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D&D Next Spellbook Paladin
D&D Next Spellbook Paladin
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self 1 action 30 feet 1 action 30 feet 1 hour Touch
COMPONENTS DURATION 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 V, S, M Instantaneous
minute minute
a cup of water 25 gp worth of powdered silver, which the spell
a drop of blood a sprinkling of holy water consumes
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 You perform a special religious ceremony that is
and your gear. You gain 5 temporary hit points see within range must make Charisma saving within range. Whenever a target makes an attack infused with magic. When you cast the spell, choose
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 one of the following rites, the target of which must be
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 within 10 feet of you throughout the casting.
creature takes 5 cold damage. before the spell ends, the target must roll a d4 the attack roll or saving throw. Atonement: You touch one willing creature whose
and subtract the number rolled from the attack At Higher Levels: When you cast this spell alignment has changed, and you make a DC 20
At Higher Levels: When you cast this spell Wisdom (Insight) check. On a successful check, you
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 restore the target to its original alignment.
temporary hit points and the cold damage At Higher Levels: When you cast this spell target one additional creature for each slot level Bless Water: You touch one vial of water and cause it
increase by 5 for each slot level above 1st. using a spell slot of 2nd level or higher, you can above 1st. to become holy water.
target one additional creature for each slot level Coming of Age: You touch one humanoid who is a
above 1st. young adult. For the next 24 hours, whenever the
target makes an ability check, it can roll a d4 and add
the number rolled to the ability check. A creature can
bene t from this rite only once.
Dedication: You touch one humanoid who wishes to
be dedicated to your god's service. For the next 24
hours, whenever the target makes a saving throw, it
can roll a d4 and add the number rolled to the save. A
creature can bene t from this rite only once.
Funeral Rite: You touch one
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
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CURE WOUNDS DETECT EVIL AND GOOD DETECT MAGIC (RITUAL) DETECT POISON AND DISEASE
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 action Self 1 action Self 1 action Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Instantaneous V, S Concentration, up to 10 V, S Concentration, up to 10 V, S, M Concentration, up to 10
minutes minutes minutes
A creature you touch regains a number of hit
points equal to 1d8 + your spellcasting ability For the duration, you know if there is an For the duration, you sense the presence of a yew leaf
modi er. This spell has no effect on undead or aberration, celestial, elemental, fey, end, or magic within 30 feet of you. If you sense magic in
constructs. 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
At Higher Levels: When you cast this spell the creature is located. Similarly, you know if aura around any visible creature or object in the location of poisons, poisonous creatures, and
using a spell slot of 2nd level or higher, the 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
healing increases by 1d8 for each slot level that has been magically consecrated or magic, if any. the kind of poison, poisonous creature, or
above 1st. 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 Evocation 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
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HUNTER'S MARK INFLICT WOUNDS PROTECTION FROM EVIL AND GOOD PURIFY FOOD AND DRINK (RITUAL)
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 bonus action 90 feet 1 action Touch 1 action Touch 1 action 10 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V Concentration, up to 1 V, S Instantaneous V, S, M Concentration, up to 10 V, S Instantaneous
hour minutes
Make a melee spell attack against a creature you All nonmagical food and drink within a 5-foot-
You choose a creature you can see within range can reach. On a hit, the target takes 3d10 holy water or powdered silver and iron, which the radius sphere centered on a point of your choice
and mystically mark it as your quarry. Until the necrotic damage. spell consumes within range is puri ed and rendered free of
spell ends, you deal an extra 1d6 damage to the At Higher Levels: When you cast this spell poison and disease.
target whenever you hit it with a weapon attack, using a spell slot of 2nd level or higher, the Until the spell ends, one willing creature you
and you have advantage on any Wisdom damage increases by 1d10 for each slot level touch is protected against certain types of
(Perception) or Wisdom (Survival) check you above 1st. creatures - aberrations, celestials, elementals,
make to nd it. If the target drops to 0 hit points fey, ends, and undead.
before this spell ends, you can use a bonus action The protection grants several bene ts.
on a subsequent turn of yours to mark a new Creatures of those types have disadvantage on
creature. attack rolls against the target. The target also
At Higher Levels: When you cast this spell can't be charmed, frightened, or possessed by
using a spell slot of 3rd or 4th level, you can them. If the target is already charmed,
maintain your concentration on the spell for up frightened, or possessed by such a creature, the
to 8 hours. When you use a spell slot of 5th level target has advantage on any new saving throw
or higher, you can maintain your concentration against the relevant effect.
on the spell for up to 24 hours.
