Animate Dead [PHB'24] {1/2}

  • casting time1 minute
  • range10 feet

  • componentsV, S, M
  • durationInstantaneous

a drop of blood, a piece of flesh, and a pinch of bone dust

You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.
On each of your turns, you can take a Bonus Action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move on its next turn, or you can issue a general command, such as to guard a chamber or corridor. If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. Once given an order, the creature continues to follow it until its task is complete.

Paladin (Oathbreaker) 3rd Necromancy

Aura of Vitality [PHB'24]

  • casting timeAction
  • rangeSelf

  • componentsV
  • durationConcentration, up to 1 minute

An aura radiates from you in a 30-foot Emanation for the duration. When you create the aura and at the start of each of your turns while it persists, you can restore 2d6 Hit Points to one creature in it.

Paladin (*) (Crown) 3rd Abjuration

Animate Dead [PHB'24] {2/2}

  • casting time1 minute
  • range10 feet

  • componentsV, S, M
  • durationInstantaneous

a drop of blood, a piece of flesh, and a pinch of bone dust

The creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell rather than animating a new creature.
Using a Higher-Level Spell Slot. You animate or reassert control over two additional Undead creatures for each spell slot level above 3. Each of the creatures must come from a different corpse or pile of bones.

Paladin (Oathbreaker) 3rd Necromancy

Bestow Curse [PHB'24]

  • casting timeAction
  • rangeTouch

  • componentsV, S
  • durationConcentration, up to 1 minute

You touch a creature, which must succeed on a Wisdom saving throw or become cursed for the duration. Until the curse ends, the target suffers one of the following effects of your choice: Choose one ability. The target has Disadvantage on ability checks and saving throws made with that ability. The target has Disadvantage on attack rolls against you. In combat, the target must succeed on a Wisdom saving throw at the start of each of its turns or be forced to take the Dodge action on that turn. If you deal damage to the target with an attack roll or a spell, the target takes an extra 1d8 Necrotic damage.
Using a Higher-Level Spell Slot. If you cast this spell using a level 4 spell slot, you can maintain Concentration on it for up to 10 minutes. If you use a level 5+ spell slot, the spell doesn't require Concentration, and the duration becomes 8 hours (level 5-6 slot) or 24 hours (level 7-8 slot). If you use a level 9 spell slot, the spell lasts until dispelled.

Paladin (Conquest) (Oathbreaker) 3rd Necromancy

Bestow Curse [PHB'14] {2/2}

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationConcentration, up to 1 minute

A remove curse spell ends this effect. At the DM's option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The DM has final say on such a curse's effect.
At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn't require concentration.

Paladin (Conquest) (Oathbreaker) 3rd Necromancy

Bestow Curse [PHB'14] {1/2}

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationConcentration, up to 1 minute

You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options: Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score. While cursed, the target has disadvantage on attack rolls against you. While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing. While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target.

Paladin (Conquest) (Oathbreaker) 3rd Necromancy

Beacon of Hope [PHB'24]

  • casting timeAction
  • range30 feet

  • componentsV, S
  • durationConcentration, up to 1 minute

Choose any number of creatures within range. For the duration, each target has Advantage on Wisdom saving throws and Death Saving Throws and regains the maximum number of Hit Points possible from any healing.

Paladin (Devotion) (Guardian) (Hearth) 3rd Abjuration

Blinding Smite [PHB'24]

  • casting timeBonus action, which you take immediately after hitting a creature with a Melee weapon or an Unarmed Strike
  • rangeSelf

  • componentsV
  • duration1 minute

The target hit by the strike takes an extra 3d8 Radiant damage from the attack, and the target has the Blinded condition until the spell ends. At the end of each of its turns, the Blinded target makes a Constitution saving throw, ending the spell on itself on a success.
Using a Higher-Level Spell Slot. The extra damage increases by 1d8 for each spell slot level above 3.

Paladin 3rd

Counterspell [PHB'14]

  • casting time1 reaction, which you take when you see a creature within 60 feet of you casting a spell
  • range60 feet

  • componentsS
  • durationInstantaneous

You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.

