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Bless

  • casting time 1 action
  • range 30 feet

  • components V, S, M (a sprinkling of holy water)
  • duration Concentration up to 1 minute

You bless up to three creatures of your choice within range. Whenever 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. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

Paladin 1st-level enchantment

Command [1/2]

  • casting time 1 action
  • range 60 feet

  • components V
  • duration 1 round

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. The spell has no efect if the target is undead, if it doesnt understand your language, or if your command is directly harmful to it. Some typical commands and their efects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target cant follow your command, the spell ends. 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 falls prone and then ends its turn. Halt. The target doesnt move and takes no actions. A lying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it lies 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 afect one additional creature for each slot level above 1st. The creatures must be

Paladin 1st-level enchantment

Command [2/2]

  • casting time 1 action
  • range 60 feet

  • components V
  • duration 1 round

within 30 feet of each other when you target them.

Paladin 1st-level enchantment

Guidance

  • casting time 1 action
  • range Touch

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

You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.

Paladin Divination cantrip

Hold Person

  • casting time 1 action
  • range 60 feet

  • components V, S, M (a small, straight piece of iron)
  • duration Concentration up to 1 minute

Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

Paladin 2nd-level enchantment

Sacred Flame

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration Instantaneous

Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no beneit from cover for this saving throw. The spells damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Paladin Evocation cantrip

Sanctuary

  • casting time 1 bonus action
  • range 30 feet

  • components V, S, M (a small silver mirror)
  • duration 1 minute

You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must irst make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesnt protect the warded creature from area efects, such as the explosion of a ireball. If the warded creature makes an attack or casts a spell that afects an enemy creature, this spell ends.

Paladin 1st-level abjuration

Sleep

  • casting time 1 action
  • range 90 feet

  • components V, S, M (a pinch of ine sand, rose petals, or a cricket)
  • duration 1 minute

This spell sends creatures into a magical slumber. Roll 5d8. the total is how many hit points of creatures this spell can afect. Creatures within 20 feet of a point you choose within range are afected in ascending order of their current hit points (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points, each creature afected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creatures hit points from the total before moving on to the creature with the next lowest hit points. A creatures hit points must be equal to or less than the remaining total for that creature to be afected. Undead and creatures immune to being charmed arent afected by this spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.

Paladin 1st-level enchantment

Calm Emotions

  • casting time 1 action
  • range 60 feet

  • components V, S
  • durationConcentration, up to 1 minute

You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects. You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime. Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the DM rules otherwise.

Paladin 2nd level Enchantment

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Divine Favor

  • casting time 1 bonus action
  • rangeSelf

  • components V, S
  • durationConcentration, up to 1 minute

Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal and extra 1d4 radiant damage on a hit.

Paladin 1st level Evocation

Detect Evil And Good

  • casting time 1 action
  • rangeSelf

  • components V, S
  • durationConcentration, up to 10 minutes

For 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. Similarly, you know if there is a place of object within 30 feet of you that has been magically consecrated or desecrated. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Paladin 1st level Divination

Gentle Repose

  • casting time 1 action
  • range Touch

  • componentsV, S, M (a pinch of salt and one copper piece placed on each of the corpses eyes, which must remain there for the duration)
  • duration10 days

You touch a corpse or other remains. For the duration, the target is protected from decay and cant become undead. The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell dont count against the time limit of spells such as raise dead.

Paladin 2nd-level necromancy (ritual)

Branding Smite

  • casting time 1 bonus action
  • rangeSelf

  • componentsV
  • durationConcentration, up to 1 minute

The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d6 radiant damage to the target, which becomes visible if it is invisible, and the target sheds dim light in a 5-foot radius and can't become invisible until the spell ends. At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd.

Paladin 2nd level Evocation

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