Difference between revisions of "Spells/Paladin/Oath of Vengeance"

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Oath of Vengeance spells for paladins  


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== Table of Contents ==
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Latest revision as of 21:01, 1 March 2015

Oath of Vengeance spells for paladins

Level 1

Bane(page)

Enchantment, level 1 spell typically available to bards, clerics

  • Casting time: 1 action
  • Range: 30 feet
  • Components: Verbal, Somatic, Material (a drop of blood)
  • Duration: Concentration, up to 1 minute

Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

Hunter's Mark(page)

Divination, level 1 spell typically available to rangers

  • Casting time: 1 bonus action
  • Range: 90 feet
  • Components: Verbal
  • Duration: 1 hour

You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.

At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.

Level 2

Hold Person(page)

Enchantment, level 2 spell typically available to bards, clerics, druids, sorcerers, warlocks, wizards

  • Casting time: 1 action
  • Range: 60 feet
  • Components: Verbal, Somatic, Material (a small, straight piece of iron)
  • Duration: Concentration, up to 1 minute

Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

Misty Step(page)

Conjuration, level 2 spell typically available to sorcerers, warlocks, wizards

  • Casting time: 1 bonus action
  • Range: Self
  • Components: Verbal
  • Duration: Instantaneous

Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.


Level 3

Protection from Energy(page)

Abjuration, level 3 spell typically available to clerics, druids, rangers, sorcerers, wizards

  • Casting time: 1 action
  • Range: Touch
  • Components: Verbal, Somatic
  • Duration: Concentration, up to 1 hour

For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.

Haste(page)

Transmutation, level 3 spell typically available to sorcerers, wizards

  • Casting time: 1 action
  • Range: 30 feet
  • Components: Verbal, Somatic, Material (a shaving of licorice root)
  • Duration: Concentration, up to 1 minute

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.


Level 4

Banishment(page)

Abjuration, level 4 spell typically available to clerics, paladins, sorcerers, warlocks, wizards

  • Casting time: 1 action
  • Range: 60 feet
  • Components: Verbal, Somatic, Material (an item distasteful to the target)
  • Duration: Concentration, up to 1 minute

You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charism a saving throw or be banished.

If the target is native to the plane of existence you're on, you banish the target to a harmless demiplane. 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.

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.

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.

Dimension Door(page)

Conjuration, level 4 spell typically available to bards, sorcerers, warlocks, wizards

  • Casting time: 1 action
  • Range: 500 feet
  • Components: Verbal
  • Duration: Instantaneous

You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "200 feet straight downward" or "upward to the northwest at a 45-degree angle, 300 feet."

You can bring along objects as long as their weight doesn't exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell.

If you would arrive in a place already occupied by an object or a creature, you and any creature travelling with you each take 4d6 force damage, and the spell fails to teleport you.

Scrying(page)

Divination, level 4 spell typically available to bards, clerics, druids, warlocks, wizards

  • Casting time: 10 minutes
  • Range: Self
  • Components: Verbal, Somatic, Material (a focus worth at least 1,000 gp, such as a crystal ball, a silver mirror, or a font filled with holy water)
  • Duration: Concentration, up to 10 minutes

You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you're casting this spell, it can fail the saving throw voluntarily if it wants to be observed.

Knowledge Save Modifier
Secondhand (you have heard of the target) +5
Firsthand (you have met the target) +0
Familiar (you know the target well) -5
Connection Save Modifier
Likeness or picture -2
Possession or garment -4
Body part, lock of hair, bit of nail, or the like -10

On a successful save, the target isn't affected, and you can't use this spell against it again for 24 hours.

On a failed save, the spell creates an invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. A creature that can see invisible objects sees the sensor as a luminous orb about the size of your fist.

Instead of targeting a creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn't move.


Level 5

Hold Monster(page)

Enchantment, level 5 spell typically available to bards, sorcerers, warlocks, wizards

  • Casting time: 1 action
  • Range: 90 feet
  • Components: Verbal, Somatic, Material (a small, straight piece of iron)
  • Duration: Concentration, up to 1 minute

Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. This spell has no effect on undead. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them.