Paladin
Hit Points
Hit Dice: 1d10 per Paladin level
Hit Points at 1st level: 10 + your Constitution modifier.
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Paladin level after 1st
Proficiencies
Armor: Light armor, medium armor, heavy armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two: Athletics, Insight, Speech, Medicine, Persuasion, Religion
Equipment
You start with the following equipment, in addition to the equipment granted to you by your background:
(a) a martial weapon and a shield or (b) two martial weapons
(a) five javelins or (b) any simple weapon
(a) priests pack or (b) explorers pack
Chain mail and a holy symbol
Maneuvers
This class grants you maneuvers, see Chapter 12: Maneuvers for more information.
Lay On Hands
At 1st level, your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to 5 + five times your paladin level.
As a bonus action, you can touch a creature and draw power from the pool of healing to restore a number of hit points to that creature, up to the maximum amount remaining in the pool.
In addition, you can expend five hit points from the pool to remove the poisoned condition from the creature, rather than restoring hit points.
Spellcasting
At 1st level, you have learned to cast spells through your devotion.
Spell Slots. The Paladin table shows how many spell slots you have to cast your spells of 1st level or higher. When you cast a spell, you expend a spell slot. The spell slot spent must be equal to or greater than the level of the spell cast. You regain all expended spell slots on a long rest.
Prepared Spells. You prepare a list of Paladin spells that are available for you to cast, choosing from the Divine Spell List. You can prepare a number of spells equal to your charisma modifier + half your Paladin level (rounded down). The spells must be of a level for which you have spell slots. You can change your list of prepared spells on a long rest.
Spellcasting Ability. Charisma is your spellcasting ability for your Paladin spells.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Spellcasting Focus. You can use a holy symbol as a spellcasting focus for the spells you prepare with this class.
Paladin's Smite
At 2nd level, you have mastered smiting your targets with divine energy. You always have certain spells prepared, and they do not count against the number of spells you can have prepared. The spells are listed by the level of their spell, and you only prepare the spells for which you have spell slots for.
1st Level: Searing Smite, Thunderous Smite, Wrathful Smite
2nd Level: Shining Smite, Branding Smite
3rd level: Blinding Smite
4th Level: Staggering Smite
5th Level: Banishing Smite
You also gain access to the special Divine Smite ability, listed below:
As you hit a target, your strike glows with divine power. You can spend a 1st level spell slot and a bonus action after you hit a target with a melee weapon. The target takes an extra 2d8 radiant damage from the attack. The damage increases by 1d8 if the target is a fiend or an undead.
When you trigger this ability, you can spend a spell slot higher than 1st level when you trigger it. The damage increases by 1d8 for each slot level above 1st.
In addition, you can use your Divine Smite ability without expending a spell slot at it's lowest level, and you must finish a short or long rest before you can do so again.
Fighting Style
Your skill in battle surpasses that of most warriors. At 2nd level, you gain a Fighting Style of your choice from the Fighting Style list. You can't learn a Fighting Style more than once, even if another feature allows you to learn another Fighting Style.
Channel Divinity
At 3rd level, you can channel divine energy directly from the outer planes, using that energy to fuel magical effects. You start with two options, which are described below. Each time you use channel divinity, you choose which one to use among all of the ones you know.
You can use channel divinity twice. You regain a use when you finish a short rest, and you regain all expended uses when you finish a long rest. You gain an additional use of this feature at 11th level, allowing you to use it three times.
Divine Sense. As a bonus action, you can open your awareness to detect Celestials, Fiends, and Undead. For the next 10 minutes or until you are incapacitated, you know the location of any creatures of the previously listed types within 60 feet of yourself, and you know its creature type. Within the same radius, you can also detect the presence of any object or place that has been consecrated or desecrated, as with the Hallow spell.
Harness Divinity. As a bonus action, you can touch your holy symbol, utter a prayer, and regain one expended spell slot. The level of the spell slot can be no higher than half your proficiency bonus (rounded up).
Sacred Oath
At 3rd level, you pick an oath to follow: Oath of the Ancients, Oath of Conquest, Oath of the Crown, Oath of Devotion, Oath of Glory, Oath of Vengeance, and Oathbreaker.
The oath you choose grants you features at 3rd level, and again when you reach 7th, 15th, and 20th level.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1.
Extra Attack
At 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn.
Phoenix Dive
At 5th level, your divine fervor allows you to more easily close the gap between you and your foes. As a bonus action, you use a burst of divine energy to fly 30 feet forwards in a fiery charge. Your movement must end with your feet on the ground. All enemies within 5 feet of where you land suffer fire damage equal to your charisma modifier.
You can use this ability a number of times equal to your charisma modifier before you must take a long rest. If you are out of uses of this feature, you can expend a spell slot to use it again.
Divine Aura
At 6th level, you radiate a protective, invisible aura that extends 10 feet from you in every direction, but doesn't extend through total cover. The aura is inactive while you are incapacitated. If another paladin is present, a creature can only benefit from one aura at a time, but they can choose which aura to benefit from.
At the start of each of your turns, you can choose the effect that the aura generates from the options below:
Aura of Protection. You and your allies have a +1 bonus to their AC.
Aura of Regeneration. You and your allies regenerate 2 hit points at the start of each of their turns, assuming they have at least 1 hit point.
Aura of Ferocity. You and your allies have a +1 bonus to hit.
Abjure Foes
At 9th level, as an action, you can expend one use of your Channel Divinity feature to overwhelm your foes with divine power. You choose a number of creatures equal to your Charisma modifier (minimum of one creature) within 60 feet of you that can see you. Each target must make a Wisdom saving throw versus your spell save DC. On a failure they suffer 3d8 radiant damage and on their turn they can only move or take an action, and cannot take bonus actions or reactions. On a success, the target suffers half the damage, and no other effects.
The effect ends after 1 minute, and the target can repeat the save at the end of each of their turns, ending the effect on a success.
Heavenly Aura
At 10th level, you gain an additional option for your aura.
Aura of Courage. You and your allies are immune to being charmed or frightened while within your aura. If a frightened or charmed ally enters the aura, the condition ceases to effect that ally while within the aura.
Radiant Strikes
At 11th level, divine energy surges through your body. When you hit a target with an attack from a melee weapon, the target takes an additional 1d8 radiant damage.
Restoring Touch
At 14th level, when you use Lay on Hands on a creature, you can also remove one or more of the following conditions from the target: Blinded, Charmed, Deafened, Frightened, Paralyzed, or Stunned. You must spend 5 hit points from the healing pool of Lay on Hands for each of these conditions you remove, and those points don't also restore hit points to the creature.
Aura Expansion
At 18th level, your aura now extends 30 feet from you rather than 10 feet.