PALADIN PALADIN PALADIN PALADIN
BLESS COMMAND CURE WOUNDS DETECT EVIL AND GOOD
1st level enchantment
Casting Time: 1 action
1 1st level enchantment
Casting Time: 1 action
1 1st level evocation
Casting Time: 1 action
1 1st level divination
Casting Time: 1 action
1
Range: 30ft Range: 60ft Range: Touch Range: Self
Duration: © 1 minute Duration: 1 round Duration: Instantaneous Duration: © 10 minutes
You bless up to three creatures of your choice within range. You speak a one-word command to a creature you can see A creature you touch regains a number of hit points equal For the duration, you know if there is an aberration, celestial,
Whenever a target makes an attack roll or a saving throw within range. The target must succeed on a Wisdom saving to 1d8 + your spellcasting ability modifier. This spell has no elemental, fey, fiend, or undead within 30ft of you, as well as
before the spell ends, the target can roll a d4 and add the throw or follow the command on its next turn. The spell has effect on undead or constructs. where the creature is located. Similarly, you know if there is
number rolled to the attack roll or saving throw. no effect if the target is undead, if it doesn’t understand a place or object within 30ft of you that has been magically
your language, or if your command is directly harmful to it. At Higher Levels: When you cast this spell using a spell slot consecrated or desecrated. The spell can penetrate most
At Higher Levels: When you cast this spell using a spell slot If the target can’t follow your command, the spell ends. of 2nd level or higher, the healing increases by 1d8 for each barriers, but it is blocked by 1 foot of stone, 1 inch of
of 2nd level or higher, you can target one additional creature slot level above 1st. common metal, a thin sheet of lead, or 3ft of wood or dirt.
for each slot level above 1st. See PHB for more information.
At Higher Levels: When you cast this spell using a spell slot
of 2nd level or higher, you can affect one additional creature
for each slot level above 1st. The creatures must be within
30ft of each other when you target them.
A sprinkling of holy
water
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D&D 5th Edition Spell Cards by Matthew Perkins Page 1
PALADIN DETECT POISON PALADIN PALADIN PALADIN
DETECT MAGIC AND DISEASE
DIVINE FAVOUR HEROISM
1st level divination (ritual)
Casting Time: 1 action
1 1st level divination (ritual)
Casting Time: 1 action
1 1st level evocation
Casting Time: 1 bonus action
1 1st level enchantment
Casting Time: 1 action
1
Range: Self Range: Self Range: Self Range: Touch
Duration: © 10 minutes Duration: © 10 minutes Duration: © 1 minute Duration: © 1 minute
For the duration, you sense the presence of magic within For the duration, you can sense the presence and location Your prayer empowers you with divine radiance. Until the A willing creature you touch is imbued with bravery. Until
30ft of you. If you sense magic in this way, you can use your of poisons, poisonous creatures, and diseases within 30ft spell ends, your weapon attacks deal an extra 1d4 radiant the spell ends, the creature is immune to being frightened
action to see a faint aura around any visible creature or of you. You also identify the kind of poison, poisonous damage on a hit. and gains temporary hit points equal to your spellcasting
object in the area that bears magic, and you learn its school creature, or disease in each case. The spell can penetrate ability modifier at the start of each of its turns. When the
of magic, if any. The spell can penetrate most barriers, but it most barriers, but it is blocked by 1 foot of stone, 1 inch of spell ends, the target loses any remaining temporary hit
is blocked by 1 foot of stone, 1 inch of common metal, a thin common metal, a thin sheet of lead, or 3ft of wood or dirt. points from this spell.
sheet of lead, or 3ft of wood or dirt.
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.
A yew leaf
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PROTECTION FROM PALADIN PALADIN PALADIN PALADIN
EVIL AND GOOD
PURIFY FOOD AND DRINK SHIELD OF FAITH AID
1st level abjuration
Casting Time: 1 action
1 1st level transmutation (ritual)
Casting Time: 1 action
1 1st level abjuration
Casting Time: 1 bonus action
1 2nd level abjuration
Casting Time: 1 action
2
Range: Touch Range: 10ft Range: 60ft Range: 30ft
Duration: © 10 minutes Duration: Instantaneous Duration: © 10 minutes Duration: 8 hours
Until the spell ends, one willing creature you touch is All nonmagical food and drink within a 5ft radius sphere A shimmering field appears and surrounds a creature of Your spell bolsters your allies with toughness and resolve.
protected against certain types of creatures: aberrations, centred on a point of your choice within range is purified your choice within range, granting it a +2 bonus to AC for Choose up to three creatures within range. Each target’s
celestials, elementals, fey, fiends, and undead. The protection and rendered free of poison and disease. the duration. hit point maximum and current hit points increase by 5 for
grants several benefits. Creatures of those types have the duration.
disadvantage on attack rolls against the target. The target
also can’t be charmed, frightened, or possessed by them. If At Higher Levels: When you cast this spell using a spell slot
the target is already charmed, frightened, or possessed by of 3rd level or higher, a target’s hit points increase by an
such a creature, the target has advantage on any new saving additional 5 for each slot level above 2nd.
throw against the relevant effect.
