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Paladin Spells (by class)

Level One Spells (Novice)

Bless (V, S, 3 tiles, A) - You bless up to three targets of your choice within range. Targets receive +2 to Attack Bonus till the end of combat.

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Cure Wounds (V, S, 1 tile, A) - A target you touch regains a number of Hit Points equal to 1d8 + your Spellcasting Modifier. This spell has no effect on undead or constructs.

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Shield of Faith (V, S, 6 tiles, BA) - A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration of five turns.

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Level Two Spells (Adept)

Aid (V, S, 3 tiles, A) - Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target’s hit point maximum and current hit points increase by 5 for the duration.

Branding Smite (V, self, BA) - You imbue your weapon with astral radiance. Your next attack deals 2d6 Radiant Damage to the target of your choice within melee range. Your target's weaknesses become exposed. For the duration of next 2 turns they receive penalty -1 to AC.

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Protection from Poison (V, S, 1 tile, A) - You touch a target within range. If they are Poisoned, you remove all poisons that affect the target. Additonally, if the target you cured becomes poisoned in the next turn, you can use this ability as a Free Action to cure them. This Free Action can be used only once per combat.

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Level Three Spells (Professional)

Crusader's Mantle (V, 3 tiles, A) - Holy power radiates from you in an aura with a radius of 3 tiles, awakening boldness in up to 4 targets of your choice. For the duration of 3 turns each target you've selected (including you) deals an extra 1d4 Radiant Damage when it hits with a weapon attack.

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Dispel Magic (V, S, 12 tiles, A) - Choose a target that is affected by a magical effect. You then spend your action to attempt to dispel any positive or negative magical spells that influence them. You roll 1d20 + your spellcasting modifier versus DC of 10 + spell's level to dispel it. On a successful check, the spell ends.

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Aura of Vitality (V, 3 tiles, A) - Healing energy radiates from you in an aura within a 3 tile radius. It affects you and unlimited friendly targets of your choice. You can use a bonus action to cause one creature in the aura (including you) to regain 2d6 hit points. It lasts for 3 turns.

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Level Four Spells (Master)

Death Ward (V, S, 1 tile, A) - You touch a target and grant them a measure of protection from being downed. 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.

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Aura of Purity (V, 3 tiles, A) - Purifying energy radiates from you in an aura with 3 tiles radius. On cast, every ally you choose is cleansed of following statuses: Blinded, Charmed, Frightened, Paralysed, Poisoned and Dazed. Additionally everyone affected receives resistance to Poison Damage for the duration of 3 turns.

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Staggering Smite (V, self, BA) - Your next attack with a melee weapon pierces both body and mind. The attack deals an extra 4d6 Psychic Damage to the target. The target must make a Wisdom saving throw. On a failed save they receive -5 penalty to Attack and Spellcasting, and can't take Reactions for 2 turns.

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Paladin Spells (by Subclasses)

Oath of Conquest (Novice)

Command (1) (V, 6 tiles, A) - You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful to it.

Approach - The target moves toward you by the shortest and most direct route, ending its turn if it moves 1 tile closer to you.

Drop -  The target drops whatever it is holding and then ends its turn.

Halt - The target doesn’t move and takes no actions.

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Armour of Agathys (1) (V, S, self, A) - For the duration of 2 turns you gain 5 temporary Hit Points. Additionally when you are hit with a melee attack, the attacker takes 5 Cold Damage.

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Oath of Conquest (Practitioner)

Shatter (2) (V, S, 6 tiles, A) - You choose a target. Everyone within 2 tiles of your target must make a Constitution saving throw. They take 3d8 Thunder Damage on a failed save, or half as much damage on a successful one.

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Mind Spike (2) (V, S, 6 tiles, A) - You reach into the mind of one target you can see within range. The target must make a Wisdom saving throw, taking 3d8 Psychic Damage on a failed save, or half as much damage on a succesful save.
 

Oath of Conquest (Expert)

Fear (3) (V, S, 3 tiles, A) - You project a phantasmal image of your target's worst fears. Up to three targets within 3 tiles radius of you must succeed on a Wisdom saving throw or drop whatever it is holding and become Frightened for 1 turn.

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Oath of Devotion (Novice)

Healing Word (1) (V, 6 tiles, BA) - A target of your choice that you can see within range regains hit points equal to 1d4 +your Spellcasting Ability Modifier. This spell has no effect on undead or constructs.

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Heroism (1) (V, 1 tile, A) - A willing target you touch is imbued with bravery. If the target is Frightened, they are cleansed of the status. Additionally, the target receives +5 temporary Hit Points and their Attack is increased by +2 for 1 turn..

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Oath of Devotion (Practitioner)

Lesser Restoration (2) (V, S, 1 tiles, A) - You touch a target and remove following, negative statues - if they are present: Blinded, Deafened, Paralysed, Poisoned.

