People who are this class
As a paladin, you gain the following class features.
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: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
(a) a martial weapon and a shield or (b) two martial weapons
(a) five javelins or (b) any simple melee weapon
(a) a priest's pack or (b) an explorer's pack
Chain mail and a holy symbol
Divine sense
The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell. Can use it 1 + Charisma modifier and long rest to regain all expended uses
Lay on Hands
Touch to heal wounds with a pool of healing power that replenishes after a long rest. You can restore a total of your Paladin level x 5. Can be use as an action on a creature to heal or spend 5 point to cure or neutralize one poison/disease affecting it. If more than one poison/disease, you can spend 5 x # of poisons/diseases the creature has
Starting at 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
Blessed Warrior. You learn two cantrips of your choice from the cleric spell list. They count as paladin spells for you, and Charisma is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the cleric spell list.
Blind Fighting. You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
Defense. While you are wearing armor, you gain a +1 bonus to AC.
Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Interception. When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
Protection. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Close Quarters Shooter (UA). When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.
Mariner (UA). As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to armor class.
Thrown Weapon Fighting (UA). You can draw a weapon that has the thrown property as part of the attack you make with the weapon.
In addition, when you hit with a ranged attack using a thrown weapon, you gain a +1 bonus to the damage roll.
Tunnel Fighter (UA). As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.
Unarmed Fighting (UA). Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier. If you strike with two free hands, the d6 becomes a d8.
When you successfully start a grapple, you can deal 1d4 bludgeoning damage to the grappled creature. Until the grapple ends, you can also deal this damage to the creature whenever you hit it with a melee attack.
By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does.
Preparing and Casting Spells
The Paladin table shows how many spell slots you have to cast your paladin spells. To cast one of your paladin spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 5th-level paladin, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Charisma is your spellcasting ability for your paladin spells, since their power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one.
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 your paladin spells.
Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.
By 3rd level, the divine magic flowing through you makes you immune to disease.
When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature.
Oath, Source
Oath Spells
Each oath has a list of associated spells. You gain access to these spells at the levels specified in the oath description. Once you gain access to an oath spell, you always have it prepared. Oath spells don't count against the number of spells you can prepare each day.
If you gain an oath spell that doesn't appear on the paladin spell list, the spell is nonetheless a paladin spell for you.
Channel Divinity
Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.
When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again.
Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC.
Also at 3rd level, you can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 3rd level, once; 7th level, twice; and 15th level, thrice. You regain all expended uses when you finish a long rest.
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. As normal, you can't increase an ability score above 20 using this feature.
Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a fighting style you know with another fighting style available to paladins. This replacement represents a shift of focus in your martial practice.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus. At 18th level, the range of this aura increases to 30 feet.
Starting at 10th level, you and friendly creatures within 10 feet of you can't be frightened while you are conscious. At 18th level, the range of this aura increases to 30 feet.
By 11th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage.
Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest.
Legendary Class
LV 21: Legendary Feat, Sacred Tenets (1)
LV 22: Smites (1), Sect Teachings (1)
LV 23: Aspect of Transformation, Sacred Tenets (2)
LV 24: Legendary ASI/Feat
LV 25: Divine Infusion, Sect Teachings (2)
LV 26: Extra Attack, Sacred Tenets (3)
LV 27: Penance, Smites (2)
LV 28: Legendary ASI/Feat, Sect Teachings (3)
LV 29: Prolonged Transformation, Sacred Tenets (4)
LV 30: Paragon of Belief
Spell Slots
Sacred Tenets
You have swear to tenets that dictate what code you follow as a Paladin. You start by swearing 2 tenets, the options of which can be found later in this document. You swear more tenets as you reach certain levels in the paladin class. Tenets sworn to grant you benefits as listed in the tenets description, these benefits are improved while transformed by your Aspect. If you break a tenet you lose all benefits of that tenet until you finish a long rest. If you break a tenet too many times in a short period of time, your DM may rule that you permanently lose that tenet and must select a new one to replace it. When you meet the required level, you gain 1 more tenet.
Smites
You learn 2 smites of your choice, the available options detailed later in this document. You learn more smites at the levels indicated in the Paladin class table. Whenever you hit with a melee weapon attack, you may expend a spell slot (The level of which is indicated in the smites description) to use the effects of the smite on the struck target. You may only use one smite per attack, but you may use smites on as many different attacks as you wish. Whenever you gain a level in this class, you may replace one smite you know with another. If a smite requires expending a spell slot of a higher level than your highest level spell slot, you cannot learn it.
