Paladin Spells: Difference between revisions

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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>
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.
'''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.
== Level 4 ==
{| class="wikitable"
|+ Aura of Doom
|-
| Level: 4 || Casting Time: 1 Action || Illusion
|-
| Range: 15ft Moving Emanation || Duration: 1 Minute (Concentration) || Components: V
|}
You emanate an almost palpable aura of horror. You designate any number of creatures you can see to be unaffected by this spell when cast. When a creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw or become Frightened of you for 1 minute. A creature can repeat the saving through at the end of each of its turns, ending the effect on itself on a success.
{| class="wikitable"
|+ Aura of Life
|-
| Level: 4 || Casting Time: 1 Action || Necromancy
|-
| Range: 30ft Moving Emanation || Duration: 10 Minutes (Concentration) || Components: V
|}
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.
{| class="wikitable"
|+ Aura of Purity
|-
| Level: 4 || Casting Time: 1 Action || Abjuration
|-
| Range: 30ft Emanation || Duration: 10 Minutes (Concentration) || Components: V
|}
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 nonhostile 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, Burning, Charmed, Deafened, Frightened, Paralyzed, Poisoned, Slowed, and Stunned.
{| class="wikitable"
|+ Aversion (Cleric, Druid, Sorcerer)
|-
| Level: 4 || Casting Time: 1 Action || Enchantment
|-
| Range: 60ft || Duration: 10 Days || Components: V
|}
You choose a creature within range and plant a revulsion in its mind, causing them to avoid an object or location. You must choose a specific object or location measuring no more than 50ft on any side. The target makes a Wisdom Saving Throw, on a failure, it is unable to willingly move within 60ft of the chosen object or location.<br>
This effect solely effects the target creature, the chosen area or object is in no way rendered magical from this spell.<br>
The target makes every reasonable effort to avoid the object of the aversion, but will not put themself in danger in order to maintain this distance, such as a bridge being the aversion, but still crossing it to avoid an approaching forest fire.<br>
If the target enters within 60ft of the aversion for any reason it is overcome with nausea, suffering disadvantage on Attack Rolls and Ability Checks while in within this radius.
{| class="wikitable"
|+ Banishment
|-
| Level: 4 || Casting Time: 1 Action || Abjuration
|-
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: VSM (an item distasteful to the target worth at least 1CP)
|}
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.<br>
If the target is native to the plane of existence you're on, you banish the target to a harmless section of the Second Ward. 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.<br>
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.<br>
'''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.
{| class="wikitable"
|+ Death Ward
|-
| Level: 4 || Casting Time: 1 Action || Abjuration
|-
| Range: Touch || Duration: 8 Hours || Components: VS
|}
You touch a creature and grant it a measure of protection from death.<br>
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.<br>
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.
{| class="wikitable"
|+ Find Greater Steed
|-
| Level: 4 || Casting Time: 10 Minutes || Conjuration
|-
| Range: 30ft || Duration: Instant || Components: VS
|}
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 fey or highling (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.<br>
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.<br>
The mount disappears temporarily when it drops to 0 hit points or when you dismiss it as an action. Casting this spell again re-summons the bonded mount, with all its hit points restored and any conditions removed.<br>
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.<br>
Whenever the mount disappears, it leaves behind any objects it was wearing or carrying.
{| class="wikitable"
|+ Holy Glare
|-
| Level: 4 || Casting Time: 1 Bonus Action || Evocation
|-
| Range: 10ft Moving Emanation || Duration: 1 Minute (Concentration) || Components: V
|}
With a word, you begin to glow with a circular aura of swirling light that sears and rebukes your foes. For the duration, you shed bright light in a 20-foot radius and dim light for an additional 20 feet. When a creature ends its turn within 10 feet of you, you can force it to make a Constitution saving throw.<br>
On a failed saving throw, it takes 3d6 radiant damage and it has disadvantage on any attack rolls made against you before the end of its next turn. On a success, a creature takes half damage and suffers no other effects.<br>
Creatures of your choice within 10 feet of you have disadvantage on Wisdom (Perception) checks that rely on sight and on saving throws to maintain concentration.
{| class="wikitable"
|+ Life Spring
|-
| Level: 4 || Casting Time: 1 Action || Necromancy
|-
| Range: 60ft || Duration: Instant || Components: VS
|}
A burst of healing energy blooms into existence in a 15-foot radius sphere centered on a point you can see within range. Up to four creatures of your choice within the area each regain hit points equal to 2d6 + your spellcasting ability modifier. Any creature that has more than 0 hit points when it is affected by this spell also gains temporary hit points equal to your spellcasting ability modifier (minimum of one)
This spell has no effect on undead or constructs.<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 5th level or higher, the temporary hit points gained increases by 2 and the healing increases by 1d6 for each slot level above 4th.
{| class="wikitable"
|+ Locate Creature
|-
| Level: 4 || Casting Time: 1 Action || Divination
|-
| Range: Self || Duration: 1 Hour (Concentration) || Components: VSM (a bit of fur from a bloodhound)
|}
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.<br>
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.<br>
This spell can't locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature.
{| class="wikitable"
|+ Staggering Smite
|-
| Level: 4 || 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, 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.