Paladin Spells: Difference between revisions

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== Level 3 ==
== Level 3 ==
{| class="wikitable"
|+ Ashen Path
|-
| Level: 3 || Casting Time: 1 Action (Ritual) || Transmutation
|-
| Range: 30ft || Duration: 24 Hours || Components: VSM (A sample of contaminant or spores)
|}
Choose up to ten willing creatures you can see within range, the chosen creatures gain the ability to breathe air that is contaminated with ash, spores, smoke, dust, or the like with ease. The creature suffers no ill effects from natural airborne irritants or contaminants and gains Advantage on Saving Throws against magical effects that involve any of these contaminants. In addition, the creatures can see through magical obscuring effects caused by dense ash, smoke, fog, or similar concealment up to a distance of 60ft, although this spell does nothing to enhance sight in dark or shadowy conditions.
{| class="wikitable"
|+ Aura of Vitality
|-
| Level: 3 || Casting Time: 1 Action || Evocation
|-
| Range: 30ft Emanation || Duration: 1 Minute (Concentration) || Components: V
|}
Healing energy radiates from you in a 30ft 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.
{| class="wikitable"
|+ Barrow Haze
|-
| Level: 3 || Casting Time: 1 Action || Necromancy
|-
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: V
|}
You create a 20ft radius sphere of black, necromantic fog, centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of fast or greater speed (at least 25 miles per hour) disperses it. The haze has a necromantic link to you and the vapors do not interfere with your vision. You are considered to be within 5ft of all points within the haze for the purposes of casting spells with a range of Touch, or performing Melee Weapon Attacks<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 4th level or higher, the radius of the fog increases by 20 feet for each slot level above 3rd.
{| class="wikitable"
|+ Battlemind Link
|-
| Level: 3 || Casting Time: 1 Action || Divination
|-
| Range: 30ft || Duration: Instant, 1 Minute (Concentration) || Components: S
|}
You point to at willing creature within range, fusing your minds, allowing the two fo you to fight in tandem, perfectly coordinated. You and the target take the higher of your two's Initiative rolls.<br>
*If you and the target both make melee attacks against the same creature, you both roll an attack roll simultaneously, using the higher result for both of your attack rolls.
*If you and the target both make ranged attacks against the same creature, you both roll an attack roll simultaneously, using the higher result for both of your attack rolls.
*If you both cast spells, targeting the same area, creature, or creatures, targets of the spells subtract a d6 from saving throws against the spells.
This spell ends if you and the target cannot see each other, or if one of you falls unconscious or dies.
{| class="wikitable"
|+ Bite the Hand (Sorcerer, Wizard)
|-
| Level: 3 || Casting Time: 1 Bonus Action || Enchantment
|-
| Range: 30ft || Duration: Instant || Components: VS
|}
With a short command and a wave of the hand, you compel a Charmed or summoned creature to attack the creature that has Charmed or summoned it. The target creature must make a Wisdom Saving Throw, or, as a reaction, moving up to its movement speed and making a single attack against the creature that summoned or Charmed it as a reaction. If the creature fails the Saving Throw by 5 or more, it also ends the Charmed condition on it.
{| class="wikitable"
|+ Blinding Smite
|-
| Level: 3 || Casting Time: 1 Bonus Action || Evocation
|-
| Range: Self || Duration: 1 Minute (Concentration) || Components: V
|}
The next time you hit a creature with a melee weapon attack during this spell’s duration, you weapon flares with a 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.<br>
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.
{| class="wikitable"
|+ Create Food and Water
|-
| Level: 3 || Casting Time: 1 Action || Conjuration
|-
| Range: 30ft || Duration: Instant || Components: VS
|}
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 24 hours. The water is clean and doesn't go bad.
{| class="wikitable"
|+ Crusader's Mantle
|-
| Level: 3 || Casting Time: 1 Action || Evocation
|-
| Range: 30ft Emanation || Duration: 1 Minute (Concentration) || Components: V
|}
Holy power radiates from you in an aura with a 30ft radius, awakening boldness in friendly creatures. Until the spell ends, the aura moves with you, centered on you. While in the aura, each non-hostile creature in the aura (including you) deals an extra 1d4 Radiant Damage when it hits with a weapon attack.