Sect Teachings
You begin to make use of special methods you learned in your training. You may choose a Combat Trait at levels 21, 25, and 29 at the bottom of the page
Aspect of Transformation
You have begun to manifest aspects of your belief. At the start of your turn, you may either enter or exit your Aspect Transformation. Every Sacred Tenet you can swear has bonus effects that are only active while you are transformed by this feature. Some subclasses or combat traits may also augment your aspect in some way. Your transformation automatically ends if you start your turn dead or at 0 HP. This transformation can only be maintained for 10 rounds (1 minute) which is reset upon completing a long rest. If you end the transformation early, you maintain your remaining rounds for the ability and may re-enter it later if you so wish.
Divine Infusion
You are so suffused with righteous might that all of your strikes carry divinity within them. Whenever you hit with a melee weapon, the struck target suffers an additional 1d10 radiant damage. Upon reaching 30th level, this damage is increased to 2d10.
Penance
You are familiar with forgiveness. When you would lose the benefits of one of your tenets due to breaking it, you can instead choose to not lose it. Once you use this feature, you may not do so again until you complete a long rest.
Prolonged Transformation
You are better at holding your aspect transformation. The amount of rounds you can maintain your Aspect Transformation for between rests is increased by 5 rounds (30 seconds)
Paragon of Belief
Finally at 30th level, you are a true pillar for others to look up to... You gain the following benefits:
Your Aspect Transformation's available rounds are now reset upon completing a short or long rest.
You gain a bonus to all saving throws equal to half your unbroken tenets sworn (Rounded down)
Actions over Promises
Words only hold as much weight as you give them. They are meaningless if you are unable to act on them... Be known by your great deeds, not just empty promises. When you would make an attack roll or ability check, you may grant yourself advantage on the roll. You may not use this feature again until 5 minutes have passed from when you last used it.
Aspect. While transformed by your aspect, you may use this feature once per turn.
Breaking this Tenet. This tenet is broken when you make promises without taking proper moves to make good on those promises.
Be Extraordinary
What is the point of life if you cannot be stylish and otherwise breathtaking to behold? It is better to fight as flamboyantly and well dressed as possible than be clad in a foot of steel. While not wearing armor or wielding a shield, your AC is equal to 16 + Your Paladin modifier (Maximum of 2, for a total of 18 AC)
Aspect. While transformed by your aspect, this AC bonus is increased by 2.
Breaking this Tenet. This tenet is broken when you favor efficiency over vanity, donning heavy armor or wearing unflattering things are examples of this.
Be Fearless
Fear is a weapon, but it is only as powerful a weapon as you allow it to be. By being brave against even the most threatening of foes, you strip them of this power. You have advantage on saving throws against being frightened, and the maximum time you can be frightened by an individual source is 1 minute.
Aspect. While transformed by your aspect, you are immune to being frightened.
Breaking this Tenet. This tenet is broken when you willingly act cowardly or refuse to face a challenge you could reasonably accomplish.
Blood of Companionship
Friendship is the strongest force in existence. To turn your back on a friend or break a vow you made is the darkest sin imaginable. You have advantage on attack rolls against a target if you or the target is within 5-feet of a creature friendly to you.
Aspect. While transformed by your aspect, you and creatures of your choice within range of your aura have resistance to the first instance of damage they take each turn. There must be a friendly creature within 5-feet of them to benefit from this ability.
Breaking this Tenet. This tenet is broken when you willingly break a promise or betray a friend.
Break the Chains
Creatures are born free and they must die free as well. Where there is slavery or discrimination, set them free. Where there is choking, brutal restrictions, loosen them. Provided you are uninterrupted for 1 minute, you are able to free yourself or a creature within reach from any nonmagical restraints such as rope or manacles.
Aspect. While transformed by your aspect, you cannot be grappled nor restrained.
Breaking this Tenet. This tenet is broken when you take away someones freedom or make no effort to free those not free.
Compassion for all
Where kindness is lacked, show compassion and aid those in need. When someone is in desperate need of a second chance-give it to them. For every point of healing you expend from your Lay on Hands pool to heal a creature other than yourself, they recover 2 HP and you recover 1 HP.
Aspect. While transformed by your aspect, you may now target any creature within range of your aura with Lay on Hands.
Breaking this Tenet. This tenet is broken when you willingly are needlessly cruel to someone.
