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Paladin

Source: Player's Handbook (SCAR Version)

Clad in plate armor that gleams in the sunlight despite the dust and grime of long travel, a human lays down her sword and shield and places her hands on a mortally wounded man. Divine radiance shines from her hands, the man’s wounds knit closed, and his eyes open wide with amazement.


A dwarf crouches behind an outcrop, his black cloak making him nearly invisible in the night, and watches an orc war band celebrating its recent victory. Silently, he stalks into their midst and whispers an oath, and two orcs are dead before they even realize he is there.


Silver hair shining in a shaft of light that seems to illuminate only him, an elf laughs with exultation. His spear flashes like his eyes as he jabs again and again at a twisted giant, until at last his light overcomes its hideous darkness.


Whatever their origin and their mission, paladins are united by their oaths to stand against the forces of evil. Whether sworn before a god’s altar and the witness of a priest, in a sacred glade before nature spirits and fey beings, or in a moment of desperation and grief with the dead as the only witness, a paladin’s oath is a powerful bond. It is a source of power that turns a devout warrior into a blessed champion.

The Cause of Righteousness

A paladin swears to uphold justice and righteousness, to stand with the good things of the world against the encroaching darkness, and to hunt the forces of evil wherever they lurk. Different paladins focus on various aspects of the cause of righteousness, but all are bound by the oaths that grant them power to do their sacred work. Although many paladins are devoted to gods of good, a paladin’s power comes as much from a commitment to justice itself as it does from a god.


Paladins train for years to learn the skills of combat, mastering a variety of weapons and armor. Even so, their martial skills are secondary to the magical power they wield: power to heal the sick and injured, to smite the wicked and the undead, and to protect the innocent and those who join them in the fight for justice.

Beyond the Mundane Life

Almost by definition, the life of a paladin is an adventuring life. Unless a lasting injury has taken him or her away from adventuring for a time, every paladin lives on the front lines of the cosmic struggle against evil. Fighters are rare enough among the ranks of the militias and armies of the world, but even fewer people can claim the true calling of a paladin. When they do receive the call, these warriors turn from their former occupations and take up arms to fight evil. Sometimes their oaths lead them into the service of the crown as leaders of elite groups of knights, but even then their loyalty is first to the cause of righteousness, not to crown and country.


Adventuring paladins take their work seriously. A delve into an ancient ruin or dusty crypt can be a quest driven by a higher purpose than the acquisition of treasure. Evil lurks in dungeons and primeval forests, and even the smallest victory against it can tilt the cosmic balance away from oblivion.

Creating a Paladin

The most important aspect of a paladin character is the nature of his or her holy quest. Although the class features related to your oath don’t appear until you reach 3rd level, plan ahead for that choice by reading the oath descriptions at the end of the class. Are you a devoted servant of good, loyal to the gods of justice and honor, a holy knight in shining armor venturing forth to smite evil? Are you a glorious champion of the light, cherishing everything beautiful that stands against the shadow, a knight whose oath descends from traditions older than many of the gods? Or are you an embittered loner sworn to take vengeance on those who have done great evil, sent as an angel of death by the gods or driven by your need for revenge?


How did you experience your call to serve as a paladin? Did you hear a whisper from an unseen god or angel while you were at prayer? Did another paladin sense the potential within you and decide to train you as a squire? Or did some terrible event—the destruction of your home, perhaps—drive you to your quests? Perhaps you stumbled into a sacred grove or a hidden elven enclave and found yourself called to protect all such refuges of goodness and beauty. Or you might have known from your earliest memories that the paladin’s life was your calling, almost as if you had been sent into the world with that purpose stamped on your soul.


As guardians against the forces of wickedness, paladins are rarely of any evil alignment. Most of them walk the paths of charity and justice. Consider how your alignment colors the way you pursue your holy quest and the manner in which you conduct yourself before gods and mortals. Your oath and alignment might be in harmony, or your oath might represent standards of behavior that you have not yet attained.

Breaking Your Oath

A paladin tries to hold to the highest standards of conduct, but even the most virtuous paladin is fallible. Sometimes the right path proves too demanding, sometimes a situation calls for the lesser of two evils, and sometimes the heat of emotion causes a paladin to transgress his or her oath.


A paladin who has broken a vow typically seeks absolution. We have specific rules for atonement under World Rules & Info > Alignment.


If a paladin willfully violates his or her oath and shows no sign of repentance, the consequences can be more serious. At the DM’s discretion, an impenitent paladin might be forced to abandon this class and adopt another.

Quick Build

You can make a paladin quickly by following these suggestions. First, Strength should be your highest ability score, followed by Charisma. Second, choose the Noble, or similar background.

Features Table

Level Proficiency Bonus Features 1st 2nd 3rd 4th 5th
1st +2 Divine Sense, Lay on Hands
2nd +2 Fighting Style, Spellcasting, Divine Smite 2
3rd +2 Divine Health, Sacred Oath 3
4th +2 Ability Score Improvement 3
5th +3 Extra Attack 4 2
6th +3 Aura of Protection 4 2
7th +3 Sacred Oath Feature 4 3
8th +3 Ability Score Improvement 4 3
9th +4 4 3 2
10th +4 Aura of Courage 4 3 2
11th +4 Improved Divine Smite 4 3 3
12th +4 Ability Score Improvement 4 3 3
13th +5 4 3 3 1
14th +5 Cleansing Touch 4 3 3 1
15th +5 Sacred Oath Feature 4 3 3 2
16th +5 Ability Score Improvement 4 3 3 2
17th +6 4 3 3 3 1
18th +6 Aura Improvements 4 3 3 3 1
19th +6 Ability Score Improvement 4 3 3 3 2
20th +6 Sacred Oath Feature 4 3 3 3 2

Class Features

As a Paladin, you gain the following class features:

Hit Points
  • Hit Dice: 1d10 per Paladin level
  • Hit Points at 1st Level: 10 + CON modifier
  • Hit Points at Higher Levels: 6 + CON modifier per Paladin level
Proficiencies
  • Armor: All Armor, Shields
  • Weapons: Select any 3 Simple or Martial weapons of choice
  • Tools: None
  • Saving Throws: Wisdom, Charisma
  • Skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion

Divine Sense

The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.


You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.

Lay on Hands

Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5.


As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.


Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. This feature has no effect on undead and constructs.