Paladin (Redemption) (Watchers) 3rd Abjuration
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Crusader's Mantle [PHB'24]

  • casting timeAction
  • rangeSelf

  • componentsV
  • durationConcentration, up to 1 minute

You radiate a magical aura in a 30-foot Emanation. While in the aura, you and your allies each deal an extra 1d4 Radiant damage when hitting with a weapon or an Unarmed Strike.

Paladin 3rd

Create Food and Water [PHB'24]

  • casting timeAction
  • range30 feet

  • componentsV, S
  • durationInstantaneous

You create 45 pounds of food and 30 gallons of fresh water on the ground or in containers within range—both useful in fending off the hazards of malnutrition and dehydration. The food is bland but nourishing and looks like a food of your choice, and the water is clean. The food spoils after 24 hours if uneaten.

Paladin 3rd Conjuration

Counterspell [PHB'24]

  • casting timeReaction, which you take when you see a creature within 60 feet of yourself casting a spell with Verbal, Somatic, or Material components
  • range60 feet

  • componentsS
  • durationInstantaneous

You attempt to interrupt a creature in the process of casting a spell. The creature makes a Constitution saving throw. On a failed save, the spell dissipates with no effect, and the action, Bonus Action, or Reaction used to cast it is wasted. If that spell was cast with a spell slot, the slot isn't expended.

Paladin (Castigation) (Redemption) (Watchers) 3rd Abjuration

Dispel Magic [PHB'24]

  • casting timeAction
  • range120 feet

  • componentsV, S
  • durationInstantaneous

Choose one creature, object, or magical effect within range. Any ongoing spell of level 3 or lower on the target ends. For each ongoing spell of level 4 or higher on the target, make an ability check using your spellcasting ability (DC 10 plus that spell's level). On a successful check, the spell ends.
Using a Higher-Level Spell Slot. You automatically end a spell on the target if the spell's level is equal to or less than the level of the spell slot you use.

Paladin (*) (Devotion) (Spelldrinker) 3rd Abjuration

Daylight [PHB'24]

  • casting timeAction
  • range60 feet

  • componentsV, S
  • duration1 hour

For the duration, sunlight spreads from a point within range and fills a 60-foot-radius Sphere. The sunlight's area is Bright Light and sheds Dim Light for an additional 60 feet.
Alternatively, you cast the spell on an object that isn't being worn or carried, causing the sunlight to fill a 60-foot Emanation originating from that object. Covering that object with something opaque, such as a bowl or helm, blocks the sunlight.
If any of this spell's area overlaps with an area of Darkness created by a spell of level 3 or lower, that other spell is dispelled.

Paladin (*) (Hearth) 3rd

Dispel Magic [PHB'14]

  • casting time1 action
  • range120 feet

  • componentsV, S
  • durationInstantaneous

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.

Paladin (*) (Devotion) (Spelldrinker) 3rd Abjuration

Elemental Weapon [PHB'24]

  • casting timeAction
  • rangeTouch

  • componentsV, S
  • durationConcentration, 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.
Using a Higher-Level Spell Slot. If you use a level 5-6 spell slot, the bonus to attack rolls increases to +2, and the extra damage increases to 2d4. If you use a level 7+ spell slot, the bonus increases to +3, and the extra damage increases to 3d4.

Paladin 3rd Transmutation

Fly [PHB'24]

  • casting timeAction
  • rangeSelf

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a feather

You touch a willing creature. For the duration, the target gains a Fly Speed of 60 feet and can hover. When the spell ends, the target falls if it is still aloft unless it can stop the fall.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 3.

Paladin (Noble Genies) 3rd Transmutation

Faerie Toast (Ritual) [BoET] {1/2}

  • casting time1 minute or Ritual
  • rangeTouch

  • componentsV, S, M
  • durationConcentration, up to 1 hour

wine worth 100 gp, which the spell consumes, and a cup for each participant

You and up to five other creatures make a toast and drink to the lords and ladies of the fey courts. When you cast the spell, choose one of the following toasts, the targets of which must be within 10 feet of you throughout the casting.
Commiseration. Spellcasting participants can form or join a hag coven. While in the coven, each of the participants can share spell slots among themselves. Spells known by one member of the coven are known by all members of the coven for the duration and can be cast using any of the shared spell slots.
Friendship. Each of the participants in the toast becomes fey for the duration, in place of their original type, and their status increases by 2d6 while they are in the Shadow Realm or the Bright Lands.

