This material is published under the OGL 1.0a.
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Paladin Spells
1st-Level Spells
Abjur |
- Protection from Evil and GoodUntil the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.
- Shield of FaithA shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.
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Conj |
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Div |
- Detect Evil and GoodFor the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located.
- Detect MagicFor the duration, you sense the presence of magic within 30 feet of you.
- Detect Poison and DiseaseFor the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you.
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Ench |
- BlessWhenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.
- CommandYou speak a one-word command to a creature you can see within range.
- HeroismA willing creature you touch is imbued with bravery.
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Evoc |
- Cure WoundsA creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier.
- Divine FavorYour prayer empowers you with divine radiance.
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Illus |
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Necro |
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Trans |
- Purify Food and DrinkAll nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.
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2nd-Level Spells
Abjur |
- AidYour spell bolsters your allies with toughness and resolve.
- Lesser RestorationYou touch a creature and can end either one disease or one condition afflicting it.
- Protection from PoisonYou touch a creature. If it is poisoned, you neutralize the poison.
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Conj |
- Find SteedYou summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed, creating a long-lasting bond with it.
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Div |
- Locate ObjectYou sense the direction to the object's location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.
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Ench |
- Zone of TruthYou create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range.
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Evoc |
- Branding SmiteThe next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike.
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Illus |
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Necro |
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Trans |
- Magic WeaponUntil the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.
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3rd-Level Spells
Abjur |
- Dispel MagicAny spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability.
- Magic CircleYou create a 10-foot-radius, 20-foot-tall cylinder of magical energy centered on a point on the ground that you can see within range.
- Remove CurseAt your touch, all curses affecting one creature or object end.
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Conj |
- Create Food and WaterYou create 45 pounds of food and 30 gallons of water on the ground or in containers within range, enough to sustain up to fifteen humanoids or five steeds for 24 hours.
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Div |
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Ench |
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Evoc |
- DaylightA 60-foot-radius sphere of light spreads out from a point you choose within range.
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Illus |
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Necro |
- RevivifyYou touch a creature that has died within the last minute. That creature returns to life with 1 hit point.
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Trans |
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4th-Level Spells
5th-Level Spells
Abjur |
- Dispel Evil and GoodShimmering energy surrounds and protects you from fey, undead, and creatures originating from beyond the Material Plane.
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Conj |
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Div |
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Ench |
- GeasYou place a magical command on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide.
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Evoc |
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Illus |
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Necro |
- Raise DeadYou return a dead creature you touch to life, provided that it has been dead no longer than 10 days.
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Trans |
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