Paladin (Vengeance) 1st level Divination Paladin (Oathbreaker) 1st level Necromancy Paladin (Devotion) 1st level Abjuration

PURIFY FOOD AND DRINK SANCTUARY SEARING SMITE


(RITUAL) CASTING TIME RANGE CASTING TIME RANGE
1 bonus action 30 feet 1 bonus action Self
CASTING TIME RANGE
1 action 10 feet COMPONENTS DURATION COMPONENTS DURATION
V, S, M 1 minute V Concentration, up to 1
COMPONENTS DURATION minute
V, S Instantaneous a small silver mirror
The next time you hit a creature with a melee
All nonmagical food and drink within a 5-foot- You ward a creature within range against attack. weapon attack during the spell's duration, your
radius sphere centered on a point of your choice Until the spell ends, any creature who targets weapon ares with white-hot intensity, and the
within range is puri ed and rendered free of the warded creature with an attack or a harmful attack deals an extra 1d6 re damage to the
poison and disease. spell must rst make a Wisdom saving throw. On target and causes the target to ignite in ames.
a failed save, the creature must choose a new At the start of each of its turns until the spell
target or lose the attack or spell. This spell ends, the target must make a Constitution saving
doesn't protect the warded creature from area throw. On a failed save, it takes 1d6 re damage.
effects, such as the explosion of a reball. On a successful save, the spell ends. If the target
If the warded creature makes an attack or casts a or a creature within 5 feet of it uses an action to
spell that affects an enemy creature, this spell put out the ames, or if some other effect douses
ends. the ames (such as the target being submerged
in water), the spell ends.
At Higher Levels: When you cast this spell using
a spell slot of 2nd level or higher, the initial extra
damage dealt by the attack increases by 1d6 for
each slot above the 1st.

Paladin 1st level Transmutation Paladin (Devotion) 1st level Abjuration Paladin 1st level Evocation
































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SHIELD OF FAITH SPEAK WITH ANIMALS (RITUAL) THUNDEROUS SMITE
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 bonus action 60 feet 1 action Self 1 bonus action Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 10 V, S 10 minutes V Concentration, up to 1
minutes minute
You gain the ability to comprehend and verbally
a small parchment with a bit of holy text written on communicate with beasts for the duration. The The rst time you hit with a melee weapon
it knowledge and awareness of many beasts is attack during this spell's duration, your weapon
limited by their intelligence, but at minimum, rings with thunder that is audible within 300 feet
A shimmering eld appears and surrounds a beasts can give you information about nearby of you, and the attack deals an extra 2d6 thunder
creature of your choice within range, granting it locations and monsters, including whatever they damage to the target. Additionally, if the target is
a +2 bonus to AC for the duration. can perceive or have perceived within the past a creature, it must succeed on a Strength saving
day. You might be able to persuade a beast to throw or be pushed 10 feet away from you and
perform a small favor for you, at the DM's knocked prone.
discretion.

Paladin 1st level Abjuration Paladin (Ancients) 1st level Divination Paladin 1st level Evocation

WRATHFUL SMITE
CASTING TIME RANGE
1 bonus action Self
COMPONENTS DURATION
V, S, M Concentration, up to 1
minute
The next time you hit with a melee weapon
attack during this spell's duration, your attack
deals an extra 1d6 psychic damage. Additionally,
if the target is a creature, it must make a Wisdom
saving throw or be frightened of you until the
spell ends. As an action, the creature can make a
Wisdom check against your spell save DC to
steel its resolve and end this spell.

Paladin 1st level Evocation

























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