Fighting Style

At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.


Defense. While you are wearing armor, you gain a +1 bonus to AC.


Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.


Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.


Protection. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Spellcasting

By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does. See Spells Rules for the general rules of spellcasting and the Spells Listing for the paladin spell list.


Preparing and Casting Spells

The Paladin table shows how many spell slots you have to cast your paladin spells. To cast one of your paladin spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.


You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.


For example, if you are a 5th-level paladin, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.


You can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.


Spellcasting Ability

Charisma is your spellcasting ability for your paladin spells, since their power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier


Spellcasting Focus

You can use a holy symbol (see the Adventuring Gear section) as a spellcasting focus for your paladin spells.

Divine Smite

Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.

Divine Health

By 3rd level, the divine magic flowing through you makes you immune to disease.

Sacred Oath

When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now you choose the Oath of Devotion detailed at the end of the class description or one from another source.


Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature.

Oath Spells

Each oath has a list of associated spells. You gain access to these spells at the levels specified in the oath description. Once you gain access to an oath spell, you always have it prepared. Oath spells don’t count against the number of spells you can prepare each day.


If you gain an oath spell that doesn’t appear on the paladin spell list, the spell is nonetheless a paladin spell for you.

Channel Divinity

Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it. When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again. Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Aura of Protection

Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus. At 18th level, the range of this aura increases to 30 feet.

Aura of Courage

Starting at 10th level, you and friendly creatures within 10 feet of you can’t be frightened while you are conscious. At 18th level, the range of this aura increases to 30 feet.

Improved Divine Smite

By 11th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage.

Cleansing Touch

Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest.

Aura Improvements

At 18th level, the range of your auras increase to 30 feet.

Multiclassing

For full rules on Multiclassing a PHB class, see D&D 5th Edition Multiclassing Rules.


Any multi-class option must be discussed with Dungeon Masters before being accepted. This may be allowed for story or in-game reasons, but not level or ability dips. Homebrew classes in particular generally provide unique mechanics that should not be abused. We require evolved reasons from character development during the server to obtain them.

Sacred Oaths (Subclasses)

Becoming a paladin involves taking vows that commit the paladin to the cause of righteousness, an active path of fighting wickedness. The final oath, taken when he or she reaches 3rd level, is the culmination of all the paladin’s training. Some characters with this class don’t consider themselves true paladins until they have reached 3rd level and made this oath. For others, the actual swearing of the oath is a formality, an official stamp on what has always been true in the paladin’s heart.

Oath of Conquest (Subclass)

The Oath of Conquest calls to paladins who seek glory in battle and the subjugation of their enemies. It isn’t enough for these paladins to establish order. They must crush the forces of chaos. Sometimes called knight tyrants or iron mongers, those who swear this oath gather into grim orders that serve gods or philosophies of war and well-ordered might.


Some of these paladins go so far as to consort with the powers of the Nine Hells, valuing the rule of law over the balm of mercy. The archdevil Bel, warlord of Avernus, counts many of these paladins – called hell knights – as his most ardent supporters. Hell knights cover their armor with trophies taken from fallen enemies, a grim warning to any who dare oppose them and the decrees of their lords. These knights are often most fiercely resisted by other paladins of this oath, who believe that the hell knights have wandered too far into darkness.


Oath Spells

You gain oath spells at the paladin levels listed.


Oath of Conquest Spells
Paladin LevelSpells
3rdArmor of AgathysCommand
5thHold PersonSpiritual Weapon
9thBestow CurseFear
13thDominate BeastStoneskin
17thCloudkillDominate Person


Tenets of Conquest

A paladin who takes this oath has the tenets of conquest seared on the upper arm.


Douse the Flame of Hope. It is not enough to merely defeat an enemy in battle. Your victory must be so overwhelming that your enemies’ will to fight is shattered forever. A blade can end a life. Fear can end an empire.


Rule with an Iron Fist. Once you have conquered, tolerate no dissent. Your word is law. Those who obey it shall be favored. Those who defy it shall be punished as an example to all who might follow.


Strength Above All. You shall rule until a stronger one arises. Then you must grow mightier and meet the challenge, or fall to your own ruin.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.


Conquering Presence. You can use your Channel Divinity to exude a terrifying presence. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.


Guided Strike. You can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

Aura of Conquest

Starting at 7th level, you constantly emanate a menacing aura while you're not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover.


If a creature is frightened of you, its speed is reduced to 0 while in the aura, and that creature takes psychic damage equal to half your paladin level if it starts its turn there. At 18th level, the range of this aura increases to 30 feet.

Scornful Rebuke

Starting at 15th level, those who dare to strike you are psychically punished for their audacity. Whenever a creature hits you with an attack, that creature takes psychic damage equal to your Charisma modifier (minimum of 1) if you’re not incapacitated.

Invincible Conqueror

At 20th level, you gain the ability to harness extraordinary martial prowess. As an action, you can magically become an avatar of conquest, gaining the following benefits for 1 minute:

  1. You have resistance to all damage.
  2. When you take the Attack action on your turn, you can make one additional attack as part of that action.
  3. Your melee weapon attacks score a critical hit on a roll of 19 or 20 on the d20.
  4. Once you use this feature, you can’t use it again until you finish a long rest.

Oath of Devotion (Subclass)

The Oath of Devotion binds a paladin to the loftiest ideals of justice, virtue, and order. Sometimes called cavaliers, white knights, or holy warriors, these paladins meet the ideal of the knight in shining armor, acting with honor in pursuit of justice and the greater good. They hold themselves to the highest standards of conduct, and some, for better or worse, hold the rest of the world to the same standards. Many who swear this oath are devoted to gods of law and good and use their gods' tenets as the measure of their devotion. They hold angels – the perfect servants of good – as their ideals, and incorporate images of angelic wings into their helmets or coats of arms.


Oath Spells

You gain oath spells at the paladin levels listed.


Oath of Devotion Spells
Paladin LevelSpells
3rdProtection from Evil and GoodSanctuary
5thLesser RestorationZone of Truth
9thBeacon of HopeDispel Magic
13thFreedom of MovementGuardian of Faith
17thCommuneFlame Strike

Tenets of Devotion

Though the exact words and strictures of the Oath of Devotion vary, paladins of this oath share these tenets.


Honesty. Don't lie or cheat. Let your word be your promise.


