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User:Toancaro/Paladin
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Name | Spell School | Classes | C | C | R | A | D | Description | ||||
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Bless | Enchantment | Cleric Paladin |
9m | Bless up to 3 creatures. They gain a +1d4 bonus to Attack rolls and Saving throws. | ||||||||
Command | Enchantment | Cleric Paladin |
18m | Command a creature to flee, move closer, freeze, drop to the ground or drop its weapon. The target must succeed on a Wisdom saving throw in order to resist the effects. | ||||||||
Compelled Duel | Enchantment | Paladin | 9m | Force an enemy to attack only you, giving it Disadvantage against other targets. | ||||||||
Cure Wounds | Evocation | Bard Cleric Druid Paladin Ranger |
1.5m | Heal a creature you can touch. | ||||||||
Divine Favour | Evocation | Paladin | 0 | Your prayer empowers you with divine radiance. Your weapons deal an additional 1d4Radiant damage. | ||||||||
Heroism | Enchantment | Bard Paladin |
1.5m | Make yourself or a target immune to and gain 5 Temporary Hit Points each turn. | ||||||||
Protection from Evil and Good | Abjuration | Cleric Paladin Warlock Wizard |
1.5m | Protect an ally against the attacks and powers of Aberrations, Celestials, Elementals, Fey, Fiends, and Undead. | ||||||||
Sanctuary | Abjuration | Cleric Paladin |
18m | You or an ally cannot be targeted until you attack or harm a creature. You can still take damage from area spells. | ||||||||
Searing Smite | Evocation | Paladin | CON | Weapon Range | Your weapon flares with white-hot intensity. It deals, on top of weapon damage, an extra 1d6Fire damage and marks the target with . | |||||||
Shield of Faith | Abjuration | Cleric Paladin |
18m | Surround a creature with a shimmering field of magic that increases its Armour Class by 2. | ||||||||
Thunderous Smite | Evocation | Paladin | STR | Weapon Range | Your melee weapon rings with thunder as you strike, pushing your target 3 m / 10 ft away and possibly knocking them . | |||||||
Wrathful Smite | Evocation | Paladin | WIS | Weapon Range | Your weapon absorbs your wrath as you strike, possibly your target. |
Name | Spell School | Classes | C | C | R | A | D | Description | ||||
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Aid | Abjuration | Cleric Paladin |
0 | 9m | Bolster your allies with toughness and resolve to heal and increase their Hit Points maximum. | |||||||
Branding Smite | Evocation | Paladin | Weapon Range | Your weapon gleams with astral radiance as you strike and possibly mark your targets with light, preventing it from turning .
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Lesser Restoration | Abjuration | Bard Cleric Druid Paladin Ranger |
1.5m | Cure a creature from Diseased, Poisoned, , or Blinded. | ||||||||
Magic Weapon | Transmutation | Paladin Wizard |
1.5m | Infuse a weapon with arcane energy. The weapon becomes magical, receiving a +1 bonus to Attack rolls and Damage Rolls. | ||||||||
Protection from Poison | Abjuration | Cleric Druid Paladin Ranger |
1.5m | Touch a creature to neutralise all poisons affecting it, and grant it protection against poisonous influences. |
Name | Spell School | Classes | C | C | R | A | D | Description | ||||
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Blinding Smite | Evocation | Paladin | CON | Weapon Range | Evoke a heavenly flare and possibly your target | |||||||
Crusader's Mantle | Evocation | Paladin | 0 | 9m | Radiate a holy power that emboldens nearby allies. Their weapon attacks deal an additional 1d4Radiant damage. | |||||||
Daylight | Evocation | Cleric Druid Paladin Ranger Sorcerer |
18m | Enchant an item to shine like the sun or summon a sphere of sunlight that dispels all darkness around it. | ||||||||
Elemental Weapon | Transmutation | Paladin | 18m | Imbue a weapon with elemental power. It receives a +1 bonus to Attack rolls and Damage Rolls[See Notes], and deals an additional 1d4 damage of your choice. | ||||||||
Remove Curse | Abjuration | Cleric Paladin Warlock Wizard |
1.5m | Touch a creature or object to remove all Curses and Hexes affecting it. | ||||||||
Revivify | Necromancy | Cleric Paladin |
9m | 9m | Revive a companion. They return to life with 1 Hit point. | |||||||
Warden of Vitality | Evocation | Paladin | 0 | While this aura lasts, you can cast Bonus action to heal yourself or nearby allies by 2d6hit points. | as a
Name | Spell School | Classes | C | C | R | A | D | Description | ||||
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Banishment | Abjuration | Cleric Paladin Sorcerer Warlock Wizard |
CHA | 18m | Temporarily your target to another plane of existence. | |||||||
Death Ward | Abjuration | Cleric Paladin |
1.5m | Protect a creature from death. The next time damage would reduce it to 0 Hit Points, it remains conscious with 1 Hit Point left. |
Name | Spell School | Classes | C | C | R | A | D | Description | ||||
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Destructive Wave | Evocation | Cleric Paladin |
CON | 9m | Create a shockwave of either divine or malevolent thunder that damages nearby creatures and possibly knocks them . |
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