Divine Gifts: New Paladin-Specific Spells

We do not fear death. With our sisters and brothers at our side, with the strength of the empire at our back, and with Davalon waiting for us should we fall, there is no fear for us. Only glory.”

– Lansara Rinesse, Paladin of the church of Davalon

The following are new paladin-specific spells that you can use to make your holy warriors even more capable of conquering evil and strengthening hearts in the name of their gods.

As with all new play options, please consult your Game Master to verify that these spells mesh well with the vision and direction of their game. 

Shield of the Martyr

1st-level abjuration

Casting Time: 1 reaction, which you take when a creature within 60 feet of you takes damage.

Range: 60 feet

Components: V, S

Duration: Instantaneous

Your god answers your call to protect your ally, allowing you to take their wounds as your own. When a creature that you can see within 60 feet of you takes damage from any source, you may instead take the damage as though it were dealt directly to you. 

Crystalline Strike

2nd-level conjuration

Casting Time: 1 bonus action

Range: Self

Components: V

Duration: Concentration, up to 1 minute

Your weapon tears through the heavens, conjuring shards of icy crystals in its wake. The next time you hit a creature with a weapon attack before this spell ends, the target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take an additional 2d6 cold damage.

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 level above 2nd.

Aura of Wrath

3rd-level evocation

Casting Time: 1 action

Range: Self (30-foot radius)

Components: V, S

Duration: Concentration, up to 1 minute

You call upon your god’s power, righteous fury radiating from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. Each nonhostile creature in the aura (including you), may reroll weapon damage dice when they roll a 1 or a 2. If they reroll, they must use the new roll, even if the new roll is a 1 or a 2.

Divine Scourge

4th-level evocation

Casting Time: 1 action

Range: Self (30-foot radius)

Components: V

Duration: Instantaneous

You strike the ground, bringing the pestilent judgment of your god along with it. Each creature you choose within 30 feet of you must succeed on a Constitution saving throw or take 7d6 poison damage, and be poisoned and blinded. A creature that succeeds on its saving throw takes half as much damage and isn’t poisoned or blinded. 

Creatures who are poisoned and blinded may make an additional Constitution saving throw at the end of each of their turns. On a success, the spell ends on the target.

Aura of Resilience 

5th-level evocation

Casting Time: 1 action

Range: Self (30-foot radius)

Components: V, S

Duration: Concentration, up to 1 minute

Raw celestial energy emanates from you in an aura with a 30-foot radius, building the spirits and bodies of those within it. Until the spell ends, the aura moves with you, centered on you. Each nonhostile creature in the aura (including you), gains 7d4 temporary hit points, advantage on death saving throws and resistance to bludgeoning, piercing, and slashing damage.

 

You can download this free PDF on DriveThruRpg.


Let us know what you think of these spells in the comments below!

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