Paladin Spell List

* Protection from Evil and GoodEx - Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.
* Shield of Faith - A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.

***Divination***

* Detect Evil and GoodEx - For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located.
* Detect Magic - For the duration, you sense the presence of magic within 30 feet of you.
* Detect Poison and Disease - For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you.

***Enchantment***

* Bless - Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.
* Command - You speak a one-word command to a creature you can see within range.
* Heroism - A willing creature you touch is imbued with bravery.

***Evocation***

* Cure Wounds - A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier.
* Divine Favor - Your prayer empowers you with divine radiance.
* Wrathful Smite - The next time you hit with a melee weapon attack during this spell’s duration, your attack deals an extra 1d6 psychic damage.

***Transmutation***

* Purify Food and Drink - All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.

### 2nd-Level Spells

***Abjur***

* Aid - Your spell bolsters your allies with toughness and resolve.
* Lesser Restoration - You touch a creature and can end either one disease or one condition afflicting it.
* Protection from Poison - You touch a creature. If it is poisoned, you neutralize the poison.

***Conj***

* Find Steed - You summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed, creating a long-lasting bond with it.

***Div***

* Locate Object - You sense the direction to an object's location, as long as that object is within 1,000 feet of you.

***Ench***

* Zone of Truth - You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range.

***Evoc***

* Branding Smite - The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike.

***Trans***

* Magic Weapon - You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.

### 3rd-Level Spells

***Abjur***

* Dispel Magic - Any spell of 3rd level or lower on the target ends.
* Magic Circle - You create a 10-foot-radius, 20-foot-tall cylinder of magical energy centered on a point on the ground that you can see within range.
* Remove Curse - At your touch, all curses affecting one creature or object end.

***Conj***

* Create Food and Water - You create 45 pounds of food and 30 gallons of water on the ground or in containers within range, enough to sustain up to fifteen humanoids or five steeds for 24 hours.

***Evoc***

* Daylight - A 60-foot-radius sphere of light spreads out from a point you choose within range.

***Necro***

* Revivify - You touch a creature that has died within the last minute.

### 4th-Level Spells

***Abjur***

* BanishmentEx - You attempt to send one creature that you can see within range to another plane of existence.
* Death Ward - You touch a creature and grant it a measure of protection from death.

***Div***

* Locate Creature - You sense the direction to a creature's location, as long as that creature is within 1,000 feet of you.

### 5th-Level Spells

***Abjur***

* Dispel Evil and GoodEx - Shimmering energy surrounds and protects you from fey, undead, and creatures originating from beyond the Material Plane.

***Ench***

* Geas - You place a magical command on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide.

***Necro***

* Raise Dead - You return a dead creature you touch to life, provided that it has been dead no longer than 10 days.