Paladin (Vengeance) 1st level Divination Paladin (Oathbreaker) 1st level Necromancy 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
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SPEAK WITH ANIMALS (RITUAL) THUNDEROUS SMITE WRATHFUL SMITE AID
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self 1 bonus action Self 1 bonus action Self 1 action 30 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S 10 minutes V Concentration, up to 1 V, S, M Concentration, up to 1 V, S, M 8 hours
minute minute
You gain the ability to comprehend and verbally a tiny strip of white cloth
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 Your spell bolsters your allies with toughness
limited by their intelligence, but at minimum, rings with thunder that is audible within 300 feet deals an extra 1d6 psychic damage. Additionally, and resolve. Choose up to three creatures within
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 range. Each target's hit point maximum and
locations and monsters, including whatever they damage to the target. Additionally, if the target is saving throw or be frightened of you until the current hit points increase by 5 for the duration.
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 At Higher Levels: When you cast this spell
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 using a spell slot of 3rd level or higher, a target's
perform a small favor for you, at the DM's knocked prone. steel its resolve and end this spell. hit points increase by an additional 5 for each
discretion. slot level above 2nd.
Paladin (Ancients) 1st level Divination Paladin 1st level Evocation Paladin 1st level Evocation 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 LESSER RESTORATION
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
10 minutes 30 feet 10 minutes 30 feet 1 action 60 feet 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Instantaneous V, S Instantaneous V, S, M Concentration, up to 1 V, S Instantaneous
minute
You summon a spirit that assumes the form of an communicate with it telepathically. You touch a creature and can end either one
unusually intelligent, strong, and loyal steed, creating You can't have more than one steed bonded by a small, straight piece of iron disease or one condition af icting it. The
a long-lasting bond with it. Appearing in an this spell at a time. As an action, you can release condition can be blinded, deafened, paralyzed, or
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 poisoned.
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
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PROTECTION FROM POISON SPIRITUAL WEAPON WARDING BOND ZONE OF TRUTH
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 bonus action 60 feet 1 action Touch 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S 1 hour V, S 1 minute V, S, M 1 hour V, S, M 10 minutes
You touch a creature. If it is poisoned, you 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
neutralize the poison. If more than one poison 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
af icts the target, you neutralize on poison that this spell again. When you cast the spell, you can on a point of your choice within range. Until the
you know is present, or you neutralize one at 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
random. 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
For the duration, the target has advantage on 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
saving throws against being poisoned, and it has 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
resistance to poison damage. 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 2nd level Abjuration Paladin (Conquest) 2nd level Evocation Paladin (Crown) 2nd level Abjuration Paladin (*)(Devotion)(Crown) 2nd level Enchantment
ANIMATE DEAD [1/2] ANIMATE DEAD [2/2] AURA OF VITALITY BEACON OF HOPE
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 minute 10 feet 1 minute 10 feet 1 action Self (30-foot radius) 1 action 30 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Instantaneous V, S, M Instantaneous V Concentration, up to 1 V, S Concentration, up to 1
minute minute
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
dust dust Healing energy radiates from you in an aura with This spell bestows hope and vitality. Choose any
a 30-foot radius. Until the spell ends, the aura number of creatures within range. For the
This spell creates an undead servant. Choose a pile of any command you've given it. To maintain the moves with you, centered on you. You can use a duration, each target has advantage on Wisdom
bones or a corpse of a Medium or Small humanoid control of the creature for another 24 hours, you bonus action to cause one creature in the aura saving throws and death saving throws, and
within range. Your spell imbues the target with a foul must cast this spell on the creature again before (including you) to regain 2d6 hit points. regains the maximum number of hit points
mimicry of life, raising it as an undead creature. The the current 24-hour period ends. This use of the possible from any healing.