Courage. Never fear to act, though caution is wise.


Compassion. Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom.


Honor. Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing the least amount of harm.


Duty. Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options:


Sacred Weapon. As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration. You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.


Turn the Unholy. As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.


A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

Aura of Devotion

Starting at 7th level, you and friendly creatures within 10 feet of you can't be charmed while you are conscious. At 18th level, the range of this aura increases to 30 feet.

Purity of Spirit

Beginning at 15th level, you are always under the effects of a Protection from Evil and Good spell.

Holy Nimbus

At 20th level, as an action, you can emanate an aura of sunlight. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that. Whenever an enemy creature starts its turn in the bright light, the creature takes 10 radiant damage. In addition, for the duration, you have advantage on saving throws against spells cast by fiends or undead. Once you use this feature, you can't use it again until you finish a long rest.

Oath of Redemption (Subclass)

The Oath of Redemption sets a paladin on a difficult path, one that requires a holy warrior to use violence only as a last resort. Paladins who dedicate themselves to this oath believe that any person can be redeemed and that the path of benevolence and justice is one that anyone can walk. These paladins face evil creatures in the hope of turning them to the light, and the paladins slay them only when such a deed will clearly save other lives. Paladins who follow this path are known as redeemers.


While redeemers are idealists, they are no fools. Redeemers know that undead, demons, devils, and other supernatural threats can be inherently evil. Against such foes, the paladins bring the full wrath of their weapons and spells to bear. Yet the redeemers still pray that, one day, even creatures of wickedness will invite their own redemption.


Oath Spells

You gain oath spells at the paladin levels listed.


Oath of Redemption Spells
Paladin LevelSpells
3rdSanctuarySleep
5thCalm EmotionsHold Person
9thCounterspellHypnotic Pattern
13thOtiluke's Resilient SphereStoneskin
17thHold MonsterWall of Force

Tenets of Redemption

The tenets of the Oath of Redemption hold a paladin to a high standard of peace and justice.


Peace. Violence is a weapon of last resort. Diplomacy and understanding are the paths to long-lasting peace.


Innocence. All people begin life in an innocent state, and it is their environment or the influence of dark forces that drives them to evil. By setting the proper example, and working to heal the wounds of a deeply flawed world, you can set anyone on a righteous path.


Patience. Change takes time. Those who have walked the path of the wicked must be given reminders to keep them honest and true. Once you have planted the seed of righteousness in a creature, you must work day after day to allow it to survive and then flourish.


Wisdom. Your heart and mind must stay clear, for eventually you will be forced to admit defeat. While every creature can be redeemed, some are so far along the path of evil that you have no choice but to end their lives for the greater good. Any such action must be carefully weighed and the consequences fully understood, but once you have made the decision, follow through with it knowing your path is just.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options:


Emissary of Peace. You can use your Channel Divinity to augment your presence with divine power. As a bonus action, you grant yourself a +5 bonus to Charisma (Persuasion) checks for the next 10 minutes.


Rebuke the Violent. You can use your Channel Divinity to rebuke those who use violence. Immediately after an attacker within 30 feet of you deals damage with an attack against a creature other than you, you can use your reaction to force the attacker to make a Wisdom saving throw. On a failed save, the attacker takes radiant damage equal to the damage it just dealt. On a successful save, it takes half as much damage.

Aura of the Guardian

Starting at 7th level, you can shield your allies from harm at the cost of your own health. When a creature within 10 feet of you takes damage, you can use your reaction to magically take that damage, instead of that creature taking it. This feature doesn't transfer any other effects that might accompany the damage, and this damage can't be reduced in any way. At 18th level, the range of this aura increases to 30 feet.

Protective Spirit

Starting at 15th level, a holy presence mends your wounds in combat. You regain hit points equal to 1d6 + half your paladin level if you end your turn in combat with fewer than half of your hit points remaining and you aren’t incapacitated.

Emissary of Redemption

At 20th level, you become an avatar of peace, which gives you the following benefits:

  1. You have resistance to all damage dealt by other creatures (their attacks, spells, and other effects).
  2. Whenever a creature damages you, it takes radiant damage equal to half the amount it dealt to you.

If you attack a creature, cast a spell on it, or deal damage to it by any means but this feature, neither benefit works against that creature until you finish a long rest.

Oath of the Ancients (Subclass)

The Oath of the Ancients is as old as the race of elves and the rituals of the druids. Sometimes called fey knights, green knights, or horned knights, paladins who swear this oath cast their lot with the side of the light in the cosmic struggle against darkness because they love the beautiful and life-giving things of the world, not necessarily because they believe in principles of honor, courage, and justice. They adorn their armor and clothing with images of growing things-leaves, antlers, or flowers-to reflect their commitment to preserving life and light in the world.


Oath Spells

You gain oath spells at the paladin levels listed.


Oath of the Ancients Spells
Paladin LevelSpells
3rdEnsnaring StrikeSpeak with Animals
5thMoonbeamMisty Step
9thPlant GrowthProtection from Energy
13thIce StormStoneskin
17thCommune with NatureTree Stride

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.


Nature's Wrath. You can use your Channel Divinity to invoke primeval forces to ensnare a foe. As an action, you can cause spectral vines to spring up and reach for a creature within 10 feet of you that you can see. The creature must succeed on a Strength or Dexterity saving throw (its choice) or be restrained. While restrained by the vines, the creature repeats the saving throw at the end of each of its turns. On a success, it frees itself and the vines vanish.


Turn the Faithless. You can use your Channel Divinity to utter ancient words that are painful for fey and fiends to hear. As an action, you present your holy symbol, and each fey or fiend within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage.


A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.


If the creature's true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is turned.

Aura of Warding

Beginning at 7th level, ancient magic lies so heavily upon you that it forms an eldritch ward. You and friendly creatures within 10 feet of you have resistance to damage from spells. At 18th level, the range of this aura increases to 30 feet.

Undying Sentinel

Starting at 15th level, when you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead. Once you use this ability, you can't use it again until you finish a long rest. Additionally, you suffer none of the drawbacks of old age, and you can't be aged magically.

Elder Champion

At 20th level, you can assume the form of an ancient force of nature, taking on an appearance you choose. For example, your skin might turn green or take on a bark-like texture, your hair might become leafy or moss-like, or you might sprout antlers or a lion-like mane.


Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:

  1. At the start of each of your turns, you regain 10 hit points.
  2. Whenever you cast a paladin spell that has a casting time of 1 action, you can cast it using a bonus action instead.
  3. Enemy creatures within 10 feet of you have disadvantage on saving throws against your paladin spells and Channel Divinity options.


Once you use this feature, you can't use it again until you finish a long rest.

Tenets of the Ancients

The tenets of the Oath of the Ancients have been preserved for uncounted centuries. This oath emphasizes the principles of good above any concerns of law or chaos. Its four central principles are simple.


Kindle the Light. Through your acts of mercy, kindness, and forgiveness, kindle the light of hope in the world, beating back despair.


Shelter the Light. Where there is good, beauty, love, and laughter in the world, stand against the wickedness that would swallow it. Where life flourishes, stand against the forces that would render it barren.


Preserve Your Own Light. Delight in song and laughter, in beauty and art. If you allow the light to die in your own heart, you can't preserve it in the world.


Be the Light. Be a glorious beacon for all who live in despair. Let the light of your joy and courage shine forth in all your deeds.

Oath of the Crown (Subclass)

The Oath of the Crown is sworn to the ideals of civilization, be it the spirit of a nation, fealty to a sovereign, or service to a deity of law and rulership. The paladins who swear this oath dedicate themselves to serving society and, in particular, the just laws that hold society together. These paladins are the watchful guardians on the walls, standing against the chaotic tides of barbarism that threaten to tear down all that civilization has built, and are commonly known as guardians, exemplars, or sentinels. Often, paladins who swear this oath are members of an order of knighthood in service to a nation or a sovereign, and undergo their oath as part of their admission to the order's ranks.


Oath Spells

You gain oath spells at the paladin levels listed.


Oath of the Crown Spells
Paladin LevelSpells
3rdCommandCompelled Duel
5thWarding BondZone of Truth
9thAura of VitalitySpirit Guardians
13thBanishmentGuardian of Faith
17thCircle of PowerGeas

Tenets of the Crown

The tenets of the Oath of the Crown are often set by the sovereign to which their oath is sworn, but generally emphasize the following tenets.


Law. The law is paramount. It is the mortar that holds the stones of civilization together, and it must be respected.


Loyalty. Your word is your bond. Without loyalty, oaths and laws are meaningless.


Courage. You must be willing to do what needs to be done for the sake of order, even in the face of overwhelming odds. If you don't act, then who will?


Responsibility. You must deal with the consequences of your actions, and you are responsible for fulfilling your duties and obligations.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options:


Champion Challenge. As a bonus action, you issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can't willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated or die or if the creature is more than 30 feet away from you.


Turn the Tide. As a bonus action, you can bolster injured creatures with your Channel Divinity. Each creature of your choice that can hear you within 30 feet of you regains hit points equal to 1d6 + your Charisma modifier (minimum of 1) if it has no more than half of its hit points.

Divine Allegiance

Starting at 7th level, when a creature within 5 feet of you takes damage, you can use your reaction to magically substitute your own health for that of the target creature, causing that creature not to take the damage. Instead, you take the damage. This damage to you can't be reduced or prevented in any way.

Unyielding Saint

Starting at 15th level, you have advantage on saving throws to avoid becoming paralyzed or stunned.

Exalted Champion

At 20th level, your presence on the field of battle is an inspiration to those dedicated to your cause. You can use your action to gain the following benefits for 1 hour:

  1. You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
  2. Your allies have advantage on death saving throws while within 30 feet of you.
  3. You have advantage on Wisdom saving throws, as do your allies within 30 feet of you.


This effect ends early if you are incapacitated or die. Once you use this feature, you can't use it again until you finish a long rest.

Oath of Vengeance (Subclass)

The Oath of Vengeance is a solemn commitment to punish those who have committed a grievous sin. When evil forces slaughter helpless villagers, when an entire people turns against the will of the gods, when a thieves' guild grows too violent and powerful, when a dragon rampages through the countryside – at times like these, paladins arise and swear an Oath of Vengeance to set right that which has gone wrong. To these paladins – sometimes called avengers or dark knights – their own purity is not as important as delivering justice.


Oath Spells

You gain oath spells at the paladin levels listed.


Oath of Vengeance Spells
Paladin LevelSpells
3rdBaneHunter's Mark
5thHold PersonMisty Step
9thHasteProtection from Energy
13thBanishmentDimension Door
17thHold MonsterScrying

Tenets of Vengeance

The tenets of the Oath of Vengeance vary by paladin, but all the tenets revolve around punishing wrongdoers by any means necessary. Paladins who uphold these tenets are willing to sacrifice even their own righteousness to mete out justice upon those who do evil, so the paladins are often neutral or lawful neutral in alignment. The core principles of the tenets are brutally simple.


Fight the Greater Evil. Faced with a choice of fighting my sworn foes or combating a lesser evil, I choose the greater evil.


No Mercy for the Wicked. Ordinary foes might win my mercy, but my sworn enemies do not.


By Any Means Necessary. My qualms can't get in the way of exterminating my foes.


Restitution. If my foes wreak ruin on the world, it is because I failed to stop them. I must help those harmed by their misdeeds.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.


Abjure Enemy. As an action, you present your holy symbol and speak a prayer of denunciation, using your Channel Divinity. Choose one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being frightened. Fiends and undead have disadvantage on this saving throw. On a failed save, the creature is frightened for 1 minute or until it takes any damage. While frightened, the creature's speed is 0, and it can't benefit from any bonus to its speed. On a successful save, the creature's speed is halved for 1 minute or until the creature takes any damage.


Vow of Enmity. As a bonus action, you can utter a vow of enmity against a creature you can see within 10 feet of you, using your Channel Divinity. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious.

Relentless Avenger

By 7th level, your supernatural focus helps you close off a foe's retreat. When you hit a creature with an opportunity attack, you can move up to half your speed immediately after the attack and as part of the same reaction. This movement doesn't provoke opportunity attacks.

Soul of Vengeance

Starting at 15th level, the authority with which you speak your Vow of Enmity gives you greater power over your foe. When a creature under the effect of your Vow of Enmity makes an attack, you can use your reaction to make a melee weapon attack against that creature if it is within range.