Devoted to a Grander Cause
You were born for your purpose, whatever that may be. You have renounced a normal life, and hold little to no earthly possessions, family, or honors. Whenever you make an attack roll, ability check or saving throw you may choose to make the roll at advantage. In order to do so, the triggering roll must help you achieve your grander cause in some way. You may use this feature 3 times, you regain all expended uses upon completing a long rest.
Aspect. While transformed by your aspect, you may use this feature once per round without expending a usage.
Breaking this Tenet. This tenet is broken when you cling onto possessions that won't help your cause, or act in your own interests that aren't for your cause
Dignity and Grace
You aren't a savage and you must make sure you always remain above that. You have a reputation to uphold after all. Whenever you fail a Wisdom or Charisma ability check or saving throw, you may choose to succeed instead. Once you use this feature, you may not do so again until you complete a long rest.
Aspect. While transformed by your aspect, you may expend 25 HP from your Lay on Hands pool (No action required) to regain usage of this feature.
Breaking this Tenet. This tenet is broken when you act uncivilized.
Douse the Flame of Hope
Hope is a powerful thing, it is not enough to merely defeat an enemy... You must show them there is no hope, you must destroy them so completely that they never wish to rise again. When you hit a creature afflicted with any negative condition (Such as prone, stunned or frightened) with a melee weapon attack, you may reroll up to three of the damage die, taking the new results rolled.
Aspect. While transformed by your aspect, the amount of dice you can roll from this feature is increased to 6.
Breaking this Tenet. This tenet is broken when you are overly merciful, or allow hope to flourish.
Encourage Innocence
All life is born in an innocent and good state, but they are easily corrupted by the negativity around them. You must protect the innocence from being corrupted. You are immune to being possessed, and as an action, you may touch a possessed creature or object to end the possession. The creature possessing them is ejected in an unoccupied space within 5-feet of you.
Aspect. While transformed by your aspect, you and all creatures of your choice within range of your aura are immune to disease, and are cured of any ongoing diseases they may have.
Breaking this Tenet. This tenet is broken when you take no action to prevent good from being corrupted.
Ends Justify the Means
It doesn't matter if you have to do horrible things on the path to achieving a grand goal. If people get hurt in the short term but they'll be better off in the long term, it's fine. When you damage a creature with a smite that doesn't deal poison damage, you may turn the smites damage into poison damage to increase its damage by 1 additional damage die.
Aspect. While transformed by your aspect, it is instead increased by 2 additional damage die.
Breaking this Tenet. This tenet is broken when you let your conscience get in the way of doing what'll end in the greater good.
Eternal Tests
Every challenge is but another test to prove yourself, you must face these tests and hardships with courage, and encourage those around you to do the same. When you make an attack against a creature whose CR or Level exceeds yours by at least your proficiency bonus, you may add half your Paladin modifier (Rounded down, Minimum of 1) to your attack and damage rolls.
Aspect. While transformed by your aspect, the bonus from this feature is instead equal to your Paladin modifier (Minimum of 1) and you receive the benefit against any creature that is a legendary creature (Regardless of CR/Level)
Breaking this Tenet. This tenet is broken when you willingly back off from a potential challenge.
Eye for an Eye
Everyone must face a punishment fit for their crime. Thieves may lose a hand, while a murderer would lose their life. When a creature hits you with a weapon attack, you gain a +1 bonus to attack rolls against them until the start of your next turn. This bonus can stack with itself.
Aspect. While transformed by your aspect, this bonus is instead +2.
Breaking this Tenet. This tenet is broken when you inflict a punishment too tame or too extreme for a person's crime.
Fight Fair
No matter the foe, it is not a true fight if you use underhanded tactics. If you are above them, you must do something to even the playing field. You can not have disadvantage on attack rolls against targets, disadvantage still cancels out advantage you may have however. Creatures targeting you with attacks also receive this benefit.
Aspect. While transformed by your aspect, you are immune to the bonus damage from critical hits. However, your critical hits do not deal bonus damage either.
Breaking this Tenet. This tenet is broken when you fight underhandedly or don't give weaker foes some kind of advantage.
Fight the Greater Evil
When left with the decision to fight a lesser or greater evil, it is always right to choose the greater evil. When an evil aligned creature forces you to make a saving throw, you may make it with advantage. You may use this feature a number of times equal to 1 + Your Paladin modifier (Minimum of 2) You regain all expended uses upon completing a long rest.
Aspect. While transformed by your aspect, if an evil aligned creature of your choice starts its turn within your auras range, they suffer radiant damage equal to your Paladin modifier (Minimum of 1)
Breaking this Tenet. This tenet is broken when you choose to ignore a greater evil.