{| class="wikitable"
|+ Daylight (Sorcerer)
|-
| Level: 3 || Casting Time: 1 Action || Evocation
|-
| Range: 60ft || Duration: 1 Hour || Components: VS
|}
A 60ft 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.<br>
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.<br>
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.
{| class="wikitable"
|+ Discovery Torch
|-
| Level: 3 || Casting Time: 1 Action || Divination
|-
| Range: Touch || Duration: 1 Hour (Concentration) || Components: VS
|}
An object you touch emanates a 20ft radius of Bright Light that clings to objects carrying a weight of significance. Creatures of your choice within the area of this light gain Advantage on checks discover secrets and clues.
{| class="wikitable"
|+ Dispel Magic
|-
| Level: 3 || Casting Time: 1 Action || Abjuration
|-
| Range: 120ft || Duration: Instant || Components: VS
|}
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.<br>
'''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.
{| class="wikitable"
|+ Elemental Weapon
|-
| Level: 3 || Casting Time: 1 Action || Transmutation
|-
| Range: Touch || Duration: Instant, 1 Hour (Concentration) || Components: VS
|}
A weapon you touch becomes a magic weapon if it was not already. Additionally, 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 1d6 damage of the chosen type when it hits.<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 5th or 6th level, the bonus to attack rolls increases to +2 and the extra damage increases to 2d6. When you use a spell slot of 7th level or higher, the bonus increases to +3 and the extra damage increases to 3d6.
{| class="wikitable"
|+ Healing Wave
|-
| Level: 3 || Casting Time: 1 Action || Necromancy
|-
| Range: 15ft || Duration: 1 Round (Concentration) || Components: VS
|}
Healing magic washes out from you and over nearby allies in a rolling wave that amplifies vital energy. You and up to five other creatures of your choice within range regain a number of hit points equal to 1d6 + your spellcasting ability modifier.<br>
At the start of your next turn, if you have not lost Concentration on this spell, you repeat this spell's effects.<br>
This spell has no effect on undead, constructs, or creatures that have 0 hit points.<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 4th level or higher, the healing done at the start of your next turn increases by 1d6 for each slot level above 3rd
{| class="wikitable"
|+ Life Transference
|-
| Level: 3 || Casting Time: 1 Action || Necromancy
|-
| Range: 30ft || Duration: Instant || Components: VS
|}
You sacrifice some of your health to mend another creature’s injuries. You take 4d8 necrotic damage, which can’t be reduced in any way, and one creature of your choice that you can see within range regains a number of hit points equal to twice the necrotic damage you take.<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
{| class="wikitable"
|+ Martyr's Bargain
|-
| Level: 3 || Casting Time: 1 Reaction when you re forced to make a Saving Throw against a damaging effect || Abjuration
|-
| Range: 30ft || Duration: 1 Minute (Concentration) || Components: V
|}
Among the faithful followers of the Three, the purity martyr’s bargain represents true faith and true sacrifice. You bear a damaging effect upon yourself to shield your allies. When you and any number of creatures within range are subjected to a saving throw against a damaging effect, you prevent that damage. When this spell ends, you suffer the maximum possible damage that the effect could have caused you. This damage cannot be reduced or prevented in any way.
{| class="wikitable"
|+ Remove Curse
|-
| Level: 3 || Casting Time: 1 Action || Abjuration
|-
| Range: Touch || Duration: Instant || Components: VS
|}
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.
{| class="wikitable"
|+ Revivify
|-
| Level: 3 || Casting Time: 1 Action || Necromancy
|-
| Range: Touch || Duration: Instant || Components: VSM (diamonds worth 300GP, which the spell consumes)
|}
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.
{| class="wikitable"
|+ Spirit Shroud
|-
| Level: 3 || Casting Time: 1 Bonus Action || Necromancy
|-
| Range: 10ft Moving Emanation || Duration: 1 Minute (Concentration) || Components: VS
|}
You call forth spirits of the dead, which flit around you for the spell’s duration. The spirits are intangible and invulnerable.<br>
Until the spell ends, any attack you make deals 1d8 extra damage when you hit a creature within 10 feet of you. This damage is radiant, necrotic, or cold (your choice when you cast the spell). Any creature that takes this damage can’t regain hit points until the start of your next turn.<br>
In addition, any creature of your choice that you can see that starts its turn within 10 feet of you has its speed reduced by 10 feet until the start of your next turn.<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for every two slot levels above 3rd.