Darkvision - You can see in dim light within 60ft of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
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.
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.
Lay on Hands - 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 your paladin leveI x 5. As an action, you can touch a creature and draw power from the pool to restore a number of hit points
to that creature, up to the maximum amount remaining in your pool.
Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or
neutralize one poison affecting it. You can cure multipIe diseases and neutralize multipIe poisons with a single use of Lay on Hands, expending hit points separately for each one.
This feature has no effect on undead and constructs.
Fighting style - 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.
Divine Smite - Starting at 2nd leveI, when you hit a creature with a melee weapon attack, you can expend one paladin spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-levei spell slot, plus 1d8 for each spelllevel higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend
Divine Health - By 3rd levei, the divine magic flowing through you makes you immune to disease.
Extra Attack
Aura of Protection - Starting at 6th leveI, 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.
Oath of Vengeance -
Fight the Greater Evil. Faced with a choice of fighting my sworn foes or combating a Iesser evil, I choose the greater evil
Channel Divinity -
- Abjure Enemy. - As an action, you present your holy symbol and speak a prayer of denunciation, using your ChanneI Divinlty. Choose one creature within 60 feet of you that you can see. That creature must make a
Wisdom saving throw, unless it is immune to being frightened. Fiends and undead have disadvantage on
this saving throw. On a failed save, lhe creature is frightened for 1 minute or until It takes any damage. While frightened, the creature's speed is O, and It can't benefit from any bonus to its speed.
On a successful save, the creature's speed is halved for 1 minute or until the creature takes any damage.
- Vow of Enmity - As a bonus action, you can utter a vow of enmity against a creature you can see within 10 feet of you, using your Channel Divinity. You gain advantage on attack rolls against the creature for 1 minute or until
it drops to O hit points or falls unconscious.
Relentless Avenger - By 7th leveI, your supernatural focus helps you dose off a foe's retreat. 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 opportunity attacks.
Features & Traits