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Paladin Spell List

Paladins prepare divine spells according to their class progression. Charisma is the Paladin’s primary spellcasting ability. Spell save DCs follow the shared spell rules. Paladins gain access to 1st-level spells at class level 4, 2nd-level spells at level 7, 3rd-level spells at level 10, and 4th-level spells at level 13.

The list emphasizes protection, healing, courage, and direct opposition to evil, drawing inspiration from the Pathfinder Paladin and D&D 5e Paladin spell lists.

1st-Level Paladin Spells

Spell School Description
Bless Enchantment Choose up to three willing creatures; each gains +1 on attack rolls and saving throws for 1 minute/CL.
Command Enchantment Give a creature a short order; a creature that fails its Will save spends its next turn obeying if able.
Cure Light Wounds Necromancy Positive energy restores hit points to one living creature you touch; it damages undead instead.
Detect Magic Divination Sense active spells within 30 feet and learn each aura’s location and school.
Divine Favor Evocation Gain a Luck bonus on weapon attack and damage rolls for 1 minute.
Protection from Evil Abjuration Ward one creature against a named creature’s spells and attacks.
Searing Smite Evocation Imbue your melee weapon; its next hit deals additional fire damage that scales with caster level.
Shield of Faith Abjuration Grant one willing creature a +2 Deflection bonus to Deflection AC for 1 minute/CL.

2nd-Level Paladin Spells

Spell School Description
Cure Moderate Wounds Necromancy Positive energy restores hit points to one living creature you touch; it damages undead instead.
Enhance Ability Transmutation Grant a willing creature a +2 Enhancement bonus to one ability score for 10 minutes/CL.
Hold Person Enchantment A humanoid that fails its Will save becomes Staggered and can repeat the save each turn.
Heroism Enchantment Grant a willing creature a +2 Morale bonus on attack rolls, saves, and skill checks for 1 hour/CL.
Lesser Restoration Conjuration End a listed debilitating condition or restore 1d4 temporary ability damage from one score.
Resist Energy Abjuration Reduce each instance of one chosen elemental damage type for 10 minutes/CL.
Warding Bond Abjuration Link yourself to a willing creature, improving its defenses while you share its damage.

3rd-Level Paladin Spells

Spell School Description
Create Food and Water Conjuration Create nourishing food and fresh water sufficient for six people for one day.
Cure Serious Wounds Necromancy Positive energy restores hit points to one living creature you touch; it damages undead instead.
Dispel Magic Abjuration Attempt to end one active spell or magical effect.
Magic Circle Abjuration Ward an area against enchantment and hinder summoned creatures.
Remove Disease Conjuration Touch a creature to end one disease.
Searing Light Evocation Make a ranged spell attack that deals holy damage, with greater effect against undead.

4th-Level Paladin Spells

Spell School Description
Cure Critical Wounds Necromancy Positive energy restores hit points to one living creature you touch; it damages undead instead.
Death Ward Abjuration Protect a creature from the next negative-energy damage or effect that would reduce its maximum Hit Points.
Freedom of Movement Abjuration Protect a creature from magical restraints and movement reduction for 10 minutes.
Holy Smite Evocation Deal holy damage to chosen creatures in an area; undead suffer greater damage.
Restoration Conjuration Restore temporary and permanent ability damage.
Stoneskin Conjuration Reduce physical damage from each weapon hit against one willing creature.

Design references: Pathfinder Paladin spells and the D&D 5e Paladin.