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Paladin's Exclusive Spells
## Paladin's Exclusive Spells
| Spell level | Spell | |:---:|:---:| | 1st | *Banner of War, Divine Order* | | 2nd | *Banner of Freedom, Banner of Bravery, Chain of Light* | | 3rd | *Banner of the Gods, Noble Shield* | | 4th | *Arena of Justice* | | 5th | *Astral Blade, Aspect of the Shining Avenger* |
#### Divine Order *1st level divination* ___ - **Casting Time:** 1 action - **Range:** 15 feet - **Components:** V, S - **Duration:** Instantaneous ___ Choose a friendly creature within range that can hear or see you. It can use its reaction to immediately take the attack action or cast a spell with a casting time of 1 action. In addition, it deals an extra 2d6 radiant damage the next time it deals damage to a target. If it should deal damage to more than one target at once, only one target of its choice suffers this additional damage.
### Art Credit : Wizards of the Coast
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#### Banner of War *1st level conjuration* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** V, S - **Duration:** 1 minute ___ As you rise one of your free hands, a magical banner appears in it. The banner counts as a spear except it doesn't have the thrown property. *(you can use it as a weapon for melee attacks and it qualifies for every traits or features that work with a spear, like the polearm master feat for instance)*.
In addition, choose one of the following effects, : - **Arrow** : Friendly creatures affected by the banner gain +2 to all the damage rolls of their range attacks. - **Sword** : Friendly creatures affected by the banner gain +2 to all the damage roll of their melee attacks. - **Shield** : Friendly creatures affected by the banner gain +1 to their AC.
For the duration, as long as you wield the banner, each friendly creature within 30 feet of you that can see the banner gains the chosen benefit as long as they stay within 30 feet of you and can see the banner.
*You can't have more than 1 banner conjured at a time. If you already have a banner spell active when you cast this spell, the new banner replaces the old one.* \pagebreak
#### Banner of Freedom *2nd level conjuration* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** V, S - **Duration:** 1 minute ___ As you rise one of your free hands, a magical banner appears in it. The banner counts as a spear except it doesn't have the thrown property. *(you can use it as a weapon for melee attacks and it qualifies for every traits or features that work with a spear, like the polearm master feat for instance)*.
In addition, for the duration, as long as you wield the banner, each friendly creature that starts its turn within 30 feet of you that can see the banner have their speed increased by 10 feet until the end of their turn and can take the disengage action as a bonus action this turn. In addition, friendly creatures within 30 feet of you that can see the banner ignore difficult terrains.
*You can't have more than 1 banner conjured at a time. If you already have a banner spell active when you cast this spell, the new banner replaces the old one.*
#### Banner of Bravery *2nd level conjuration* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** V, S - **Duration:** 1 minute ___ As you rise one of your free hands, a magical banner appears in it. The banner counts as a spear except it doesn't have the thrown property. *(you can use it as a weapon for melee attacks and it qualifies for every traits or features that work with a spear, like the polearm master feat for instance)*.
In addition, for the duration, as long as you wield the banner, each friendly creature within 30 feet of you that can see the banner have the advantage against being frighten, and if its hit points should reach 0, that friendly creature doesn't fall unconscious. Instead, it can continue to fight as normal, but it must roll a death saving throw at the end of each of its turns and every time it takes damage. The first time it fails a death saving throw or ends its turn more than 30 feet away from you, it falls unconscious *(it then continues to make death saving throws as normal)*.
*You can't have more than 1 banner conjured at a time. If you already have a banner spell active when you cast this spell, the new banner replaces the old one.* \columnbreak
#### Chain of Light *2nd level evocation* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S, M (a link of a silver chain) - **Duration:** Instantaneous ___ A chain made of divine light appears from your hand and rushes to a creature you can see within range. The target must succeed a strength saving throw, or be pulled 30 feet toward you. The target can choose to willingly fail the saving throw.
**In higher level.** When you cast this spell using a 3rd-level spell slot or higher, the range of the spell and the distance the target is pulled both increase by 10 feet for each spell level above 2nd.
#### Banner of the Gods *3rd level conjuration* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** V, S - **Duration:** 1 minute ___ As you rise one of your free hands, a magical banner appears in it. The banner counts as a spear except it doesn't have the thrown property. *(you can use it as a weapon for melee attacks and it qualifies for every traits or features that work with a spear, like the polearm master feat for instance)*.
In addition, for the duration, the radius of all auras created by your spells and features *(such as Aura of Protection or Crusader Mantle for instance)* increases by 20 feet.
*You can't have more than 1 banner conjured at a time. If you already have a banner spell active when you cast this spell, the new banner replaces the old one.*
#### Noble Shield *3rd level abjuration* ___ - **Casting Time:** 1 reaction (when you should make a saving throw against a spell or an effect) - **Range:** Self (10-foot radius) - **Components:** V, S - **Duration:** Instantaneous ___ Instead of rolling the saving throw, you automatically fail it, as you focus your power to create a 10-foot radius aura of protection around you to protect your allies.
Each friendly creature within the aura gains a resistance against all damages dealt by the spell or effect that you had to make a saving throw against.
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#### Arena of Justice *4th level evocation* ___ - **Casting Time:** 1 action - **Range:** Self (30-foot radius) - **Components:** V, S, M (a pinch of sand) - **Duration:** Concentration, up to 1 minute ___ You create a 30-foot radius sphere of translucent light centered on you. The walls of light of the arena thus created are 1 inch thick, don't move with you when you move and don't block the lines of sight; but creatures inside the arena can't target things outside of it with spells or attacks.
Moreover, when a creature inside the arena tries to move through the walls of the arena, it must succeed a charisma saving throw or it stays inside the arena and becomes restrained until the start of its next turn.
Effects that would push or pull a creature that is inside the arena can't push or pull it through the walls of the arena, as if they were solid walls.
If the walls of the arena should appear on the space of a creature when you cast that spell, that creature is pushed outside of the arena on the nearest free space.
#### Astral Blade *5th level evocation* ___ - **Casting Time:** 1 action - **Range:** 60 ft. - **Components:** V, S - **Duration:** Instantaneous ___ Choose a creature you can see within range, a giant sword made of pure light fall from the sky on that creature. The target must make a dexterity saving throw, taking 10d10 radiant damage on a fail, or half as much on a success. Fiends and Undeads make this saving throw with disadvantage.
#### Aspect of the Shining Avenger *5th level enchantment* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** V, S, M (3 drops of fiend blood) - **Duration:** Concentration, up to 10 minutes ___ You arbor the traits of an ancient vengeful god. You gain the following benefits for the duration : - You shed bright light in a 15-foot radius, and dim light in an additional 15-foot radius. - You gain resistance to necrotic damage. - Once per turn when you hit a target with a weapon attack, you can choose to deal an extra 1d8 radiant damage. - Each Undead or Fiend that starts its turn within 30 feet of you must succeed a wisdom saving throw or be frighten by you until the start of its next turn.
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