A paladin is a holy warrior who develops hir strength in arms
Hit Points
Hit Dice: 1d10 per level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per level after 1st
Power Points
Power Point Dice: 1d4 per level
Power Points at 1st Level: 4 + your Wisdom modifier
Power Points at Higher Levels: 1d4 (or 3) + your Wisdom modifier per level after 1st
Proficiencies
Armor: All non-metallic armor, shields
Weapons: Simple and martial weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion
Paladins choose 1 base lists and 2 open or closed Channeling lists at Level 1. They learn 1 extra spell list every odd level thereafter. They also gain 1 cantrip from the Cleric Spell List at Level 1 and one additional cantrip every 6th level thereafter.
Paladins can wear Hide Armor or Ring Mail without it affecting their magic. If they wear Chain Mail, Scale Mail, Splint, or Plate, it makes their magic harder to cast.
They can cast any spell in the chosen lists, but it's harder to cast higher level spells.
Table: Class Level Progression
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. 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, as with the hallow spell.
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.
Fighting Style
At 2nd level, you adopt a 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.
- 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. 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' 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 zero 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.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Aura of Protection
Starting at 6th level, whenever you or a friendly creature within 10' 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 Courage
Starting at 10th level, you and friendly creatures within 10' of you can’t be frightened while you are conscious.
Alhandra Level 1 Human Paladin