Avenging Angel

At 20th level, you can assume the form of an angelic avenger. Using your action, you undergo a transformation. For 1 hour, you gain the following benefits:

  1. Wings sprout from your back and grant you a flying speed of 60 feet.
  2. You emanate an aura of menace in a 30-foot radius. The first time any enemy creature enters the aura or starts its turn there during a battle, the creature must succeed on a Wisdom saving throw or become frightened of you for 1 minute or until it takes any damage. Attack rolls against the frightened creature have advantage.
  3. You gain one additional reaction per round, but only one reaction can be used per turn.


Once you use this feature, you can't use it again until you finish a long rest.

Spellbook

Lvl
Name
Casting Time
Duration
Range/Area
Attack/Save
Damage/Effect
Adjusting Position 1st level transmutation
Casting Time: 1 Bonus Action
Range / Area: 30 ft
Components: V
Duration: Instantaneous

You adjust the location of an ally to a better tactical position. You move one willing creature 5 feet. This movement does not provoke opportunity attacks. The creature moves bodily through the intervening space (as opposed to teleporting or gating), so there can be no physical blockage (wall, door, etc.) between them. (The target cannot be moved in this way if their movement speed is 0 due to a grapple or restrained condition.)


At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target an additional willing creature for each slot level above 1st.

Bless 1st level enchantment
Casting Time: 1 Action
Range / Area: 30 ft
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.
Ceremony 1st level abjuration
Casting Time: 1 Hour (Ritual)
Range / Area: Touch
Components: V S M (25 gp worth of powdered silver, which the spell consumes)
Duration: Instantaneous
You perform a special religious ceremony that is infused with magic. When you cast the spell, choose one of the following rites, the target of which must be within 10 feet of you throughout the casting. Atonement. You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (Insight) check. On a successful check, you restore the target to its original alignment. Bless Water. You touch one vial of water and cause it to become holy water. Coming of Age. You touch one humanoid who is a 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 benefit 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 benefit from this rite only once. Funeral Rite. You touch one corpse, and for the next 7 days, the target can't become undead by any means short of a wish spell. Wedding. You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed.
Command 1st level enchantment
Casting Time: 1 Action
Range / Area: 60 ft
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 effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it. Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the GM determines how the target behaves. If the target can't 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 doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies 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.


Clarification: "...if your command is directly harmful to it." means that a creature will not adhere to the "Grovel" command during combat with hostile enemies. This is because groveling on the ground in the presence of enemy creatures is one of the most harmful actions it can do; subjecting it to multiple advantage hits and likely death.

Compelled Duel 1st level enchantment
Casting Time: 1 Bonus Action
Range / Area: 30 ft
Components: V
Duration: Concentration, up to 1 Minute
You attempt to compel a creature into a duel. One creature that you can see within range must make a Wisdom saving throw. On a failed save, the creature is drawn to you, compelled by your divine demand. For the duration, it has disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, this spell doesn't 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.
Cure Wounds 1st level evocation
Casting Time: 1 Action
Range / Area: Touch
Components: V S
Duration: Instantaneous
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
Detect Evil and Good 1st level divination
Casting Time: 1 Action
Range / Area: Self sphere 30 ft
Components: V S
Duration: Concentration, 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 or 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.
Detect Magic 1st level divination
Casting Time: 1 Action (Ritual)
Range / Area: Self sphere 30 ft
Components: V S
Duration: Concentration, up to 10 Minutes
For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. 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.
Detect Poison and Disease 1st level divination
Casting Time: 1 Action (Ritual)
Range / Area: Self sphere 30 ft
Components: V S M (a yew leaf)
Duration: Concentration, up to 10 Minutes
For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case. 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.
Divine Favor 1st level evocation
Casting Time: 1 Bonus Action
Range / Area: Self
Components: V S
Duration: Concentration, up to 1 Minute
Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal an extra 1d4 radiant damage on a hit.
Gift of the Ruins 1st level divination
Casting Time: 1 Action
Range / Area: 30 ft
Components: V S
Duration: 1 Hour

Target up to three creatures that you can see within 30 feet. For the duration, the targets can add 1d4 to their next Initiative roll.


At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the amount of creatures effected increases by one for each slot level above 1st.

Heroism 1st level enchantment
Casting Time: 1 Action
Range / Area: Touch
Components: V S
Duration: Concentration, up to 1 Minute
A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell. 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.
Phantom Charge 1st level illusion
Casting Time: 1 Bonus Action
Range / Area: Self
Components: V
Duration: Instantaneous

You charge forth and several illusory copies of you made of divine energy charge forth as well. Until the end of this turn, you do not provoke attacks of opportunity. In addition, you gain advantage on your next attack made this round. Enemies are confused by the duplicates and have disadvantage on their attacks made against you until the start of your next turn.

Protection from Evil and Good 1st level abjuration
Casting Time: 1 Action
Range / Area: Touch
Components: V S M (holy water or powdered silver and iron, which the spell consumes)
Duration: Concentration, up to 10 Minutes
Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead. The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.
Purify Food and Drink 1st level transmutation
Casting Time: 1 Action (Ritual)
Range / Area: 10 ft sphere 5 ft
Components: V S
Duration: Instantaneous
All 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.
Searing Smite 1st level evocation
Casting Time: 1 Bonus Action
Range / Area: Self
Components: V
Duration: Concentration, up to 1 Minute
The next time you hit a creature with a melee weapon attack during the spell's duration, your weapon flares with white-hot intensity, and the attack deals an extra ld6 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes ld6 fire damage. On a successful save, the spell ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (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 ld6 for each slot level above 1st.
Shield of Faith 1st level abjuration
Casting Time: 1 Bonus Action
Range / Area: 60 ft
Components: V S M (a small parchment with a bit of holy text written on it)
Duration: Concentration, up to 10 Minutes
A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.
Thunderous Smite 1st level evocation
Casting Time: 1 Bonus Action
Range / Area: Self
Components: V
Duration: Concentration, up to 1 Minute
The first time you hit with a melee weapon attack during this spell's duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d6 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.
Wrathful Smite 1st level evocation
Casting Time: 1 Bonus Action
Range / Area: Self
Components: V
Duration: 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 ld6 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.
Aid 2nd level abjuration
Casting Time: 1 Action
Range / Area: 30 ft
Components: V S M (a tiny strip of white cloth)
Duration: 8 Hours
Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target's hit point maximum and current hit points increase by 5 for the duration. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, a target's hit points increase by an additional 5 for each slot level above 2nd.
Angelic Guardian 2nd level conjuration
Casting Time: 1 Bonus Action
Range / Area: 30 ft
Components: V S
Duration: Concentration, up to 1 Minute

You conjure a minor celestial manifestation to protect a creature you can see within range. A faintly glowing figure resembling a human head and shoulders hovers within 5 feet of the target for the duration. The figure moves to interpose itself between the target and any incoming effects, granting the target +2 to saving throws from spells and magical effects. If the target fails a saving throw while the spell is active, they can use their reaction to roll a new save, then the spell ends.

