Paladins are sworn to uphold the oaths and tenants of their god (or their own willpower), whether for the better or worse. A rigid and unyielding belief that their path is the correct one tends to force them into the philosophy of 'might equals right'. An armoured hero or an iron tyrant, the struggle to spread their divine will remain their primary initiative. A shifting war is constant across the material plane, as cosmic balance is tilted from the holy to the unholy and back again.
Strength is important for paladins, for their melee damage and saving throws.
Dexterity is not important for paladins, but it can be helpful for the extra AC if they’re wearing lighter armor, and for using ranged or finesse weapons. It is also helpful for saving throws.
Constitution is not important for paladins, but it can be helpful extra HP, for concentration checks and for saving throws.
Intelligence is not important for paladins, but it can be helpful for saving throws and for commonly associated skill checks (such as religion).
Wisdom is not important for paladins, but it can be helpful for saving throws and for commonly associated skill checks (such as insight).
Charisma is vital for paladins, as it is their primary spellcasting attribute. It can also be helpful for saving throws or for commonly associated skill checks (such as intimidation).
The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As a Standard 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 20m of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the Vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated.
You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a Long Rest, you regain all expended uses.
At 1st level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You gain 1 Channel Divinity resource per level. This is a resource that may be used to Lay on Hands. You may restore 1 Channel Divinity resource after a short rest, or restore all of your Channel Divinity resource after a long rest.
Lay on Hands
Your blessed touch can heal wounds. As a Standard Action, you can touch a creature and heal them for 5 times per Channel Divinity resource spent. (For example, you can spend 3 Channel Divinity resources at level 4 to heal 15 HP and still have 1 Channel Divinity resource left-over for later.) Alternatively, you can expend 1 Channel Divinity resource to cure the target of one disease or neutralize one poison affecting it. This feature has no effect on undead or constructs.
By 2nd Level, you have learned to draw on Divine Magic through meditation and prayer to Cast a Spell. 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. Spellcasting Focus required (see below). The Paladin table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these Paladin spells, you must expend a slot of the spell's level. You regain all expended spell slots when you finish a long rest.
You may cast any spell at a higher level spell slot. When you cast a spell using a slot that is of a higher level than the spell, the spell assumes the higher level for that casting. For instance, if you cast Light using a 3rd-level spell slot, that Light is considered to be 3rd level. Some spells, such as Magic Missile and Cure Wounds, have more powerful effects when cast at a higher level, as detailed in a spell's description.
Spell save DC = 8 + Proficiency Bonus + Charisma modifier
Spell Attack modifier = Proficiency Bonus + Charisma modifier
Spellcasting Ability Score modifier = Charisma modifier
You must use a holy symbol as a spellcasting focus for your Paladin spells.
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.
Great Weapon Fighting
While using a two-handed weapon, you may roll your weapon damage twice and take the higher result once per round.
While you are wearing armor, you gain a +1 bonus to AC.
While using a weapon that is one-handed without a weapon in your off-hand, you gain a +2 bonus to your weapon damage rolls.
While wearing a shield, you can use your Reaction to impose a disadvantage on any melee attack roll (from a target you can see) against another creature within Close Range (within 3m).
Starting at 2nd level, when you hit a creature with a Melee Attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage once per round. 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 10th 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.
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. Now you choose an oath, such as the Oath of Devotion.
At 3rd level, you can imbue one weapon that you are holding with positive energy as a Standard Action. For 6 turns, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits a 10m radius light, and anyone within the effect rolls disadvantage on Dexterity (Stealth) checks. If the weapon is not already magical, it becomes magical for the duration.
You can use this feature once per Long Rest. You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.
Turn the Unholy
At 3rd level, as a Standard Action, you present your holy symbol and speak a prayer censuring the undead. Each undead and/or fiend that can see or hear you within 20m of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 10m of you. It also can't take Reactions. If its movement is somehow impaired, it can use its Standard Action to try to escape from an effect that prevents it from moving. If there's nowhere to move, it cannot act.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Unarmed Attack Action or Melee Attack Action on your turn. You may replace either of these attacks with a Grapple or Shield Bash action (if a shield is equipped.)
Aura of Protection
Starting at 6th level, whenever you or a creature of your choice within 10m 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.
Aura of Devotion
Starting at 7th level, you and creatures of your choice within 10m of you can't be charmed while you are conscious.
Aura of Courage
Starting at 10th level, you and creatures of your choice within 10m of you can't be frightened while you are conscious.