Holy water or A small parchment A tiny strip of white
powdered silver with a bit of holy text cloth
and iron written on it
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PALADIN PALADIN PALADIN PALADIN
BRANDING SMITE FIND STEED LESSER RESTORATION LOCATE OBJECT
2nd level evocation
Casting Time: 1 bonus action
2 2nd level conjuration
Casting Time: 10 minutes
2 2nd level abjuration
Casting Time: 1 action
2 2nd level divination
Casting Time: 1 action
2
Range: Self Range: 30ft Range: Touch Range: Self
Duration: © 1 minute Duration: Instantaneous Duration: Instantaneous Duration: © 10 minutes
The next time you hit a creature with a weapon attack You summon a spirit that assumes the form of an unusually You touch a creature and can end either one disease or Describe or name an object that is familiar to you. You sense
before this spell ends, the weapon gleams with astral intelligent, strong, and loyal steed, creating a long-lasting one condition afflicting it. The condition can be blinded, the direction to the object’s location, as long as that object
radiance as you strike. The attack deals an extra 2d6 radiant bond with it. Appearing in an unoccupied space within deafened, paralyzed, or poisoned. is within 1,000ft of you. If the object is in motion, you know
damage to the target, which becomes visible if it’s invisible, range, the steed takes on a form that you choose, such as a the direction of its movement. The spell can locate a specific
and the target sheds dim light in a 5ft radius and can’t warhorse, a pony, a camel, an elk, or a mastiff. object known to you, as long as you have seen it up close—
become invisible until the spell ends. within 30ft—at least once. Alternatively, the spell can locate
See PHB for more information. the nearest object of a particular kind, such as a certain kind
At Higher Levels: When you cast this spell using a spell slot of apparel, jewellery, furniture, tool, or weapon. This spell
of 3rd level or higher, the extra damage increases by 1d6 for can’t locate an object if any thickness of lead, even a thin
each slot level above 2nd. sheet, blocks a direct path between you and the object.
A forked twig
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PALADIN PALADIN PALADIN PALADIN
MAGIC WEAPON PROTECTION FROM POISON ZONE OF TRUTH CREATE FOOD AND WATER
2nd level transmutation
Casting Time: 1 bonus action
2 2nd level abjuration
Casting Time: 1 action
2 2nd level enchantment
Casting Time: 1 action
2 3rd level conjuration
Casting Time: 1 action
3
Range: Touch Range: Touch Range: 60ft Range: 30ft
Duration: © 1 hour Duration: 1 hour Duration: 10 minutes Duration: Instantaneous
You touch a nonmagical weapon. Until the spell ends, that You touch a creature. If it is poisoned, you neutralize the You create a magical zone that guards against deception You create 45 pounds of food and 30 gallons of water on
weapon becomes a magic weapon with a +1 bonus to attack poison. If more than one poison afflicts the target, you in a 15ft radius sphere centred on a point of your choice the ground or in containers within range, enough to sustain
rolls and damage rolls. neutralize one poison that you know is present, or you within range. Until the spell ends, a creature that enters up to fifteen humanoids or five steeds for 24 hours. The food
neutralize one at random. For the duration, the target has the spell’s area for the first time on a turn or starts its turn is bland but nourishing, and spoils if uneaten after 24 hours.
At Higher Levels: When you cast this spell using a spell slot advantage on saving throws against being poisoned, and it there must make a Charisma saving throw. On a failed save, The water is clean and doesn’t go bad.
of 4th level or higher, the bonus increases to +2. When you has resistance to poison damage. a creature can’t speak a deliberate lie while in the radius.
use a spell slot of 6th level or higher, the bonus increases You know whether each creature succeeds or fails on its
to +3. 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.
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PALADIN PALADIN PALADIN PALADIN
DAYLIGHT DISPEL MAGIC MAGIC CIRCLE REMOVE CURSE
3rd level evocation
Casting Time: 1 action
3 3rd level abjuration
Casting Time: 1 action
3 3rd level abjuration
Casting Time: 1 minute
3 3rd level abjuration
Casting Time: 1 action
3
Range: 60ft Range: 120ft Range: 10ft Range: Touch
Duration: 1 hour Duration: Instantaneous Duration: 1 hour Duration: Instantaneous
A 60ft-radius sphere of light spreads out from a point you Choose one creature, object, or magical effect within range. You create a 10ft-radius, 20ft-tall cylinder of magical At your touch, all curses affecting one creature or object
choose within range. The sphere is bright light and sheds Any spell of 3rd level or lower on the target ends. For each energy centred on a point on the ground that you can end. If the object is a cursed magic item, its curse remains,
dim light for an additional 60ft. If you chose a point on spell of 4th level or higher on the target, make an ability see within range. Glowing runes appear wherever the but the spell breaks its owner’s attunement to the object so
an object you are holding or one that isn’t being worn or check using your spellcasting ability. The DC equals 10 + the cylinder intersects with the floor or other surface. Choose it can be removed or discarded.
