As a bonus action, a creature (other than yourself) within 60 ft. that can hear you gains an inspiration die (1d8). For 10 minutes, the creature can add it to one ability check, attack roll, or saving throw. This can be added after seeing the roll, but before knowing the outcome.
If a creature has a Bardic Inspiration die from you and casts a spell that restores hit points or deals damage, the creature can roll that die and choose a target affected by the spell. Add the number rolled as a bonus to the hit points regained or the damage dealt. The Bardic Inspiration die is then lost.
As a bonus action, you can expend one use of your Bardic Inspiration and choose one creature you can see within 60 ft. Roll the Bardic Inspiration die (1d8). The creature must subtract the number rolled from the next saving throw it makes before the start of your next turn.
Swipe your claws at a target.
Roll to Hit: 1d20+5
Roll Damage: 1d4+2 Slashing
Swing your Longsword at a target.
Roll to Hit: 1d20+5
Roll Damage: 1d8+2 Slashing
Swing your Greatsword at a target.
Roll to Hit: 1d20+5
Roll Damage: 2d6+2 Slashing
Once per turn, if you hit a creature with a melee attack using a Halberd, you can make another melee attack with it against a second creature within 5 ft. of the first that’s within your reach. On a hit, the second creature takes the Halberd’s damage, but without your ability modifier (unless the modifier is negative).
If you hit a creature with a Longsword, that creature has Disadvantage on its next attack roll before the start of your next turn.
If you hit a creature with a Longbow and deal damage to the creature, you can reduce its Speed by 10 ft. until the start of your next turn. If the creature is hit more than once with this property, the Speed reduction doesn’t exceed 10 ft.
If your attack roll with a Greatsword misses a creature, you can deal damage to it equal to the ability modifier used to make the attack. This damage is the same type dealt by the Greatsword, and can only be increased by increasing the ability modifier.
When you fail an ability check, you can expend a use of Second Wind, and instead of regaining HP, you roll 1d10 and add the result to the ability check. If the check still fails, this use of Second Wind isn’t expended.
You can draw upon a limited well of physical and mental stamina and regain 1d10+5 HP.
You can use this 3 times per Long Rest, and can regain one expended use when you finish a Short Rest.
Tactical Shift
Whenever you activate your Second Wind with a Bonus Action, you can move up to half your Speed without provoking Opportunity Attacks.
As a bonus action once per short rest, creatures of your choice within 10 ft. that can hear you must succeed on a Wisdom saving throw (DC 14) or become frightened of you until the end of your next turn.
On your turn you can take one additional action, except the Magic action.
As a bonus action, you can jump a number of feet equal to five times your proficiency bonus, without provoking opportunity attacks. You can use this trait only if your speed is greater than 0. You can use it a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Swing your Rapier at a target.
Roll to Hit: 1d20+5
Roll Damage: 1d8+2 Piercing
Swing your Dagger at a target, or throw it at a target within 20 feet, or 60 feet with disadvantage.
Roll to Hit: 1d20+5
Roll Damage: 1d8+2 Piercing
Once per day when you finish a short rest, you can choose expended spell slots to recover - up to a combined level of 3, and none of the slots can be 6th level or higher.
Swing your Quarterstaff at a target.
Roll to Hit: 1d20+4
Roll Damage: 1d6+1 Bludgeoning
Swing your Warhammer at a target.
Roll to Hit: 1d20+6
Roll Damage: 1d8+3 Bludgeoning
When you hit a creature with a melee weapon attack, you can expend one spell slot to deal extra radiant damage to the target. The extra damage is 2d8 for a 1st-Level spell slot, plus 1d8 foreach spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.
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 also detect the presence of any consecrated or desecrated place or object.
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.
You have a pool of magical healing equal to 5x your Paladin level.
As an action, you can touch a creature to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.
You can expend 5 points from your pool to cure one disease or neutralize one poison affecting the target.
While wielding a shield and a creature you can see attacks a target other than you within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll.
When you fail a Dexterity saving throw, you can use your reaction to roll a d4 and add it to the save, potentially turning the failure into a success. You can't use this reaction if you're prone or your speed is 0.
If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.
Creates a line 1 ft. wide and 30 ft. long and each creature in that line must make a DEX saving throw (DC 11). On failure, a creature takes damage from the arrow plus 1d6 extra piercing damage (half damage on success).
Immediately after the arrow hits a creature, the target and all other creatures within 10 ft. of it take 2d6 force damage each.
Shoot an Arrow at a target using your Longbow.
Roll to Hit: 1d20+5
Roll Damage: 1d8+2 Piercing
Gain extra movement for the current turn. The increase equals your speed, after applying any modifiers.
Attempt to grab a creature or wrestle with it.
You can use the Attack Action to make a special melee attack, a grapple. If you're able to make multiple attacks with the Attack Action, this attack replaces one of them.
The target of your grapple must be no more than one size larger than you, and it must be within your reach.
Using at least one free hand, you try to seize the target by making a grapple check, a Strength (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use).
If you succeed, you subject the target to the grappled condition (its speed is set to 0).
Shove a creature, either to knock it prone or push it away from you.
Using the Attack Action, you can make a special melee attack to shove a creature. If you're able to make multiple attacks with the Attack Action, this attack replaces one of them.
The target of your shove must be no more than one size larger than you, and it must be within your reach.
You make a Strength (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use).
If you win the contest, you either knock the target prone, or push it 5 feet away from you.
Your movement doesn't provoke opportunity attacks for the rest of the turn.
Focus entirely on avoiding attacks.
Until the start of your next turn, any attack roll made against you has disadvantage if you can see the attacker, and you make Dexterity Saving Throws with advantage.
You lose this benefit if you are incapacitated or if your speed drops to 0.
Grant an ally advantage on an ability check or attack.
The target gains advantage on the next ability check it makes to perform the task you are helping with.
Alternatively, the target gains advantage on the next attack roll against a creature within 5 feet of you.
The advantage lasts until the start of your next turn.