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 (Oathbreaker) 3rd level Necromancy Paladin (Oathbreaker) 3rd level Necromancy Paladin (*)(Crown) 3rd level Evocation Paladin (Devotion) 3rd level Abjuration
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BESTOW CURSE [1/2] BESTOW CURSE [2/2] BLINDING SMITE COUNTERSPELL
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 action Touch 1 bonus action Self 1 reaction 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 1 V, S Concentration, up to 1 V Concentration, up to 1 S Instantaneous
minute minute minute
You attempt to interrupt a creature in the
You touch a creature, and that creature must succeed 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
on a Wisdom saving throw or become cursed for the 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 of the spell. When you cast this spell, choose 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
the nature of the curse from the following options. deals an extra 3d8 radiant damage to the target.
• Choose one ability score. While cursed, the target level or higher, make an ability check using your
has disadvantage on ability checks and saving throws Additionally, the target must succeed on a spellcasting ability. The DC equals 10 + the
made with that ability score. Constitution saving throw or be blinded until the spell's level. On a success, the creature's spell
• While cursed, the target has disadvantage on attack spell ends. fails and has no effect.
rolls against you. A creature blinded by this spell makes another At Higher Levels: When you cast this spell
• While cursed, the target must make a Wisdom Constitution saving throw at the end of each of using a spell slot of 4th level or higher, the
saving throw at the start of each of its turns. If it fails, its turns. On a successful save, it is no longer interrupted spell has no effect if its level is less
it wastes its action that turn doing nothing. blinded. than or equal to the level of the spell slot you
• While the target is cursed, your attacks and spells
deal an extra 1d8 necrotic damage to the target. used.
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 3rd level Conjuration Paladin 3rd level Evocation Paladin 3rd level Evocation Paladin (*)(Devotion) 3rd level Abjuration
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ELEMENTAL WEAPON FEAR HASTE HYPNOTIC PATTERN
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 action Self (30-foot cone) 1 action 30 feet 1 action 120 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 1 V, S, M Concentration, up to 1 V, S, M Concentration, up to 1 S, M Concentration, up to 1
hour minute minute minute
A nonmagical weapon you touch becomes a a white feather or the heart of a hen a shaving of licorice root a glowing stick of incense or a crystal vial lled with
magic weapon. Choose one of the following phosphorescent material
damage types - acid, cold, re, lightning, or You project a phantasmal image of a creature's Choose a willing creature that you can see within
thunder. For the duration, the weapon has a +1 worst fears. Each creature in a 30-foot cone range. Until the spell ends, the target's speed is You create a twisting pattern of colors that
bonus to attack rolls and deals an extra 1d4 must succeed on a Wisdom saving throw or drop doubled, it gains a +2 bonus to AC, it has weaves through the air inside a 30-foot cube
damage of the chosen type when it hits. whatever it is holding and become frightened for advantage on Dexterity saving throws, and it within range. The pattern appears for a moment
At Higher Levels: When you cast this spell the duration. gains an additional action on each of its turns. and vanishes. Each creature in the area who sees
using a spell slot of 5th or 6th level, the bonus to While frightened by this spell, a creature must That action can be used only to take the Attack the pattern must make a Wisdom saving throw.
attack rolls increases to +2 and the extra damage take the Dash action and move away from you by (one weapon attack only), Dash, Disengage, On a failed save, the creature becomes charmed
increases to 2d4. When you use a spell slot of the safest available route on each of its turns, Hide, or Use an Object action. for the duration. While charmed by this spell, the
7th level or higher, the bonus increases to +3 and unless there is nowhere to move. If the creature When the spell ends, the target can't move or creature is incapacitated and has a speed of 0.
the extra damage increases to 3d4. ends its turn in a location where it doesn't have take actions until after its next turn, as a wave of The spell ends for an affected creature if it takes
line of sight to you, the creature can make a lethargy sweeps over it. any damage or if someone else uses an action to
Wisdom saving throw. On a successful save, the shake the creature out of its stupor.
spell ends for that creature.