carried, the light shines from the object and moves with it. spell’s level. On a successful check, the spell ends. one or more of the following types of creatures: celestials,
Completely covering the affected object with an opaque elementals, fey, fiends, or undead. The circle affects a
object, such as a bowl or a helm, blocks the light. If any of At Higher Levels: When you cast this spell using a spell slot creature of the chosen type in the following ways:
this spell’s area overlaps with an area of darkness created of 4th level or higher, you automatically end the effects of a
by a spell of 3rd level or lower, the spell that created the spell on the target if the spell’s level is equal to or less than See PHB for more information.
darkness is dispelled. the level of the spell slot you used.
At Higher Levels: When you cast this spell using a spell slot
of 4th level or higher, the duration increases by 1 hour for
each slot level above 3rd.
Holy water or
powdered silver and
iron worth 100GP
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PALADIN PALADIN PALADIN PALADIN
REVIVIFY BANISHMENT DEATH WARD LOCATE CREATURE
3rd level necromancy
Casting Time: 1 action
3 4th level abjuration
Casting Time: 1 action
4 4th level abjuration
Casting Time: 1 action
4 4th level divination
Casting Time: 1 action
4
Range: Touch Range: 60ft Range: Touch Range: Self
Duration: Instantaneous Duration: © 1 minute Duration: 8 hours Duration: © 1 hour
You touch a creature that has died within the last minute. You attempt to send one creature that you can see within You touch a creature and grant it a measure of protection Describe or name a creature that is familiar to you. You
That creature returns to life with 1 hit point. This spell can’t range to another plane of existence. The target must from death. The first time the target would drop to 0 hit sense the direction to the creature’s location, as long as
return to life a creature that has died of old age, nor can it succeed on a Charisma saving throw or be banished. If points as a result of taking damage, the target instead drops that creature is within 1,000ft of you. If the creature is
restore any missing body parts. the target is native to the plane of existence you’re on, to 1 hit point, and the spell ends. If the spell is still in effect moving, you know the direction of its movement. The spell
you banish the target to a harmless demiplane. The target when the target is subjected to an effect that would kill can locate a specific creature known to you, or the nearest
remains there until the spell ends, at which point the target it instantaneously without dealing damage, that effect is creature of a specific kind (such as a human or a unicorn),
reappears. If the target is native to a different plane of instead negated against the target, and the spell ends. so long as you have seen such a creature up close—within
existence than the one you’re on, the target is banished with 30ft—at least once. If the creature you described or named
a faint popping noise, returning to its home plane. If the is in a different form, such as being under the effects of a
spell ends before 1 minute has passed, the target reappears. polymorph spell, this spell doesn’t locate the creature. This
Otherwise, the target doesn’t return. spell can’t locate a creature if running water at least 10ft
wide blocks a direct path between you and the creature.
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.
Diamonds worth An item distasteful to A bit of fur from a
300GP the target bloodhound
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PALADIN PALADIN PALADIN
DISPEL EVIL AND GOOD GEAS RAISE DEAD
5th level abjuration
Casting Time: 1 action
5 5th level enchantment
Casting Time: 1 minute
5 5th level necromancy
Casting Time: 1 hour
5
Range: Self Range: 60ft Range: Touch
Duration: © 1 minute Duration: 30 days Duration: Instantaneous
Shimmering energy surrounds and protects you from fey, You place a magical command on a creature that you can see You return a dead creature you touch to life, provided that
undead, and creatures originating from beyond the Material within range, forcing it to carry out some service or refrain it has been dead no longer than 10 days. If the creature’s
Plane. For the duration, celestials, elementals, fey, fiends, from some action or course of activity as you decide. If the soul is both willing and at liberty to rejoin the body, the
and undead have disadvantage on attack rolls against you. creature can understand you, it must succeed on a Wisdom creature returns to life with 1 hit point. This spell also
You can end the spell early by using either of the following saving throw or become charmed by you for the duration. neutralizes any poisons and cures nonmagical diseases that
special functions. While the creature is charmed by you, it takes 5d10 psychic affected the creature at the time it died. This spell doesn’t,
damage each time it acts in a manner directly counter to however, remove magical diseases, curses, or similar effects;
See PHB for more information. your instructions, but no more than once each day. if these aren’t first removed prior to casting the spell, they
See PHB for more information. take effect when the creature returns to life. The spell
can’t return an undead creature to life. This spell closes all
At Higher Levels: When you cast this spell using a spell slot mortal wounds, but it doesn’t restore missing body parts. If
of 7th or 8th level, the duration is 1 year. When you cast this the creature is lacking body parts or organs integral for its
spell using a spell slot of 9th level, the spell lasts until it is survival—its head, for instance—the spell automatically fails.
ended by one of the spells mentioned above.
See PHB for more information.
Holy water or A diamond worth at
powdered silver least 500GP
and iron
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