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Aid

  • casting time 1 Action
  • range 30 feet

  • components V, S, M
  • duration 8 hours

a strip of white cloth

Choose up to three creatures within range. Each target's Hit Point maximum and current Hit Points increase by 5 for the duration.
Using a Higher-Level Spell Slot. Each target's Hit Points increase by 5 for each spell slot level above 2.

Paladin Level 2 Abjuration

Banishment

  • casting time 1 Action
  • range 30 feet

  • components V, S, M
  • duration Concentration, up to 1 minute

a pentacle

One creature that you can see within range must succeed on a Charisma saving throw or be transported to a harmless demiplane for the duration. While there, the target has the Incapacitated condition. When the spell ends, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.If the target is an Aberration, a Celestial, an Elemental, a Fey, or a Fiend, the target doesn't return if the spell lasts for 1 minute. The target is instead transported to a random location on a plane (DM's choice) associated with its creature type.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 4.

Paladin Level 4 Abjuration

Bless

  • casting time 1 Action
  • range 30 feet

  • components V, S, M
  • duration Concentration, up to 1 minute

a Holy Symbol worth 5+ GP

You bless up to three creatures within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target adds 1d4 to the attack roll or save.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.

Paladin Level 1 Enchantment

Wrathful Smite

  • casting time 1 Bonus Action
  • range Self

  • components V
  • duration 1 minute

The target takes an extra 1d6 Necrotic damage from the attack, and it must succeed on a Wisdom saving throw or have the Frightened condition until the spell ends. At the end of each of its turns, the Frightened target repeats the save, ending the spell on itself on a success.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.

Paladin Level 1 Evocation

Thunderous Smite

  • casting time 1 Bonus Action
  • range Self

  • components V
  • duration Instantaneous

Your strike rings with thunder that is audible within 300 feet of you, and the target takes an extra 2d6 Thunder damage from the attack. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and have the Prone condition.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.

Paladin Level 1 Evocation

Searing Smite

  • casting time 1 Bonus Action
  • range Self

  • components V
  • duration Instantaneous

As you hit the target, it takes an extra 1d6 Fire damage from the attack. At the start of each of its turns until the spell ends, the target takes 1d6 Fire damage and then makes a Constitution saving throw. On a failed save, the spell continues. On a successful save, the spell ends.
Using a Higher-Level Spell Slot. All the damage increases by 1d6 for each spell slot level above 1.

Paladin Level 1 Evocation

Divine Smite

  • casting time 1 Bonus Action
  • range Self

  • components V
  • duration Instantaneous

The target takes an extra 2d8 Radiant damage from the attack. The damage increases by 1d8 if the target is a Fiend or an Undead.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1.

Paladin Level 1 Evocation

Command

  • casting time 1 Action
  • range 60 feet

  • components V
  • duration Instantaneous

You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. Choose the command from these options:
-Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
-Drop. The target drops whatever it is holding and then ends its turn.
-Flee. The target spends its turn moving away from you by the fastest available means.
-Grovel. The target has the Prone condition and then ends its turn.
-Halt. On its turn, the target doesn't move and takes no action or Bonus Action.
Using a Higher-Level Spell Slot. You can affect one additional creature for each spell slot level above 1.

Paladin Level 1 Enchantment

Bless

  • casting time 1 Action
  • range 30 feet

  • components V, S, M
  • duration Concentration, up to 1 minute

a Holy Symbol worth 5+ GP

You bless up to three creatures within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target adds 1d4 to the attack roll or save.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.

Paladin Level 1 Enchantment

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Find Greater Steed

  • casting time 10 minutes
  • range 30 feet

  • components V, S
  • duration Instantaneous

You summon a spirit that assumes the form of a loyal, majestic mount. Appearing in an unoccupied space within range, the spirit takes on a form you choose: a griffon, a pegasus, a peryton, a dire wolf, a rhinoceros, or a saber-toothed tiger. Additionally, if it has an Intelligence score of 5 or lower, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak.You control the mount in combat. While the mount is within 1 mile of you, you can communicate with it telepathically. While mounted on it, you can make any 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 find steed at the same time. As an action, you can release a mount from its bond, causing it to disappear permanently.Whenever the mount disappears, it leaves behind any objects it was wearing or carrying.