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Mental Barrier (2) (V, self, R) - When you are forced to make an Intelligence, a Wisdom, or a Charisma saving throw you use your reaction to protect your mind with a wall of looping, repetetive thought. Until the start of your next turn, you have +1 to Intelligence, Wisdom, and Charisma saving throws. Additionally, you receive resistance to Psychic Damage.

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Oath of Devotion (Expert)

Beacon of Hope (3) (V, S, 3 tiles, A) - This spell bestows hope and vitality. Choose any number of targets within range. For the duration, each target gains +1 to Wisdom saving throws and regains the maximum number of hit points possible from any healing.

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Spirit Shroud (3) (V, S, self, BA) - You call forth spirits of the dead, which flit around you for the spell’s duration. For next three turns, any attack against​ the target up to one tile from you deals 1d8 extra cold damage. Any target that takes this damage can’t regain hit points until the start of your next turn, becoming effectively Blighted.

In addition, if a Player Character starts their turn within one tile of you while the effect is active - they lose 1 Movement.

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Oath of Redemption (Novice)

Sleep (1) (V, S, 9 tiles, A) - The target of your choice has to make Wisdom check, upon failure the target is put to sleep until the end of their turn or until they receive damage. When asleep the target cannot perform any actions. If you target a race immune to Sleep Effects, the spell fails. The spell has 1 turn cooldown.

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Charm Person (1) (V, S, 3 tiles, A) - You attempt to charm a target you can see within range. It must make a Wisdom saving throw or becomes Charmed for the duration of 2 turns. While Charmed, the person cannot attack the caster. Any damage inflicted upon charmed target by the caster will immediately remove status Charmed. 
For more information regarding Charm, please read Status Table.

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Oath of Redemption (Practitioner)

Calm Emotions (2) (V, S, 6 tiles, A) - You attempt to suppress strong emotions of a person of your choice within 6 tiles of you. The creature must make a Charisma saving throw. Upon its failure, it is freed from Charmed or Frightened status.This spell additionally has a fluff out-of-combat effect - you can cast it on a participant of a heated discussion to try and calm their emotions. It is bound to have some effect, but in the end it depends on the other Player's decision whether it would be enough to cease hostilities.

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Strengthening Bond (2) (V, S, 1 tile, A) - You touch a target and strengthen their physique. For the duration of 3 turns, the target receives +1 to Str, Dex and Con saving throws. 

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Oath of Redemption (Expert)

Beacon of Hope (3) (V, S, 3 tiles, A) - This spell bestows hope and vitality. Choose any number of targets within range. For the duration, each target gains +1 to Wisdom saving throws and regains the maximum number of hit points possible from any healing.

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Revivify (3) (V, S, 1 tile, A) - You touch a target that has been downed in combat. That target returns to life with 10 Hit Points and takes turn right after you in turn order.

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Oath of Vengeance (Novice)

Bane (1) (V, S, 3 tiles, A) - 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 they receive -2 to Attack Bonus until the end of combat.

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Hunter's Mark (1) (V, 9 tiles, BA) - You choose a target you can see within range and mystically mark it as your quarry. The mark lasts 3 turns, and while it's present you deal 1d6 damage to the target whenever you hit it with a weapon attack. If the targets drop to 0 Hit Points before this spell ends, you can use a bonus action on a subsquent turn of yours to mark a new target.

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Oath of Vengeance (Practitioner)

Misty Step (2) (V, self, BA) - Briefly surrounded by silvery mist, you teleport up to 2 tiles to an unoccupied space that you can see.

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Crown of Madness (2) (V, S, 12 tiles, A) - One target of your choice that you can see within range must succeed on a Wisdom saving throw or they become charmed by you for one turn. While charmed in this way, the target must use action during their turn to attack nearest ally of theirs in any possible way. If there's no allies, the target will act like under regular Charm effect. 
For more information regarding Charm, please read Status Table.

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Oath of Vengeance (Expert)

Haste (3) (V, S, 1 tiles, A) - Choose a willing creature that you can see within range. For next three turns the target’s Movement is doubled, it gains a +2 bonus to AC, it gains +1 to Dexterity saving throws and it receives an additional action on each of its turns. That action can be used only to take the Attack, Dash or equip a weapon. 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.

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Blinding Smite (3) (V, S, self, BA) - Your weapon flares with a bright light. The next time you hit a target with a melee weapon attack they will receive an extra 3d8 Radiant Damage. Additionally, the target must succeed on a Constitution saving throw or become Blinded for 2 turns.

Below you will find a small legend for easier browsing.

V - Verbal Component

S - Somatic Component
X tiles - Spell's range

self - Spell is castable only on you

A - Action
BA - Bonus Action

R - Reaction

(1) - The number is a Spell Slot the spell uses.

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