Give no Mercy
When facing those who would offer others no mercy, they should not receive mercy in turn. When you hit a target with a critical hit, the target suffers an additional 2d8 radiant damage (This damage is not amplified by the critical hit)
Aspect. While transformed by your aspect, your critical hit range is increased by 1 (From 20 to 20-19 for example)
Breaking this Tenet. This tenet is broken when you show mercy to those who do not deserve it
Hide no More
Shapechangers and illusions are all across the world, those that would change or otherwise hide their form... They must be rooted out and revealed for the true people they are. Whenever you make a check to see through an illusion, you may add your Paladin modifier (Minimum of 1) to the check (Your DM may add this bonus secretly)
Aspect. While transformed by your aspect, at the start of each of your turns, shapechangers within your aura must make a Charisma saving throw against your Paladin DC, on a failed saving throw they are reverted to their true form.
Breaking this Tenet. This tenet is broken when you change or disguise or own form in some way.
Hone the Body
Your body is like raw stone, it can be worked and worked and worked to eventually reach a much more perfect state. You gain a bonus to Acrobatics and Athletics checks equal to your Paladin modifier (Minimum of 1)
Aspect. While transformed by your aspect, your jump distance is tripled and you have advantage on Acrobatics and Athletics checks.
Breaking this Tenet. This tenet is broken when you willingly let your body waste away and don't attempt to grow stronger.
Honor of Combat
Those who take up arms in war are worthy of being called sister or brother. Show immense respect to anyone who challenges you to martial combat. Once per turn when you would miss a creature with an attack roll, you can choose to reroll the attack against them. If you do so, that creature has advantage on their next attack roll against you.
Aspect. While transformed by your aspect, whenever you use a legendary action to make an attack, you may make the attack at advantage.
Breaking this Tenet. This tenet is broken when you disrespect a warrior or fight in an underhanded way.
Law is Final
Laws are made to protect people and keep society functioning. To disobey the law is the worst sin imaginable. You may take the dash action as a bonus action, you must end this movement closer to a creature than you began it.
Aspect. While transformed by your aspect, you may cast the Command spell as a bonus action and without expending a spell slot.
Breaking this Tenet. This tenet is broken when you willingly disobey the law or allow someone to get away with disobeying it.
Life is Sacred
All life, no matter what they have chosen to do with it, is precious. To take away life for any reason is a dark sin. You may make any damage you deal nonlethal, whether it is ranged, a spell, ect.
Aspect. While transformed by your aspect, creatures within your auras range cannot receive failed death saving throws by any means.
Breaking this Tenet. This tenet is broken when you willingly kill a creature.
Not a Weapon
You are not a weapon to inflict carnage. You should strive to do as much good as possible while inflicting the least amount of possible harm. Unless given a reason to be hostile towards you, creatures are naturally indifferent towards you.
Aspect. While transformed by your aspect, you have resistance to all damage. When you damage a creature in any way, you lose these resistances until the start of your next turn.
Breaking this Tenet. This tenet is broken when you willingly choose violence even when there may be other options.
Nothing is Free
Every act of kindness or favor you perform should not be free, you should always know well what your reward for the act will be, and decide whether it is worth it or not. You have advantage on checks made to haggle or negotiate a transaction or deal.
Aspect. While transfromed by your aspect, whenever a creature makes an attack against you, they must sacrifice at least 1 silver piece, which disintegrates into the void. If they do not do so, they make their attack with disadvantage. This applies to every individual attack a creature makes against you.
Breaking this Tenet. This tenet is broken when you perform a favor or act of kindness without any kind of payment in return.
Oppose Inequality
All are born equal, thus ideas such as racism and sexism fester on the world like a disease, you must stand against this inequality and fight for what is right. When a creature who is racist or discriminatory (DM discretion) damages you, you may halve all of the damage taken from that instance. You may do so a number of times equal to your proficiency bonus, regaining all expended uses upon completing a long rest.
Aspect. While transformed by your aspect, whenever you make an attack against a creature who is racist or discriminatory (DM discretion) You may add half your Paladin modifier (Rounded up) to the attack and damage rolls.
Breaking this Tenet. This tenet is broken when you act discriminatory in any way.
Overcome Failure
Even if you fall, you must always rise again. Even if things seem bleak, you must always be willing to overcome your past shortcomings. Whenever you fail a saving throw imposed on you by a hostile creature, you gain advantage on the next saving throw you make before the end of your next long rest.