Paladin 3rd level Transmutation Paladin (Conquest) 3rd level Illusion Paladin (Vengeance) 3rd level Transmutation Paladin (Redemption) 3rd level Illusion
MAGIC CIRCLE [1/2] MAGIC CIRCLE [2/2] PLANT GROWTH PROTECTION FROM ENERGY
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 minute 10 feet 1 minute 10 feet 1 action or 8 hours 150 feet 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M 1 hour V, S, M 1 hour V, S Instantaneous V, S Concentration, up to 1
hour
holy water or powdered silver and iron worth at holy water or powdered silver and iron worth at This spell channels vitality into plants within a
least 100 gp, which the spell consumes 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
You create a 10-foot-radius, 20-foot-tall cylinder of using a spell slot of 4th level or higher, the bene ts. choice: acid, cold, re, lightning, or thunder.
magical energy centered on a point on the ground that duration increases by 1 hour for each slot level If you cast this spell using 1 action, choose a
you can see within range. Glowing runes appear above 3rd. point within range. All normal plants in a 100-
wherever the cylinder intersects with the oor or
other surface. foot radius centered on that point become thick
Choose one or more of the following types of and overgrown. A creature moving through the
creatures - celestials, elementals, fey, ends, or area must spend 4 feet of movement for every 1
undead. The circle affects a creature of the chosen foot it moves.
type in the following ways. You can exclude one or more areas of any size
• The creature can't willingly enter the cylinder by within the spell's area from being affected.
nonmagical means. If the creature tries to use If you cast this spell over 8 hours, you enrich the
teleportation or interplanar travel to do so, it must land. All plants in a half-mile radius centered on a
rst succeed on a Charisma saving throw.
• The creature has disadvantage on attack rolls point within range become enriched for 1 year.
against targets within the cylinder. The plants yield twice the normal amount of
• Targets within the cylinder can't be charmed, food when harvested.
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 Abjuration Paladin 3rd level Abjuration Paladin (Ancients) 3rd level Transmutation Paladin (Ancients)(Vengeance) 3rd level Abjuration
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REMOVE CURSE REVIVIFY SPIRIT GUARDIANS AURA OF LIFE
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 action Touch 1 action Self (15-foot-radius) 1 action Self (30-foot radius)
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Instantaneous V, S, M Instantaneous V, S, M Concentration, up to 10 V Concentration, up to 10
minutes 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 Life-preserving energy radiates from you in an
its curse remains, but the spell breaks its owner's You touch a creature that has died within the last aura with a 30-foot radius. Until the spell ends,
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 the aura moves with you, centered on you. Each
discarded. point. This spell can't return to life a creature around you to a distance of 15 feet for the non-hostile creature in the aura (including you)
that has died of old age, nor can it restore any duration. If you are good or neutral, their has resistance to necrotic damage, and its hit
missing body parts. spectral form appears angelic or fey (your point maximum can't be reduced. In addition, a
choice). If you are evil, they appear endish. non-hostile, living creature regains 1 hit point
When you cast this spell, you can designate any when it starts its turn in the aura with 0 hit
number of creatures you can see to be points.
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 Paladin 4th level Abjuration
Paladin 4th level Abjuration Paladin (*)(Vengeance)(Crown) 4th level Abjuration Paladin (Oathbreaker) 4th level Necromancy Paladin (Oathbreaker) 4th level Enchantment
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CONFUSION [2/2] DEATH WARD DIMENSION DOOR DOMINATE BEAST [1/2]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 90 feet 1 action Touch 1 action 500 feet 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S 8 hours V Instantaneous V, S Concentration, up to 1
minute minute
You touch a creature and grant it a measure of You teleport yourself from your current location
three nut shells protection from death. to any other spot within range. You arrive at You attempt to beguile a beast that you can see within
The rst time the target would drop to 0 hit exactly the spot desired. It can be a place you can range. It must succeed on a Wisdom saving throw or
target. points as a result of taking damage, the target see, one you can visualize, or one you can be charmed by you for the duration. If you or
At Higher Levels: When you cast this spell creatures that are friendly to you are ghting it, it has
instead drops to 1 hit point, and the spell ends. describe by stating distance and direction, such advantage on the saving throw.
