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Type of Spell List you can access

Spell Slot Recovery

Spell Preperation

Spellcasting Scores, DC, Bonus

Ritual Casting

Spellcasting Focus

Cantrip Level 1 Level 2 Level 3 Level 4
- Shield Blur Elemental Weapon Phantasmal Killer
- Wrathful Smite Branding Smite Blink Staggering Smite
- Bane Hold Person Haste -
- Hunter's Mark Misty Step - -
- - - - -
- - - - -
- - - - -
Level 5 Level 6 Level 7 Level 8 Level 9
Banishing Smite - - - -
Cone of Cold - - - -
- - - - -
- - - - -
- - - - -
- - - - -
- - - - -

Bold = Prepared Spell

The Hexblade
Expanded Spell List
Spell Level Spells
1st Shield, Wrathful Smite
2nd Blur, Branding Smite
3rd Blink, Elemental Weapon
4th Phantasmal Killer, Staggering Smite
5th Banishing Smite, Cone of Cold

Oath Expanded Spell List
Each oath has a list of associated spells. You gain access to these spells at the levels specified in the oath description. Once you gain access to an oath spell, you always have it prepared. Oath spells don't count against the number of spells you can prepare each day. If you gain an oath spell that doesn't appear on the paladin spell list, the spell is nonetheless a paladin spell for you.
Oath Spells
Level Spells
3rd Bane, Hunter's Mark
5th Hold Person, Misty Step
9th Haste, Protection from Energy
13th Banishment, Dimension Door
17th Hold Monster, Scrying

Spellcasting Ability
Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.

Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your warlock spells
You can use a holy symbol as a spellcasting focus for your paladin spells.

Spell Slots
You regain all expended warlock spell slots when you finish a short or long rest.

Preparing and Casting Spells
The Paladin table shows how many spell slots you have to cast your paladin spells. To cast one of your paladin spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell-list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
Casting the spell doesn't remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Eldritch Blast

Prestigitation

Sword Burst 1)

Shield

Cure Wounds

Detect Magic

LV1 Spell: Protection from Good and Evil
Casting Time: 1 action
Range: Touch
Components: V S M (Holy water/powdered silver and iron; consumed)
Duration: Conc. Up to 10 minutes
One willing creature you touch is protected against aberrations, celestials, elementals, fey, fiends, and undead. 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 it.

Lvl 2 Spell: Branding Smite
2 evocation
Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Up to 1 minute
Once you use this spell when you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d6 radiant damage to the target, which becomes visible if it's invisible, and the target sheds dim light in a 5-foot radius and can't become invisible until the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d6 for each slot

Lv2 Spell: Find Steed
2nd-level conjuration
Casting Time 10 minutes
Range 30 feet
Components V S
Duration Instantaneous
A special steed, in the form you choose (usually a warhorse, pony, camel, elk, or mastiff, but your Dungeon Master may allow another), appears in an unoccupied space by your side. The magical steed has the statistics of its matching beast form, but if its Intelligence is normally lower than 6, it now becomes 6 and it gains the ability to understand one language you choose. The steed's creature type is not beast, but actually celestial, fey, or fiend according to your choice.
It otherwise behaves as a mount would, however when you are mounted and cast spells that normally target yourself, they can also affect your steed, and you are able to communicate with each other telepathically as far as 1 mile apart.
You can dismiss the steed at any time, as an action, and it also disappears if its hit points drop to 0. You cannot have more than one steed of this kind at a time.

Lv2 Spell: Shatter
2nd-level evocation
Casting Time 1 action
Range 60 feet
Components V S M (Chip of mica)
Duration Instantaneous
Each creature in a 10-foot-radius sphere must make a Constitution save. A creature takes 3d8 thunder damage on a failed save or half as much on a success. A creature of inorganic material has disadvantage on the save.
A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.
At Higher Levels: The damage increases by 1d8 for each slot level above 2nd.

Lv2 Spell: Lesser Restoration
Casting Time 1 action
Range Touch
Components V S
Duration Instantaneous
You touch a creature and end either one disease or one of the following conditions: blinded, deafened, paralyzed, or poisoned.

Lv2 Spell: Zone of truth
2nd-level enchantment
Casting Time 1 action
Range 60 feet
Components V S
Duration 10 minutes
A creature that starts its turn in or enters the 15-foot sphere area you designate can no longer outright lie while in the area unless it succeeds on a Charisma saving throw. You are aware of who passes and who fails and the affected creatures are aware of the restriction.

Lv3 Spell: Magic Circle
3rd-level abjuration
Casting Time 1 minute
Range 10 feet
Components V S M (Holy water/100gp of powdered silver and iron; consumed)
Duration 1 hour
A 10-foot-radius, 20-foot-tall cylinder of magical energy centered on a visible point on the ground appears. 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 teleport or use interplanar travel, it must succeed on a Charisma save.
The creature has disadvantage on attacks against targets in the cylinder.
Targets within the cylinder can't be charmed, frightened, or possessed by the creature.
When you cast this spell, you can elect to 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.
At Higher Levels: The duration increases by 1 hour for each slot level above 3rd.

Blight

Lv5 Spell: Banishing Smite
Abjuration
Level: 5
Casting time: 1 Bonus Action
Range: Self
Components: V
Duration: Concentration, up to 1 minute
After this spell is used when you hit a creature with a weapon attack before this spell ends, your weapon crackles with force, and the attack deals an extra 5d10 force damage to the target. Additionally, if this attack reduces the target to 50 hit points of fewer, you banish it. If the target is native to a different plane of existence than the on you’re on, the target disappears, returning to its home plane. If the target is native to the plane you’re on, the creature vanishes into a harmless demiplane. While there, the target is incapacitated. It 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.

Teleportation Circle 2)

Lv6 Spell: Conjur Fey
6th-level conjuration
Casting Time 1 minute
Range 90 feet
Components V S
Duration Conc. Up to 1 hour
You summon a CR 6 or lower fey. It can also take the form of a beast. It disappears when it drops to 0 hit points or when the spell ends.
The fey is friendly to you and your companions for the duration and has its own initiative. It obeys any verbal commands you issue to it, no action required, as long as they don't violate its alignment. If you don't issue any commands to it, it will only defend itself from hostile creatures.
If your concentration is broken, you lose control of the fey and it becomes hostile towards you and your companions. An uncontrolled fey can't be dismissed by you, and it disappears 1 hour after you summoned it.


1)
Source: Tasha's Cauldron of Everything
2)
Source: Player's Handbook
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  • by Cinder