Paladin Level 4 Conjuration

Revivify

  • casting time 1 Action
  • range Touch

  • components V, S, M
  • duration Instantaneous

a diamond worth 300+ GP, which the spell consumes

You touch a creature that has died within the last minute. That creature revives with 1 Hit Point. This spell can't revive a creature that has died of old age, nor does it restore any missing body parts.

Paladin Level 3 Necromancy

Shield of Faith

  • casting time 1 Bonus Action
  • range 60 feet

  • components V, S, M
  • duration Concentration, up to 10 minutes

a prayer scroll

A shimmering field surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.

Paladin Level 1 Abjuration

Protection from Evil and Good

  • casting time 1 Action
  • range Touch

  • components V, S, M
  • duration Concentration, up to 10 minutes

a flask of Holy Water worth 25+ GP, which the spell consumes

Until the spell ends, one willing creature you touch is protected against creatures that are Aberrations, Celestials, Elementals, Fey, Fiends, or Undead. The protection grants several benefits. Creatures of those types have Disadvantage on attack rolls against the target. The target also can't be possessed by or gain the Charmed or Frightened conditions from them. If the target is already possessed, Charmed, or Frightened by such a creature, the target has Advantage on any new saving throw against the relevant effect.

Paladin Level 1 Abjuration

Destructive Wave

  • casting time1 Action
  • rangeSelf (30-foot radius)

  • componentsV
  • durationInstantaneous

Destructive energy ripples outward from you in a 30-foot Emanation. Each creature you choose in the Emanation makes a Constitution saving throw. On a failed save, a target takes 5d6 Thunder damage and 5d6 Radiant or Necrotic damage (your choice) and has the Prone condition. On a successful save, a target takes half as much damage only.

Paladin Level 5 Evocation

Crusader's Mantle

  • casting time1 Action
  • rangeSelf (30-foot emanation)

  • componentsV
  • durationConcentration, up to 1 minute

You radiate a magical aura in a 30-foot Emanation. While in the aura, you and your allies each deal an extra 1d4 Radiant damage when hitting with a weapon or an Unarmed Strike.

Paladin Level 3 Evocation

Zone of Truth

  • casting time1 Action
  • range60 feet

  • componentsV,S
  • duration10 minutes

You create a magical zone that guards against deception in a 15-foot-radius Sphere centered on a point within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there makes a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether a creature succeeds or fails on this save.An affected creature is aware of the spell and can avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive yet must be truthful.

Paladin Level 2 Enchantment

Find Steed

  • casting time1 Action
  • range30 feet

  • componentsV,S
  • durationInstantaneous

You summon an otherworldly being that appears as a loyal steed in an unoccupied space of your choice within range. This creature uses the Otherworldly Steed stat block. If you already have a steed from this spell, the steed is replaced by the new one.The steed resembles a Large, rideable animal of your choice, such as a horse, a camel, a dire wolf, or an elk. Whenever you cast the spell, choose the steed's creature type—Celestial, Fey, or Fiend—which determines certain traits in the stat block.Combat. The steed is an ally to you and your allies. In combat, it shares your Initiative count, and it functions as a controlled mount while you ride it (as defined in the rules on mounted combat). If you have the Incapacitated condition, the steed takes its turn immediately after yours and acts independently, focusing on protecting you.Disappearance of the Steed. The steed disappears if it drops to 0 Hit Points or if you die. When it disappears, it leaves behind anything it was wearing or carrying. If you cast this spell again, you decide whether you summon the steed that disappeared or a different one.Using a Higher-Level Spell Slot. Use the spell slot's level for the spell's level in the stat block.

Paladin Level 2 Conjuration

Compelled Duel

  • casting time1 Action
  • range30 feet

  • componentsV
  • durationConcentration, up to 1 minute

You try to compel a creature into a duel. One creature that you can see within range makes a Wisdom saving throw. On a failed save, the target has Disadvantage on attack rolls against creatures other than you, and it can't willingly move to a space that is more than 30 feet away from you.The spell ends if you make an attack roll against a creature other than the target, if you cast a spell on an enemy other than the target, if an ally of yours damages the target, or if you end your turn more than 30 feet away from the target.

Paladin Level 1 Enchantment

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