Aspect. While transformed by your aspect, instead of gaining advantage on your next saving throw before the end of your next long rest; you automatically succeed on your next saving throw before the end of your next long rest.
Breaking this Tenet. This tenet is broken when you willingly give up or lose faith in yourself
Penance for Failure
If your foes wreak havoc upon the world, it is because you failed to stop them. You must fix and bring restitution to those harmed by their misdeeds. Once per round when you take the attack action against a target and fail to hit them with any attack, you may make an additional attack against them.
Aspect. While transformed by your aspect, you may still make this additional attack if you only hit with a single attack.
Breaking this Tenet. This tenet is broken when you don't attempt to fix the misdeeds of your enemies
Pursue Perfection
In combat, appearance and reputation, you must be perfect. You cannot settle for less. As an action, you may grant yourself a bonus to an ability score and its maximum of your choice equal to half your Paladin modifier (Rounded down, minimum of 1) You must choose a score other than your Paladin ability score, and this bonus lasts for 1 hour. Once you use this feature, you may not do so again until you complete a long rest.
Aspect. While transformed by your aspect, one ability score and its maximum of your choice is increased by an amount equal to your Paladin modifier (Minimum of 1) You must choose a score other than your Paladin ability score.
Breaking this Tenet. This tenet is broken when you don't pursue something that would further better yourself.
Remain Vigilant
When your senses falter is when your foes will go in for the kill, you must always remain on guard and ready to fight back. You cannot be surprised, and you gain a bonus to initiative rolls equal to your Paladin modifier (Minimum of 1)
Aspect. While transformed by your aspect, you have Truesight with a range equal to your auras range.
Breaking this Tenet. This tenet is broken when you allow your enemies to surprise you.
Resist Temptations
There are many temptations in the world that would attempt to stray you off of righteousness, you must ignore these temptations and push forwards with what is right. You have advantage on saving throws against being charmed, and the maximum time you can be charmed by an individual source is 1 minute.
Aspect. While transformed by your aspect, you are immune to being charmed.
Breaking this Tenet. This tenet is broken when you willingly give into a temptation that would betray your morals.
Rule with an Iron Fist
Your word is absolute, there shall be no dissenters or rebellion against you. Those who obey your word should be rewarded, while those who disobey it should be punished. You gain a bonus to Deception and Intimidation checks equal to your Paladin modifier (Minimum of 1)
Aspect. While transformed by your aspect, if a creature starts its turn within your auras range at half its hit point maximum or less, they are frightened of you until the end of their turn. While frightened of you from this feature, they can still move towards you, but do so at half their normal movement speed.
Breaking this Tenet. This tenet is broken when you willingly allow someone to disobey you and go unpunished.
Seek Knowledge
The mind is what makes us unique as people, you must seek to expand your mind and learn as much as you can. You gain a bonus to Arcana and History checks equal to your Paladin modifier (Minimum of 1)
Aspect. While transformed by your aspect, you may ask one yes or no question (No action required) Upon which you receive a truthful answer, if a yes or no would be misleading, you may instead receive a short phrase. Once you ask this question, you may not do so again until you complete a long rest.
Breaking this Tenet. This tenet is broken when you pass up an opportunity to learn.
Shelter the Light
There is beauty, goodness, love, laughter in this world... You must stand against the wickedness that would attempt to smother this and take it away. You and creatures of your choice within 10-feet of you cannot be blinded or deafened by magical effects. If your auras range is greater than this, use your auras range instead.
Aspect. While transformed by your aspect, good aligned creatures other than yourself within range of your aura are immune to all damage. Once a creature affects another creature in any way (Whether it be an attack, spell, ect) This effect ends, and they cannot benefit from it again until they complete a short or long rest.
Breaking this Tenet. This tenet is broken when you willingly allow evil to harm the innocent without taking any actions to stop it.
Spark Hope
Where hope is lost, when everything seems bleak and impossible... Ignite the spark of hope within people, show them that there is no use in giving up. Whenver you would be reduced to 0 HP, you may expend a spell slot of any level to regain HP equal to 5 times its level (No action required)
Aspect. While transformed by your aspect, the healing from this feature is instead equal to 10 times the spell slots level.
Breaking this Tenet. This tenet is broken when you spread despair or ruin the hopes of people.
Strength Above All
Nothing matters more than ones strength. The weak should bow to the stronger ones, and if someone stronger rises to defeat them, they must rise to reclaim their throne. Whenever you would make a Charisma check, you may use your Strength modifier for the check instead.
