Medium Human, Paladin, Lawful Good
The paladin is an 18th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). The paladin has the following spells prepared:
Aura of Protection. Whenever the paladin or nonhostile creatures within 30 feet of the paladin must make a saving throw, add the paladin's Charisma modifier (+5) to the saving throw. The paladin must be conscious to grant this bonus. Aura of Courage. The paladin and nonhostile creatures within 30 feet of the paladin cannot be frightened while the paladin is conscious. Aura of Protection. The paladin and nonhostile creatures within 30 feet of the paladin cannot be charmed while the paladin is conscious. Purity of Spirit. The paladin is protected against certain types of creatures- Aberrations, Celestials, Elementals, fey, Fiends, and Undead. These creatures have disadvantage on attack rolls against the paladin. The paladin also can't be charmed, frightened, or possessed by them.
Multiattack. The paladin makes two attacks with their longsword. Longsword. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 12 (1d8+8) slashing damage and an additional 4 (1d8) radiant damage). Cleansing Touch. The paladin can use their action to end one spell on themself or on one willing creature they touch. The paladin can use this ability a number of times equal to their charisma modifier (5). The paladin regains all expended charges after finishing a long rest. Divine Sense. As an action, the paladin can open their awareness to detect forces of good and evil. Until the end of their turn, they know the location of any celestial, fiend, or undead within 60 feet of them that is not behind total cover. The paladin knows the type (celestial, fiend, or undead) of any being whose presence they sense, but not its identity (the Vampire Count Strahd von Zarovich, for instance). Within the same radius, the paladin also detects the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell. The paladin can use this feature a number of times equal to 1 + their Charisma modifier (5). When the paladin finishes a Long Rest, they regain all expended uses. Lay on Hands The paladin has a pool of healing power that replenishes when they take a Long Rest. With that pool, they can restore a total number of Hit Points equal to their Paladin level x 5 (90). As an action, the paladin 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 their pool. Alternatively, they can expend 5 Hit Points from their pool of Healing to cure the target of one disease or neutralize one poison affecting it. The paladin can cure multiple diseases and neutralize multiple 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.