using a spell slot of 5th level or higher, the radius If the spell is still in effect when the target is as 200 feet straight downward or upward to the While the beast is charmed, you have a telepathic link
of the sphere increases by 5 feet for each slot subjected to an effect that would kill it northwest at a 45-degree angle, 300 feet. with it as long as the two of you are on the same plane
above 4th. instantaneously without dealing damage, that You can bring along objects as long as their of existence. You can use this telepathic link to issue
effect is instead negated against the target, and weight doesn't exceed what you can carry. You commands to the creature while you are conscious (no
the spells ends. 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 (Oathbreaker) 4th level Enchantment Paladin 4th level Abjuration Paladin (Vengeance) 4th level Conjuration Paladin (Conquest) 4th level Enchantment
DOMINATE BEAST [2/2] FIND GREATER STEED [1/2] FIND GREATER STEED [2/2] FREEDOM OF MOVEMENT
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 10 minutes 30 feet 10 minutes 30 feet 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 1 V, S Instantaneous V, S Instantaneous V, S, M 1 hour
minute
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
succeeds, the spell ends. majestic mount. Appearing in an unoccupied space behind any objects it was wearing or carrying. appendage
At Higher Levels: When you cast this spell within range, the spirit takes on a form you choose: a
with a 5th-level spell slot, the duration is griffon, a pegasus, a peryton , a dire wolf, a rhinoceros, You touch a willing creature. For the duration,
concentration, up to 10 minutes. When you use a or a saber-toothed tiger. The creature has the the target's movement is unaffected by dif cult
6th-level spell slot, the duration is concentration, 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
up to 1 hour. When you use a spell slot of 7th (your choice) instead of its normal creature type. neither reduce the target's speed nor cause the
level or higher, the duration is concentration, up Additionally, if it has an Intelligence score of 5 or target to be paralyzed or restrained.
to 8 hours. 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 (Conquest) 4th level Enchantment Paladin (XGE) 4th level Conjuration Paladin (XGE) 4th level Conjuration Paladin (Devotion) 4th level Abjuration
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GUARDIAN OF FAITH ICE STORM LOCATE CREATURE OTILUKE'S RESILIENT SPHERE
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 30 feet 1 action 300 feet 1 action Self 1 action 30 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V 8 hours V, S, M Instantaneous V, S, M Concentration, up to 1 V, S, M Concentration, up to 1
hour minute
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 a hemispherical piece of clear crystal and a
choice that you can see within range. The A hail of rock-hard ice pounds to the ground in a matching hemispherical piece of gum arabic
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 A sphere of shimmering force encloses a creature or
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 object of Large size or smaller within range. An
creature takes 2d8 bludgeoning damage and 4d6 feet of you. If the creature is moving, you know unwilling creature must make a Dexterity saving
Any creature hostile to you that moves to a throw. On a failed save, the creature is enclosed for
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. the duration.
time on a turn must succeed on a Dexterity damage on a successful one. The spell can locate a speci c creature known to Nothing, not physical objects, energy, or other spell
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 effects, can pass through the barrier, in or out, though
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 a creature in the sphere can breathe there. The sphere
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 is immune to all damage, and a creature or object
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 inside can't be damaged by attacks or effects
bludgeoning damage increases by 1d8 for each or named is in a different form, such as being originating from outside, nor can a creature inside the
slot level above 4th. under the effects of a polymorph spell, this spell sphere damage anything outside it.