Aspect. While transformed by your aspect, creatures of your choice with a Strength score equal to half of yours (Rounded down) or less treat the area your aura affects as difficult terrain.
Breaking this Tenet. This tenet is broken when you allow weakness to blossom in people, or take no action against a weak leader.
Take Responsibility
Your actions have consequences, whether they be good or bad. It is your duty to accept these consequences and not run from them. While telling the truth (And not embellishing it) You have advantage on checks made to make people believe you.
Aspect. While transformed by your aspect, whenever a creature would attempt to leave your auras range, you may force them to make a Charisma saving throw. On a failed saving throw, they are unable to leave your auras range. Once a creature succeeds on this saving throw, they cannot be affected by this feature until they complete a long rest.
Breaking this Tenet. This tenet is broken when you attempt to deny responsibility for something you are responsible for.
Think Before you Act
Instincts and emotions are dangerous things to rely on, they can get you and those around you hurt. You must think before everything you do. You have resistance to psychic damage.
Aspect. While transformed by your aspect, you are immune to psychic damage.
Breaking this Tenet. This tenet is broken when you act on instinct or emotion rather than logically.
Threat to All
You have sworn yourself against a specific kind of creature, and you must hunt them down to the ends of the earth to destroy them. Choose a creature type other than humanoid or three humanoid races (Such as goblins, orcs and gnolls) The chosen creatures are your sworn enemy. Your melee weapon attacks deal additional damage equal to half your proficiency bonus (Rounded down) to your sworn enemy. This bonus damage is radiant damage.
Aspect. While transformed by your aspect, the bonus damage from this feature is instead equal to your proficiency bonus.
Breaking this Tenet. This tenet is broken when you do not attempt to eliminate your sworn enemy.
Unmoving as the Mountain
When you make a decision, you should always stand by it. While some would call it being stubborn, you know it to be your belief in the decision you have made. If you have not moved since the start of your last turn, creatures can not move you against your will.
Aspect. While transformed by your aspect, you are immune to effects that would banish you or teleport you against your will.
Breaking this Tenet. This tenet is broken when you admit you were wrong about something you said in the past or go back on a past decision.
Words of Virtue
Words are a powerful thing, never use them for evil or to besmirch the good name of the truth. You gain a bonus to Insight and Persuasion checks equal to your Paladin modifier (Minimum of 1)
Aspect. While transformed by your aspect, you know when you hear a lie.
Breaking this Tenet. This tenet is broken when you willingly lie.
Worth of Oneself
What is the point of living if you don't care for yourself? You are not a mere tool or a cog in the wheel, if you die on the inside, that's worse than dying on the outside. Other creatures cannot command you to do things against your will, such as via the Command or Suggestion spell. If the effect charms you, it does not stop it from charming you, but the creature cannot order you to take specific courses of actions.
Aspect. While transformed by your aspect, you cannot be knocked prone against your will.
Breaking this Tenet. This tenet is broken when you lose faith in yourself or diminish your own self worth.
Banishing Smite
Minimum Slot Level. 5th
Your attack deals an additional 3d10 force damage to the target, if this damage reduces them to half their hit point maximum or lower, they are banished to a harmless demiplane. They are incapacitated while banished, and return to the space they previously occupied at the end of your next turn (Or in the closest unoccupied space if their previous space has since been occupied) If the creature is not native to the plane of existence you are currently on and they would be banished by this effect, instead of a harmless demiplane they are sent to their home plane. A creature banished by this effect is unable to return to the plane they were banished from for 24 hours.
Empower. The target suffers an additional 1d10 force damage for each spell slot level beyond 5th. Additionally, the duration outsiders are prevented from returning to the plane they were banished from is increased. 7 days (6th level), 30 days (7th level), 365 days (8th level), or until you die (9th level)
Blinding Smite
Minimum Slot Level. 3rd
Your attack deals an additional 3d8 radiant damage to the target and they are Blinded until the end of your next turn.
Empower. The target suffers an additional 1d8 radiant damage for each spell slot level beyond 1st.
Branding Smite
Minimum Slot Level. 1st
Your attack deals an additional 1d8 radiant damage to the target and brands them until the end of your next turn. While a creature is branded, they shed dim light in a 5-foot radius around them and cannot become invisible. Additionally while branded, the first attack made against them each turn is made with advantage.
Empower. The target suffers an additional 1d8 radiant damage for each spell slot level beyond 1st.