Branding Smite 2nd level evocation
Casting Time: 1 Bonus Action
Range / Area: Self
Components: V
Duration: Concentration, 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.
Chains of the Deity 2nd level conjuration
Casting Time: 1 Action
Range / Area: 30 ft
Components: V
Duration: Concentration, up to 1 Minute

Choose a creature within range. That creature must make a Constitution saving throw or become entangled with chains of golden light that pin them to the ground. The creature is restrained for the duration. The creature may attempt to remake the saving throw again at the end of each of its turns to end the effect. If the creature is an Aberration, Celestial, Fey, Fiend, or Undead, the creature also takes 1d6 radiant or necrotic damage (your choice) at the start of each of their turns, while restrained.


At Higher Levels: Each spell slot that you spend above 2nd lets you affect an additional creature with this spell and increases the damage by 1d6 (max 3d6).

Find Steed 2nd level conjuration
Casting Time: 10 Minutes
Range / Area: 30 ft
Components: V S
Duration: Instantaneous
You summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed, creating a long-lasting bond with it. Appearing in an unoccupied space within range, the steed takes on a form that you choose: a warhorse, a pony, a camel, an elk, or a mastiff. (Your GM might allow other animals to be summoned as steeds.) The steed has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of its normal type. Additionally, if your steed has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak. Your steed serves you as a mount, both in combat and out, and you have an instinctive bond with it that allows you to fight 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 communicate with each other telepathically. You can't have more than one steed bonded by this spell at a time. As an action, you can release the steed from its bond at any time, causing it to disappear.
Gentle Repose 2nd level necromancy
Casting Time: 1 Action (Ritual)
Range / Area: Touch
Components: V S M (a pinch of salt and one copper piece placed on each of the corpse's eyes, which must remain there for the duration)
Duration: 10 Days
You touch a corpse or other remains. For the duration, the target is protected from decay and can't 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 don't count against the time limit of spells such as raise dead.
Lesser Restoration 2nd level abjuration
Casting Time: 1 Action
Range / Area: Touch
Components: V S
Duration: Instantaneous
You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
Light of Celestia 2nd level evocation
Casting Time: 1 Action
Range / Area: 60 ft
Components: V S M (a drop of holy water)
Duration: 1 Hour

Your body glows with celestial light, shedding bright light for 20 feet and dim light for an additional 20 feet. While the spell is active, you can use a bonus action to make a ranged attack against a creature within range. On a hit, the target takes 3d8 radiant damage. Alternatively, you can use a bonus action to make a creature within range regain hit points equal to 3d4 + your spellcasting ability modifier. This has no effect on undead or constructs. When you take one of these bonus actions, the spell ends.


At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 and healing increases by 1d4 for each slot above 3rd.

Locate Object 2nd level divination
Casting Time: 1 Action
Range / Area: Self
Components: V S M (a forked twig)
Duration: Concentration, up to 10 Minutes
Describe or name an object that is familiar to you. You 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. The spell can locate a specific object known to you, as long as you have seen it up close--within 30 feet--at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon. This spell can't locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.
Magic Weapon 2nd level transmutation
Casting Time: 1 Bonus Action
Range / Area: Touch
Components: V S
Duration: Concentration, up to 1 Hour
You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3.
Prayer of Healing 2nd level evocation
Casting Time: 10 Minutes
Range / Area: 30 ft
Components: V
Duration: Instantaneous
Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d8 for each slot level above 2nd.
Protection from Poison 2nd level abjuration
Casting Time: 1 Action
Range / Area: Touch
Components: V S
Duration: 1 Hour
You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize one poison that you know is present, or you neutralize one at random. For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage.
Warden's Step 2nd level conjuration
Casting Time: 1 Reaction *
Range / Area: 30 ft
Components: V S
Duration: Instantaneous

This spell allows you to intercept an attack made towards an ally using your own body. When a creature within 30 feet of you that you can see is the target of an attack, you can teleport to an unoccupied space within 5 feet of them, forcing the attack to be made against you instead.

*-which you take when you see a creature within range being attacked.

Warning Shout 2nd level divination
Casting Time: 1 Reaction *
Range / Area: 30 ft
Components: V
Duration: 1 Minute

You sense danger before it happens and call out a warning. Up to two creatures you can see and that can hear you, gain advantage on their Initiative check made within 1 minute.

*- which you take immediately before a creature rolls Initiative.


At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the amount of creatures effected increases by one for each slot level above 2nd.

Zone of Truth 2nd level enchantment
Casting Time: 1 Action
Range / Area: 60 ft sphere 15 ft
Components: V S
Duration: 10 Minutes
You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice 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 must make a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw. An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth.
Aura of Vitality 3rd level evocation
Casting Time: 1 Action
Range / Area: Self sphere 30 ft
Components: V
Duration: Concentration, up to 1 Minute

Healing energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. You can use a bonus action to cause one creature in the aura (including you) to regain 2d6 hit points.

Blinding Smite 3rd level evocation
Casting Time: 1 Bonus Action
Range / Area: Self
Components: V
Duration: Concentration, up to 1 Minute
The next time you hit a creature with a melee weapon attack during this spell's duration, your weapon flares with bright light, and the attack deals an extra 3d8 radiant damage to the target. Additionally, the target must succeed on a Constitution saving throw or be blinded until the spell ends. A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.
Burr's Commanding Presence 3rd level enchantment
Casting Time: 1 Action
Range / Area: 30 ft
Components: V S
Duration: Concentration, up to 1 Minute

You emit a wave of a commanding presence, giving your allies resolve and tenacity. Choose up to three allies within 30 feet. For the duration, those allies deal an additional 2d4 damage on their first attack each round, and heal themselves an amount equal to the damage dealt from the 2d4.


