Spells/Paladin/Oath of Devotion

A fragment of the Garden of Remembering

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Oath of Devotion spells for paladins

Level 1

Sanctuary(page)

Abjuration, level 1 spell typically available to clerics

  • Casting time: 1 bonus action
  • Range: 30 feet
  • Components: Verbal, Somatic, Material (a small silver mirror)
  • Duration: 1 minute

You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a fireball.

If the warded creature makes an attack or casts a spell that affects an enemy creature, this spell ends.

Protection from Evil and Good(page)

Abjuration, level 1 spell typically available to clerics, paladins, warlocks, wizards

  • Casting time: 1 action
  • Range: Touch
  • Components: Verbal, Somatic, Material (holy water or powdered silver and iron, which the spell consumes)
  • Duration: Concentration, up to 10 minutes

Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.

The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.


Level 2

Zone of Truth(page)

Enchantment, level 2 spell typically available to bards, clerics, paladins

  • Casting time: 1 action
  • Range: 60 feet
  • Components: Verbal, Somatic
  • Duration: 10 minutes

You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point o f your choice within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw.

An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth.

Lesser Restoration(page)

Abjuration, level 2 spell typically available to bards, clerics, druids, paladins, rangers

  • Casting time: 1 action
  • Range: Touch
  • Components: Verbal, Somatic
  • Duration: Instantaneous

You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.


Level 3

Dispel Magic(page)

Abjuration, level 3 spell typically available to bards, clerics, druids, paladins, sorcerers, warlocks, wizards

  • Casting time: 1 action
  • Range: 120 feet
  • Components: Verbal, Somatic
  • Duration: Instantaneous

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.

Beacon of Hope(page)

Abjuration, level 3 spell typically available to clerics

  • Casting time: 1 action
  • Range: 30 feet
  • Components: Verbal, Somatic
  • Duration: Concentration, up to 1 minute

This spell bestows hope and vitality. 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.


Level 4

Freedom of Movement(page)

Abjuration, level 4 spell typically available to bards, clerics, druids, rangers

  • Casting time: 1 action
  • Range: Touch
  • Components: Verbal, Somatic, Material (a leather strap, bound around the arm or a similar appendage)
  • Duration: 1 hour

You touch a willing creature. For the duration, the target's movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target's speed nor cause the target to be paralyzed or restrained.

The target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target's movement or attacks.

Guardian of Faith(page)

Conjuration, level 4 spell typically available to clerics

  • Casting time: 1 action
  • Range: 30 feet
  • Components: Verbal
  • Duration: 8 hours

A Large spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within range. The guardian occupies that space and is indistinct except for a gleaming sword and shield emblazoned with the symbol of your deity.

Any creature hostile to you that moves to a space within 10 feet of the guardian for the first time on a turn must succeed on a Dexterity saving throw. The creature takes 20 radiant damage on a failed save, or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage.


Level 5

Flame Strike(page)

Evocation, level 5 spell typically available to clerics

  • Casting time: 1 action
  • Range: 60 feet
  • Components: Verbal, Somatic, Material (pinch of sulfur)
  • Duration: Instantaneous

A vertical column of divine fire roars down from the heavens in a location you specify. Each creature in a 10-foot-radius, 40- foot-high cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 4d6 fire damage and 4d6 radiant damage on a failed save, or half as much damage on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the fire damage or the radiant damage (your choice) increases by 1d6 for each slot level above 5th.

Commune(page)

Divination, level 5 spell typically available to clerics (ritual)

  • Casting time: 1 minute
  • Range: Self
  • Components: Verbal, Somatic, Material (incense and a vial of holy or unholy water)
  • Duration: 1 minute

You contact your deity or a divine proxy and ask up to three questions that can be answered with a yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question.

Divine beings aren't necessarily omniscient, so you might receive "unclear" as an answer if a question pertains to information that lies beyond the deity's knowledge. In a case where a one-word answer could be misleading or contrary to the deity's interests, the DM might offer a short phrase as an answer instead.

If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer. The DM makes this roll in secret.