Distracting Smite
Minimum Slot Level. 4th
Your attack deals an additional 4d8 thunder damage to the target. If the target is concentrating on a spell, their concentration immediately ends.
Empower. The target suffers an additional 1d8 thunder damage for each spell slot level beyond 1st.
Divine Smite
Minimum Slot Level. 1st
Your attack deals an additional 2d8 radiant damage to the target. If the target is a fiend or undead, they suffer an additional 1d8 radiant damage.
Empower. The target suffers an additional 1d8 radiant damage for each spell slot level beyond 1st.
Explosive Smite
Minimum Slot Level. 2nd
Your attack deals an additional 2d8 fire damage to the target. All creatures other than you within 10-feet of the target suffer half of this fire damage Empower. The target suffers an additional 1d8 fire damage for each spell slot level beyond 2nd.
Jolting Smite
Minimum Slot Level. 1st
Your attack deals an additional 1d8 lightning damage to the target and they aren't able to use reactions until the end of their next turn.
Empower. The target suffers an additional 1d8 lightning damage for each spell slot level beyond 1st.
Lethargic Smite
Minimum Slot Level. 3rd
Your attack deals an additional 2d8 cold damage to the target and makes them lethargic until the end of its next turn. While lethargic, the targets speed is halved and it can only take an action or bonus action on its turn-not both.
Empower. The target suffers an additional 1d8 cold damage for each spell slot level beyond 3rd. For every three spell slot levels beyond 3rd, the lethargy lasts an additional round.
Melting Smite
Minimum Slot Level. 2nd Your attack deals an additional 4d4 acid damage to the target. Additionally, the targets AC is reduced by 1 until the end of your next turn.
Empower. The target suffers an additional 2d4 acid damage for each spell slot level beyond 2nd. For every two spell slots levels beyond 2nd, the AC reduction is increased by 1.
Numbing Smite
Minimum Slot Level. 1st
Your attack deals an additional 1d8 cold damage to the target. Additionally, the target has its speed reduced by 10- feet until the end of its next turn.
Empower. The target suffers an additional 1d8 cold damage and its speed is reduced by an additional 5-feet for each spell slot level beyond 1st.
Profane Smite
Minimum Slot Level. 1st
Your attack deals an additional 2d8 necrotic damage to the target. If the target is a celestial or fey, they suffer an additional 1d8 necrotic damage.
Empower. The target suffers an additional 1d8 necrotic damage for each spell slot level beyond 1st.
Searing Smite
Minimum Slot Level. 1st
Your attack deals an additional 1d6 fire damage to the target and ignites it. While ignited, the target suffers 1d6 fire damage at the start of each of their turns. This lasts until the target or a creature within 5-feet of them uses their action to put out the fire, or if some other effect douses the flames (Such as being submerged in water)
Empower. For every even leveled spell slot beyond the first, the initial damage is increased by 1d6. For every odd leveled spell slot beyond the first, the ignition damage is increased by 1d6.
Siphoning Smite
Minimum Slot Level. 1st
Your attack deals an additional 1d8 necrotic damage to the target. You recover hit points equal to half the necrotic damage dealt (Rounded down)
Empower. The target suffers an additional 1d8 necrotic damage for each spell slot level beyond 1st.
Staggering Smite
Minimum Slot Level. 4th Your attack deals an additional 4d6 psychic damage to the target. The target also suffers disadvantage on all attack rolls, ability checks and saving throws until the end of its next turn.
Empower. The target suffers an additional 1d6 psychic damage for each spell slot level beyond 1st.
Terrifying Smite
Minimum Slot Level. 1st
Your attack deals an additional 1d6 psychic damage to the target and they are Frightened of you until the end of their next turn.
Empower. The target suffers an additional 1d6 psychic damage for each spell slot level beyond 1st.
Thunderous Smite
Minimum Slot Level. 1st
Your attack deals an additional 1d6 thunder damage to the target and pushes them up to 10-feet away from you in a straight line.
Empower. The target suffers an additional 1d6 thunder damage and may be pushed up to 10-feet further away for each spell slot level beyond 1st.
Toxic Smite
Minimum Slot Level. 1st
Your attack deals an additional 2d6 poison damage and the target is Poisoned until the end of their next turn.
Empower. The target suffers an additional 1d6 poison damage for each spell slot level beyond 1st.