Paladin 3rd Transmutation
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Fear [PHB'24]

  • casting timeAction
  • rangeSelf

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a white feather

Each creature in a 30-foot Cone must succeed on a Wisdom saving throw or drop whatever it is holding and have the Frightened condition for the duration.
A Frightened creature takes the Dash action and moves away from you by the safest route on each of its turns unless there is nowhere to move. If the creature ends its turn in a space where it doesn't have line of sight to you, the creature makes a Wisdom saving throw. On a successful save, the spell ends on that creature.

Paladin (Conquest) (Zeal) 3rd Illusion

Faerie Toast (Ritual) [BoET] {2/2}

  • casting time1 minute or Ritual
  • rangeTouch

  • componentsV, S, M
  • durationConcentration, up to 1 hour

wine worth 100 gp, which the spell consumes, and a cup for each participant

Husbandry. For the duration, each of the participants can communicate with beasts as though they shared a language (though they gain no magical ability to influence them).
Nightmares. For the duration, the first time a creature comes within 30 feet of one of the participants, they must make a Wisdom saving throw or be frightened of all the participants for 1 minute.
Playfulness. Each participant grows gossamer wings, and for 10 rounds within the duration, they gain a fly speed equal to their walking speed. A participant that is not standing on a horizontal surface at the end of their turn falls to the ground.
Commiseration. Spellcasting participants can form or join a hag coven. While in the coven, each of the participants can share spell slots among themselves. Spells known by one member of the coven are known by all members of the coven for the duration and can be cast using any of the shared spell slots.

Paladin 3rd Transmutation

Fear [PHB'14]

  • casting time1 action
  • rangeself (30-foot cone)

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a white feather or the heart of a hen

You project a phantasmal image of a creature's worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration.
While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature.

Paladin (Conquest) 3rd Illusion

Gaseous Form [PHB'24]

  • casting timeAction
  • rangeTouch

  • componentsV, S, M
  • durationConcentration, up to 1 hour

a bit of gauze

A willing creature you touch shape-shifts, along with everything it's wearing and carrying, into a misty cloud for the duration. The spell ends on the target if it drops to 0 Hit Points or if it takes a Magic action to end the spell on itself.
While in this form, the target's only method of movement is a Fly Speed of 10 feet, and it can hover. The target can enter and occupy the space of another creature. The target has Resistance to Bludgeoning, Piercing, and Slashing damage; it has Immunity to the Prone condition; and it has Advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through narrow openings, but it treats liquids as though they were solid surfaces.
The target can't talk or manipulate objects, and any objects it was carrying or holding can't be dropped, used, or otherwise interacted with. Finally, the target can't attack or cast spells.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 3.

Paladin (Noble Genies) 3rd Transmutation

Hypnotic Pattern [PHB'24]

  • casting time1 action
  • range120 feet

  • componentsS, M
  • durationConcentration, up to 1 minute

a pinch of confetti

You create a twisting pattern of colors in a 30-foot Cube within range. The pattern appears for a moment and vanishes. Each creature in the area who can see the pattern must succeed on a Wisdom saving throw or have the Charmed condition for the duration. While Charmed, the creature has the Incapacitated condition and a Speed of 0.
The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.

Paladin (Redemption) 3rd Illusion

Haste [PHB'14]

  • casting time1 action
  • range30 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a shaving of licorice root

Choose a willing creature that you can see within range. Until the spell ends, the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
When the spell ends, the target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it.

Paladin (Glory) (Vengeance) 3rd Transmutation

Haste [PHB'24]

  • casting timeAction
  • range30 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a shaving of licorice root

Choose a willing creature that you can see within range. Until the spell ends, the target's Speed is doubled, it gains a +2 bonus to Armor Class, it has Advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used to take only the Attack (one attack only), Dash, Disengage, Hide, or Utilize action.
When the spell ends, the target is Incapacitated and has a Speed of 0 until the end of its next turn, as a wave of lethargy washes over it.