doesn't locate the creature. The sphere is weightless and just large enough to
This spell can't locate a creature if running water contain the creature or object inside. An enclosed
creature can use its action to push against the sphere's
at least 10 feet wide blocks a direct path walls and thus roll the sphere at up to half the
between you and the creature. 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 (Devotion)(Crown) 4th level Conjuration Paladin (Ancients) 4th level Evocation Paladin 4th level Divination Paladin (Redemption) 4th level Evocation
Paladin 4th level Evocation Paladin 4th level Abjuration Paladin 5th level Abjuration Paladin (*)(Crown) 5th level Abjuration
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CLOUDKILL COMMUNE (RITUAL) COMMUNE WITH NATURE (RITUAL) CONTAGION [1/2]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 120 feet 1 minute Self 1 minute Self 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 10 V, S, M 1 minute V, S Instantaneous V, S 7 days
minutes
incense and a vial of holy or unholy water You brie y become one with nature and gain Your touch in icts disease. Make a melee spell attack
You create a 20-foot-radius sphere of poisonous, knowledge of the surrounding territory. In the against a creature within your reach. On a hit, you
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 af ict the creature with a disease of your choice from
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 any of the ones described below.
for the duration or until strong wind disperses the fog, a yes or no. You must ask your questions before At the end of each of the target's turns, it must make a
ending the spell. Its area is heavily obscured. natural underground settings, the radius is Constitution saving throw. After failing three of these
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 saving throws, the disease's effects last for the
time on a turn or starts its turn there, that creature each question. where nature has been replaced by construction, duration, and the creature stops making these saves.
must make a Constitution saving throw. The creature Divine beings aren't necessarily omniscient, so such as in dungeons and towns. After succeeding on three of these saving throws, the
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 creature recovers from the disease, and the spell ends.
much damage on a successful one. Creatures are question pertains to information that lies beyond of your choice about any of the following Since this spell induces a natural disease in its target,
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: any effect that removes a disease or otherwise
breathe. word answer could be misleading or contrary to • terrain and bodies of water ameliorates a disease's effects apply to it.
The fog moves 10 feet away from you at the start of the deity's interests, the DM might offer a short Blinding Sickness: Pain grips the creature's mind,
each of your turns, rolling along the surface of the • prevalent plants, minerals, animals, or peoples and its eyes turn milky white. The creature has
ground. The vapors, being heavier than air, sink to the phrase as an answer instead. • powerful celestials, fey, ends, elementals, or disadvantage on Wisdom checks and Wisdom saving
lowest level of the land, even pouring down openings. If you cast the spell two or more times before undead throws and is blinded.
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 Filth Fever: A raging fever sweeps through the
spell slot of 6th level or higher, the damage increases cumulative 25 percent chance for each casting • buildings. creature's body. The creature has disadvantage on
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 Strength checks, Strength saving throws, and attack
makes this roll in secret. powerful undead in the area, the location of rolls that use Strength.
major sources of safe drinking water, and the Flesh Rot: The creature's esh decays. The creature
has disadvantage on Charisma checks and
location of any nearby towns. vulnerability to all damage.
Mindfire: The creature's mind becomes
Paladin (Conquest) 5th level Conjuration Paladin (Devotion) 5th level Divination Paladin (Ancients) 5th level Divination Paladin (Oathbreaker) 5th level Necromancy
CONTAGION [2/2] DESTRUCTIVE WAVE DISPEL EVIL AND GOOD DOMINATE PERSON [1/2]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 action Self (30-foot radius) 1 action Self 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S 7 days V Instantaneous V, S, M Concentration, up to 1 V, S Concentration, up to 1
minute minute
feverish. The creature has disadvantage on You strike the ground, creating a burst of divine
Intelligence checks and Intelligence saving energy that ripples outward from you. Each holy water or powdered silver and iron You attempt to beguile a humanoid that you can see
throws, and the creature behaves as if under the creature you choose within 30 feet of you must within range. It must succeed on a Wisdom saving
effects of the confusion spell during combat. succeed on a Constitution saving throw or take Shimmering energy surrounds and protects you from throw or be charmed by you for the duration. If you or
fey, undead, and creatures originating from beyond creatures that are friendly to you are ghting it, it has
Seizure: The creature is overcome with shaking. 5d6 thunder damage, as well as 5d6 radiant or the Material Plane. For the duration, celestials, advantage on the saving throw.