Vorpal Smite
Minimum Slot Level. 8th
Your attack deals an additional 6d8 magical slashing damage to the target. If you rolled a 20 on the attack roll for the weapon attack, you cut off one of the creatures heads. The creature dies if it cannot survive without its lost head. A creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, has legendary actions, or the DM decides that the creature is too big for its head to be cut off with the weapon used.
Empower. If used with a 9th level spell slot, the target suffers an additional 2d8 magical slashing damage, and their head is also cut off if you rolled a 19 on the attack roll for the weapon attack.
Blessed Warrior
You learn 2 cantrips of your choice from the cleric spell list. They count as Paladin spells for you, and whenever you gain a level in this class, you may exchange one of these cantrips for another from the cleric spell list. Additionally, when you take the attack action on your turn, you may substitute one of these attacks for casting a cantrip learned from this feature. The cantrip chosen cannot deal damage if cast through this feature.
Colossus Toppler
When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.
Deeper Well
The amount of hit points stored within your Lay on Hands pool is increased by an amount equal to 2 times your Paladin level (So now it would be equal to 7 times your Paladin level) You may select this trait multiple times, increasing the amount stored appropriately (To 9 times Paladin level, then 11 times Paladin level, ect)
Divine Marksman
Any Paladin feature that requires attacking or hitting with a melee weapon (Such as Smites or Divine Infusion) May now also be used when attacking or hitting with a ranged weapon.
Do No Evil
Prerequisite: You do not have "Speak No Evil"
Paladin spells you cast no longer require somatic components, however spells that do not have verbal components gain verbal components.
Dual Wielder
When you engage in two weapon fighting, you may make your offhand attack as apart of your attack action rather than as a bonus action. If you do so, you are unable to use your bonus action to make any sort of attack. Additionally, you may add your ability modifier to your offhand attack if you were not already.
Duelist
When you are wielding a melee weapon in one hand and no other weapons, you gain a bonus to that weapons damage rolls equal to half your proficiency bonus (Rounded up)
Forceful Shot
When using a Shortbow or Longbow, you may use your Strength modifier instead of your Dexterity modifier. When attacking with a bow while using this feature, you have a -1 penalty to your attack rolls with them; however you also have a +2 bonus to damage rolls with them.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two- handed or versatile property for you to gain this benefit.
Horde Breaker
Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.
Offensive Shields
You gain proficiency with shields as a martial melee weapon, which deals 1d6 bludgeoning damage on a hit. If a shield has a magical bonus to its AC, that bonus is also applied to its attack and damage rolls. On a successful hit with a shield, instead of dealing damage you may push them up to 5-feet away from you.
Resilient Body
Your HP maximum increases by an amount equal to four times your level in this class. Every time you gain a Paladin level, your maximum HP increases by an additional 4 HP. You may select this trait multiple times
Sightless Warrior
You have blindsight with a range equal to 5 times your proficiency bonus in feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
Solemnly Swear
You swear an additional tenet, as per your Sacred Tenet feature. This tenet does not count against your tenets sworn, however it follows all other rules for the feature as normal (It can still be broken as normal) You may select this trait multiple times.
Speak No Evil
Prerequisite: You do not have "Do No Evil"
Paladin spells you cast no longer require verbal components, however spells that do not have somatic components gain somatic components.
Steed Caller
You can cast the Find Steed spell without expending a spell slot. After you do so, you may not do so again until you complete a long rest.
Versatile Warrior
While wielding a single weapon with the versatile property and no shield, you gain the following benefits depending on whether you are wielding it in one or two hands.
One Hand. You gain a +2 bonus to your Armor Class.
Two Hands. You gain a +3 bonus to the weapons damage rolls.
Aura of Alacrity
Prerequisite: 23rd Level
Your walking speed increases by 10-feet. When a willing creature starts its turn within range of your aura you may increase their walking speed by 10-feet until the end of their turn.
Aura of the Sentinel
Prerequisite: 23rd Level
When you roll initiative, you gain a bonus to the roll equal to your Paladin modifier (Minimum of 1) You may also grant this bonus to any willing creature within range of your aura.
Relentless Avenger
Prerequisite: 23rd Level
When you hit a creature with an opportunity attack, you can move up to half your speed immediately after the attack and as part of the same reaction. This movement doesn't provoke attacks of opportunity.
Aura of Malice
Prerequisite: 23rd Level
You and all evil aligned creatures within your aura gain a bonus to damage rolls equal to your Paladin modifier (Minimum of 1) a creature can benefit only from one of these auras at a time
Aura of Warding
Prerequisite: 28th Level
You and all creatures of your choice within your aura have resistance to damage from spells.