Paladin (Glory) (Vengeance) 3rd Transmutation

Hypnotic Pattern [PHB'14]

  • casting time1 action
  • range120 feet

  • componentsS, M
  • durationConcentration, up to 1 minute

a glowing stick of incense or a crystal vial filled with phosphorescent material

You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0.
The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.

Paladin (Redemption) 3rd Illusion

Magic Circle [PHB'24] {1/2}

  • casting time1 minute
  • range10 feet

  • componentsV, S, M
  • duration1 hour

salt and powdered silver worth 100+ GP, which the spell consumes

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 possessed by or gain the Charmed or Frightened condition from the creature.

Paladin 3rd Abjuration
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Martyr [TCM]

  • casting timeAction
  • rangeTouch

  • componentsV, S, M
  • durationInstantaneous

a Dagger worth at least 1 CP

You touch a dead creature that died within the last minute and transfer your life essence into it. The target returns to life with Hit Points equal to your current Hit Point total. You immediately drop to 0 Hit Points (which nothing can prevent) with two failed Death Saving Throws, and you must immediately make a Death Save. You can't regain Hit Points or become Stable until after you make this save.

Paladin 3rd Necromancy

Magic Circle [PHB'24] {2/2}

  • casting time1 minute
  • range10 feet

  • componentsV, S, M
  • duration1 hour

salt and powdered silver worth 100+ GP, which the spell consumes

Each time you cast this spell, you can 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.
The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.

Paladin 3rd Abjuration

Nondetection [PHB'24]

  • casting timeAction
  • rangeTouch

  • componentsV, S, M
  • duration8 hours

a pinch of diamond dust worth 25+ GP, which the spell consumes

For the duration, you hide a target that you touch from Divination spells. The target can be a willing creature, or it can be a place or an object no larger than 10 feet in any dimension. The target can't be targeted by any Divination spell or perceived through magical scrying sensors.

Paladin (Watchers) 3rd Abjuration

Nondetection [PHB'14]

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • duration8 hours

a pinch of diamond dust worth 25 gp sprinkled over the target, which the spell consumes

For the duration, you hide a target that you touch from divination magic. The target can be a willing creature or a place or an object no larger than 10 feet in any dimension. The target can't be targeted by any divination magic or perceived through magical scrying sensors.

Paladin (Watchers) 3rd Abjuration

Plant Growth [PHB'24] 2

  • casting timeAction (Overgrowth) or 8 hours (Enrichment)
  • range150 feet

  • componentsV, S
  • durationInstantaneous

This spell channels vitality into plants. The casting time you use determines whether the spell has the Overgrowth or the Enrichment effect below. Overgrowth. Choose a point within range. All normal plants in a 100-foot-radius Sphere centered on that point become thick and overgrown. A creature moving through that area must spend 4 feet of movement for every 1 foot it moves. You can exclude one or more areas of any size within the spell's area from being affected. Enrichment. All plants in a half-mile radius centered on a point within range become enriched for 365 days. The plants yield twice the normal amount of food when harvested. They can benefit from only one Plant Growth per year.

Paladin (Ancients) 3rd Transmutation

Plant Growth [PHB'24] 1

  • casting timeAction (Overgrowth) or 8 hours (Enrichment)
  • range150 feet

  • componentsV, S
  • durationInstantaneous

This spell channels vitality into plants. The casting time you use determines whether the spell has the Overgrowth or the Enrichment effect below.
Overgrowth. Choose a point within range. All normal plants in a 100-foot-radius Sphere centered on that point become thick and overgrown. A creature moving through that area must spend 4 feet of movement for every 1 foot it moves. You can exclude one or more areas of any size within the spell's area from being affected.
Enrichment. All plants in a half-mile radius centered on a point within range become enriched for 365 days. The plants yield twice the normal amount of food when harvested. They can benefit from only one Plant Growth per year.

Paladin (Ancients) 3rd Transmutation