Paladin Spells: Difference between revisions

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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.
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.
== Level 5 ==
{| class="wikitable"
|+ Banishing Smite
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| Level: 5 || Casting Time: 1 Bonus Action || Abjuration
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| Range: Self || Duration: 1 Minute (Concentration) || Components: V
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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.<br>
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.
{| class="wikitable"
|+ Blazing Thunderbolt Strike
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| Level: 5 || Casting Time: 1 Bonus Action || Evocation
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| Range: Self || Duration: 1 Minute (Concentration) || Components: V
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The next time you hit a creature with a melee weapon attack during this spell's duration, a bolt of flaming lightning streaks down from above and strikes the target at the same moment. The attack deals an extra 2d8 lightning damage and 3d6 fire damage to the target, and the target must make a Constitution saving throw. It has disadvantage on the saving throw if it is wearing armor made of metal<br>
On a failed saving throw, the target is knocked prone, can't take reactions until the start of your next turn, and Burning 5 (Fire). <br>
If you are outdoors in stormy conditions when you hit with the attack, the lightning damage increases by 1d8. If the target is Burning when you hit with the attack, the fire damage increases by 2d6.<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 6th level or higher, the lightning damage dealt increases by 1d8 (or 2d8 in stormy conditions) and the fire damage dealt increases by 1d6 (or 2d6 if the target is already ablaze) for each slot level above 5th.
{| class="wikitable"
|+ Circle of Power
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| Level: 5 || Casting Time: 1 Action || Abjuration
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| Range: 30ft Moving Emanation || Duration: 10 Minutes (Concentration) || Components: V
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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.<br>
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 throws.
{| class="wikitable"
|+ Destructive Wave
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| Level: 5 || Casting Time: 1 Action || Evocation
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| Range: 30ft Still Emanation || Duration: Instant || Components: V
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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.
{| class="wikitable"
|+ Dispel Evil and Good
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| Level: 5 || Casting Time: 1 Action || Abjuration
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| Range: Self || Duration: 1 Minute (Concentration) || Components: VSM (holy water or powdered silver and iron)
|}
Shimmering energy surrounds and protects you from fey, undead, and creatures originating from beyond Drakomere Plane. For the duration, elementals, fey, highlings, and undead have disadvantage on attack rolls against you. You can end the spell early by using either of the following special functions.<br>
'''Break Enchantment.''' As your action, you touch a creature you can reach that is charmed, frightened, or possessed by an elemental, a fey, a highling, or an undead. The creature you touch is no longer charmed, frightened, or possessed by such creatures.<br>
'''Dismissal.''' As your action, make a melee spell attack against an elemental, a fey, a highling, or an undead you can reach. On a hit, you attempt to drive the creature past the First and Second Wards out of Drakomere. 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.<br>
This is one of the few commonly known planar travel spells, and pierces the First and Second Wards, for they send invaders out of Drakomere.
{| class="wikitable"
|+ Heavenly Pillar
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| Level: 5 || Casting Time: 1 Action || Evocation
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| Range: 120ft || Duration: 1 Round || Components: VS
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You bellow a determined prayer that calls down a pillar of light from the heavens to crush a creature that you can see within range. The target must make a Dexterity saving throw. On a failed saving throw, the target takes 5d8 radiant damage and is stunned until the end of your next turn. On a successful saving throw, the target takes half damage and is not stunned<br>
If the target is outside and underneath the sky, the spell's damage increases by 2d8.<br>
'''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.
{| class="wikitable"
|+ Holy Weapon
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| Level: 5 || Casting Time: 1 Bonus Action || Evocation
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| Range: Touch || Duration: 1 Hour (Concentration) || Components: VS
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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.<br>
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 the weapon 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.
{| class="wikitable"
|+ Rejuvenate
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| Level: 5 || Casting Time: 1 Action || Necromancy
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| Range: Touch || Duration: 1 Minute (Concentration) || Components: VS
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You imbue one creature that you touch as part of casting the spell with a magic that revitalizes and protects. Until the spell ends, at the start of each of the target's turns, it regains 1d8 hit points and gains a number of temporary hit points equal to 3d6 + twice your spellcasting ability modifier.
{| class="wikitable"
|+ Shining Armor
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| Level: 5 || Casting Time: 1 Action || Evocation
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| Range: Self || Duration: 1 Hour (Concentration) || Components: VSM (a glass orb)
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You wreathe yourself in weightless magical armoring crafted from plates of pure light. Until the spell ends, you shed bright light in a 20-foot radius and dim light for an extra 20 feet. You also gain the following benefits for the duration:
*When a creature within 10 feet of you hits you with a melee attack, the plates burst with beams of light. The attacker takes 3d6 radiant damage, and other creatures of your choice within 10 feet of you take half that damage.
*Attacks made against you have disadvantage.
*You have resistance to radiant damage.
In addition, if you are critically hit before the spell ends, you can use your reaction to end the spelL causing the plates to explode in a protective blast of light. The attack misses, and the attacker as well as each creature of your choice within 10 feet of you must succeed on a Constitution saving throw or become blinded until the end of your next turn.<br>
When the spell ends, the magical plates vanish.
{| class="wikitable"
|+ Steel Wind Strike
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| Level: 5 || Casting Time: 1 Action || Conjuration
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| Range: 30ft || Duration: Instant || Components: VSM (a melee weapon)
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You flourish the weapon used in the casting and then vanish to strike like the wind. Choose up to five creatures you can see within range. Make a melee spell attack against each target. On a hit, a target takes 6d10 force damage.<br>
You can then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed.
{| class="wikitable"
|+ Taboo
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| Level: 5 || Casting Time: 1 Minute || Enchantment
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| Range: 60ft || Duration: 30 Days || Components: V
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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.<br>
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.<br>
You can end the spell early by using an action to dismiss it. A remove curse, greater restoration, or wish spell also ends it.<br>
'''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.