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Type of Spell List you can access
Hexblade expanded Spell List

Paladin Oath of Vengeance expanded Spell List.

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

Eldritch Blast Zarekk Karr

Prestigitation

Sword Burst 1)

Shield

Cure Wounds

Detect Magic

Protection from Good and Evil

Branding Smite

Find Steed

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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  • Last modified: 12 months ago
  • by Cinder