The creature has disadvantage on Dexterity necrotic damage (your choice), and be knocked elementals, fey, ends, and undead have disadvantage While the target is charmed, you have a telepathic link
checks, Dexterity saving throws, and attack rolls prone. A creature that succeeds on its saving on attack rolls against you. with it as long as the two of you are on the same plane
that use Dexterity. throw takes half as much damage and isn't You can end the spell early by using either of the of existence. You can use this telepathic link to issue
Slimy Doom: The creature begins to bleed knocked prone. following special functions. commands to the creature while you are conscious (no
uncontrollably. The creature has disadvantage Break Enchantment: As your action, you touch a action required), which it does its best to obey. You
on Constitution checks and Constitution saving creature you can reach that is charmed, frightened, or can specify a simple and general course of action, such
throws. In addition, whenever the creature takes 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
damage, it is stunned until the end of its next charmed, frightened, or possessed by such creatures. doesn't receive further direction from you, it defends
turn. 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 (Oathbreaker) 5th level Necromancy Paladin 5th level Evocation Paladin 5th level Abjuration 5th level Enchantment
Paladin (Oathbreaker)(Conquest)
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DOMINATE PERSON [2/2] FLAME STRIKE GEAS HOLD MONSTER
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 action 60 feet 1 minute 60 feet 1 action 90 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 1 V, S, M Instantaneous V 30 days V, S, M Concentration, up to 1
minute minute
pinch of sulfur You place a magical command on a creature that you
throw succeeds, the spell ends. can see within range, forcing it to carry out some a small, straight piece of iron
At Higher Levels: When you cast this spell A vertical column of divine re roars down from service or refrain from some action or course of
using a 6th-level spell slot, the duration is 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.
concentration, up to 10 minutes. When you use a 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
7th-level spell slot, the duration is concentration, creature is charmed by you, it takes 5d10 psychic
up to 1 hour. When you use a spell slot of 8th make a Dexterity saving throw. A creature takes damage each time it acts in a manner directly counter has no effect on undead. At the end of each of its
level or higher, the duration is concentration, up 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
to 8 hours. 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 (XGE) 5th level Evocation Paladin 5th level Necromancy Paladin (Vengeance) 5th level Divination Paladin (Vengeance) 5th level Divination
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TREE STRIDE WALL OF FORCE
CASTING TIME RANGE CASTING TIME RANGE
1 action Self 1 action 120 feet
COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 1 V, S, M Concentration, up to 10
minute minutes
You gain the ability to enter a tree and move a pinch of powder made by crushing a clear
from inside it to inside another tree of the same gemstone
kind within 500 feet. Both trees must be living
and at least the same size as you. You must use 5 An invisible wall of force springs into existence at a
feet of movement to enter a tree. You instantly point you choose within range. The wall appears in any
know the location of all other trees of the same orientation you choose, as a horizontal or vertical
barrier or at an angle. It can be free oating or resting
kind within 500 feet and, as part of the move on a solid surface. You can form it into a hemispherical
used to enter the tree, can either pass into one of dome or a sphere with a radius of up to 10 feet, or you
those trees or step out of the tree you're in. You can shape a at surface made up of ten 10-foot-by-10-
appear in a spot of your choice within 5 feet of foot panels. Each panel must be contiguous with
the destination tree, using another 5 feet of another panel. In any form, the wall is 1/4 inch thick. It
movement. If you have no movement left, you lasts for the duration. If the wall cuts through a
appear within 5 feet of the tree you entered. creature's space when it appears, the creature is
You can use this transportation ability once per pushed to one side of the wall (your choice which
side).
round for the duration. You must end each turn Nothing can physically pass through the wall. It is
outside a tree. immune to all damage and can't be dispelled by dispel
magic. A disintegrate spell destroys the wall instantly,
however. The wall also extends into the Ethereal
Plane, blocking ethereal travel through the wall.
Paladin (Ancients) 5th level Conjuration Paladin (Redemption) 5th level Evocation
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