At Higher Levels. If casted at a higher level, you can select 1 additional ally per spell level used and the damage increases by 1d4 for each slot above 3rd level.

Create Food and Water 3rd level conjuration
Casting Time: 1 Action
Range / Area: 30 ft
Components: V S
Duration: Instantaneous

You 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. The food is bland but nourishing, and spoils if uneaten after 8 hours. ♠ The water is clean and doesn't go bad.

Crusader's Mantle 3rd level evocation
Casting Time: 1 Action
Range / Area: Self sphere 30 ft
Components: V
Duration: Concentration, up to 1 Minute
Holy power radiates from you in an aura with a 30-foot radius, awakening boldness in friendly creatures. Until the spell ends, the aura moves with you, centered on you. While in the aura, each nonhostile creature in the aura (including you) deals an extra ld4 radiant damage when it hits with a weapon attack.
Daylight 3rd level evocation
Casting Time: 1 Action
Range / Area: 60 ft sphere 60 ft
Components: V S
Duration: 1 Hour
A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet. If you chose a point on an object you are holding or one that isn't being worn or carried, the light shines from the object and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light. If any of this spell's area overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled.
Dispel Magic 3rd level abjuration
Casting Time: 1 Action
Range / Area: 120 ft
Components: V S
Duration: Instantaneous
Choose one creature, object, or magical effect within range. Any 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. The DC equals 10 + the spell's level. On a successful check, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.
Elemental Weapon 3rd level transmutation
Casting Time: 1 Action
Range / Area: Touch
Components: V S
Duration: Concentration, up to 1 Hour
A nonmagical weapon you touch becomes a magic weapon. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits. At Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, the bonus to attack rolls i ncreases to +2 and the extra damage increases to 2d4. When you use a spell slot of 7th level or higher, the bonus increases to +3 and the extra damage i ncreases to 3d4.
Magic Circle 3rd level abjuration
Casting Time: 1 Minute
Range / Area: 10 ft cylinder 10 ft
Components: V S M (holy water or powdered silver and iron worth at least 100 gp, which the spell consumes)
Duration: 1 Hour
You 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. Glowing runes appear wherever the cylinder intersects with the floor or other surface. Choose one or more of the following types of creatures: celestials, elementals, fey, fiends, or undead. The circle affects a creature of the chosen type in the following ways: The creature can't willingly enter the cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw. The creature has disadvantage on attack rolls against targets within the cylinder. Targets within the cylinder can't be charmed, 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 specified type from leaving the cylinder and protecting targets outside it. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 hour for each slot level above 3rd.
Remove Curse 3rd level abjuration
Casting Time: 1 Action
Range / Area: Touch
Components: V S
Duration: Instantaneous
At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner's attunement to the object so it can be removed or discarded.
Revivify 3rd level necromancy
Casting Time: 1 Action
Range / Area: Touch
Components: V S M (diamonds worth 300 gp, which the spell consumes)
Duration: Instantaneous
You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts.
Warmth 3rd level conjuration
Casting Time: 1 Action
Range / Area: 10 ft sphere 10 ft
Components: V S
Duration: 1 Minute

You create a calming flame, floating in the air at a point within range for the duration. It provides dim light out to a distance of 10 feet. Any creature that begins its turn within 5 feet of the flame regains hit points equal to 1 + your spellcasting modifier (minimum 1). Unconscious creatures cannot benefit from this spell. Undead creatures instead take radiant damage equal to the amount normally regenerated while within range.

Aura of Life 4th level abjuration
Casting Time: 1 Action
Range / Area: Self sphere 30 ft
Components: V
Duration: Concentration, up to 10 Minutes

Life-preserving energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. Each nonhostile creature in the aura (including you) has resistance to necrotic damage, and its hit point maximum can't be reduced. In addition, a nonhostile, living creature regains 1 hit point when it starts its turn in the aura with 0 hit points.

Aura of Purity 4th level abjuration
Casting Time: 1 Action
Range / Area: Self sphere 30 ft
Components: V
Duration: Concentration, up to 10 Minutes

Purifying energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. Each non hostile creature in the aura (including you) can't become diseased, has resistance to poison damage, and has advantage on saving throws against effects that cause any of the following conditions: blinded, charmed, deafened, frightened, paralyzed, poisoned, and stunned.

Banishment 4th level abjuration
Casting Time: 1 Action
Range / Area: 60 ft
Components: V S M (an item distasteful to the target)
Duration: Concentration, up to 1 Minute
You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished. If the target is native to the plane of existence you're on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. If the target is native to a different plane of existence than the one you're on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn't return. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.
Death Ward 4th level abjuration
Casting Time: 1 Action
Range / Area: Touch
Components: V S
Duration: 8 Hours
You touch a creature and grant it a measure of protection from death. The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the spell ends. If the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the spell ends.
Find Greater Steed 4th level conjuration
Casting Time: 10 Minutes
Range / Area: 30 ft
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. The creature has the statistics provided in the Monster Manual for the chosen form, though it is a celestial, a fey, or a fiend (your choice) instead of its normal creature type. 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 resummons 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.
Inspiring Speech 4th level enchantment
Casting Time: 10 Minutes
Range / Area: 60 ft
Components: V
Duration: 1 Hour

The verbal component of this spell is a 10-minute-long, rousing speech by you. At the end of the speech, all your allies within the area of effect who heard the speech gain a +1 bonus on attack rolls and have advantage on saving throws against effects that cause the charmed or frightened condition for 1 hour. Additionally, each recipient gains temporary hit points equal to your spellcasting ability modifier. If you move farther than 1 mile from your allies or you die, this spell ends. A character can be affected by only one inspiring speech at a time; subsequent, overlapping castings have no additional effect and don't extend the spell's duration.

Locate Creature 4th level divination
Casting Time: 1 Action
Range / Area: Self
Components: V S M (a bit of fur from a bloodhound)
Duration: Concentration, up to 1 Hour
Describe or name a creature that is familiar to you. You sense the direction to the creature's location, as long as that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement. The spell can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a unicorn), so long as you have seen such a creature up close--within 30 feet--at least once. If the creature you described or named is in a different form, such as being under the effects of a polymorph spell, this spell doesn't locate the creature. This spell can't locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature
Staggering Smite 4th level evocation
Casting Time: 1 Bonus Action
Range / Area: Self
Components: V
Duration: Concentration, up to 1 Minute
The next time you hit a creature with a melee weapon attack during this spell's duration, your weapon pierces both body and mind, and the attack deals an extra 4d6 psychic damage to the target. The target must make a Wisdom saving throw. On a failed save, it has disadvantage on attack rolls and ability checks, and can't take reactions, until the end of its next turn.
Touch Soul 4th level divination
Casting Time: 1 Action
Range / Area: Touch
Components: V S
Duration: Instantaneous

You touch a creature, attempting to read an echo of their soul. An unwilling creature may make a Wisdom saving throw. On a failed saving throw, or if the creature was willing, you learn the following about them:

  1. True Name
  2. Alignment
  3. Main Deity of Worship
  4. One good act they were involved in, within the past tenday (DM discretion)
  5. One evil act they were involved in, within the past tenday (DM discretion)
Banishing Smite 5th level abjuration
Casting Time: 1 Bonus Action
Range / Area: Self
Components: V
Duration: Concentration, up to 1 Minute
The next time you hit a creature with a weapon attack before this spell ends, your weapon crackles with force, and the attack deals an extra 5d10 force damage to the target. Additionally, if this attack reduces the target to 50 hit points or fewer, you banish it. If the target is native to a different plane of existence than the one you're on, the target disappears, returning to its home plane. If the target is native to the plane you're on, the creature vanishes into a harmless demiplane. While there, the target is incapacitated. It remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.
Circle of Power 5th level abjuration
Casting Time: 1 Action
Range / Area: Self sphere 30 ft
Components: V
Duration: Concentration, up to 10 Minutes
Divine energy radiates from you, distorting and diffusing magical energy within 30 feet of you. Until the spell ends, the sphere moves with you, centered on you. For the duration, each friendly creature in the area (including you) has advantage on saving throws against spells and other magical effects. Additionally, when an affected creature succeeds on a saving throw made against a spell or magical effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw.
Destructive Wave 5th level evocation
Casting Time: 1 Action
Range / Area: Self sphere 30 ft
Components: V
Duration: Instantaneous
You strike the ground, creating a burst of divine energy that ripples outward from you. Each creature you choose within 30 feet of you must succeed on a Constitution saving throw or take 5d6 thunder damage, as well as 5d6 radiant or necrotic damage (your choice), and be knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn't knocked prone.
Dispel Evil and Good 5th level abjuration
Casting Time: 1 Action
Range / Area: Self
Components: V S M (holy water or powdered silver and iron)
Duration: Concentration, up to 1 Minute
Shimmering energy surrounds and protects you from fey, undead, and creatures originating from beyond the Material Plane. For the duration, celestials, elementals, fey, fiends, and undead have disadvantage on attack rolls against you. You can end the spell early by using either of the following special functions. Break Enchantment. As your action, you touch a creature you can reach that is charmed, frightened, or possessed by a celestial, an elemental, a fey, a fiend, or an undead. The creature you touch is no longer charmed, frightened, or possessed by such creatures. Dismissal. As your action, make a melee spell attack against a celestial, an elemental, a fey, a fiend, or an undead you can reach. On a hit, you attempt to drive the creature back to its home plane. The creature must succeed on a Charisma saving throw or be sent back to its home plane (if it isn't there already). If they aren't on their home plane, undead are sent to the Shadowfell, and fey are sent to the Feywild.
Geas 5th level enchantment
Casting Time: 1 Minute
Range / Area: 60 ft
Components: V
Duration: 30 Days
You 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. If the creature can understand you, it must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed by you, it takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions, but no more than once each day. A creature that can't understand you is unaffected by the spell. You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends. You can end the spell early by using an action to dismiss it. A remove curse, greater restoration, or 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 9th level, the spell lasts until it is ended by one of the spells mentioned above.
Heavenly Pillar 5th level evocation
Casting Time: 1 Action
Range / Area: 90 ft
Components: V S
Duration: Instantaneous

You bellow a determined prayer that calls down a pillar of light from the heavens to crush a target you can see within range. The target must make a Dexterity saving throw. On a failed save, the target takes 5d8 radiant damage and is stunned until the end of their next turn. On a successful saving throw, the target takes half damage and is not stunned. If the target is outside and underneath the sky, the spell's damage increases to 7d8.


At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

Holy Weapon 5th level evocation
Casting Time: 1 Bonus Action
Range / Area: Touch
Components: V S
Duration: Concentration, up to 1 Hour
You imbue a weapon you touch with holy power. Until the spell ends, the weapon emits bright light in a 30— foot radius and dim light for an additional 30 feet. In addition, weapon attacks made with it deal an extra 2d8 radiant damage on a hit. If the weapon isn't already a magic weapon, it becomes one for the duration. As a bonus action on your turn, you can dismiss this spell and cause the weapon to emit a burst of radiance. Each creature of your choice that you can see within 30 feet of you must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a successful save, a creature takes half as much damage and isn't blinded. At the end of each of its turns, a blinded creature can make a Constitution saving throw, ending the effect on itself on a success.
Phoenix Rebirth 5th level divination
Casting Time: 1 Action
Range / Area: 60 ft
Components: V M (incense worth 50g)
Duration: Instantaneous

One creature within range is imbued with the revitalization of a phoenix. The caster chooses one of the following: lose one condition of your choice, lose one disease of your choice, regain 30 hit points, or lose 1 level of exhaustion. In addition, any creatures within 5 ft. must attempt a Dexterity saving throw, taking 2d8 fire damage on a failure, or half as much on a success.

Raise Dead 5th level necromancy
Casting Time: 1 Hour
Range / Area: Touch
Components: V S M (a diamond worth at least 500 gp, which the spell consumes)
Duration: Instantaneous
You return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If the creature's soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point. This spell also neutralizes any poisons and cures nonmagical diseases that affected the creature at the time it died. This spell doesn't, however, remove magical diseases, curses, or similar effects; if these aren't first removed prior to casting the spell, they take effect when the creature returns to life. The spell can't return an undead creature to life. This spell closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival--its head, for instance--the spell automatically fails. Coming back from the dead is an ordeal. The target takes a −4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.