The presence of strong evil registers on your senses like a noxious odour, 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.
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 level × 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 neutralise one poison affecting it. You 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.
At 2nd level, you adopt a style of fighting as your speciality.
You can’t take a Fighting Style option more than once, even if you later get to choose again.
While you are wearing armour, you gain a +1 bonus to AC.
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.
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.
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.
By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does.
Preparing and Casting Spells: To cast a paladin spell of 1st level or higher, you expend a slot of that level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of paladin spells available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level (rounded down, minimum of one spell). The spells must be of a level for which you have spell slots. You can change your prepared list when you finish a long rest (at least 1 minute per spell level for each spell on your list).
Spellcasting Ability: Charisma is your spellcasting ability. Spell save DC = 8 + your proficiency bonus + your Charisma
modifier. Spell attack modifier = your proficiency bonus + your Charisma modifier.
Spellcasting Focus: You can use a holy symbol as a spellcasting focus for your paladin spells.
Starting at 2nd level, 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-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.
You learn two cantrips of your choice from the cleric spell list.
They count as paladin spells for you, and Charisma is your spellcasting ability for them.
Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the cleric spell list.
You have blindsight with a range of 10 feet.
Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness.
Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
When a creature you can see hits a target, other than you, within 5 feet 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 0 damage).
You must be wielding a shield or a simple or martial weapon to use this reaction.
Your arcane research and the magic bestowed on you by your patron have given you facility with spells.
Spell Slots.
All of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.
Spells Known of 1st Level and Higher.
When you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list.
Spellcasting Ability.
Charisma is your spellcasting ability for your warlock spells, so 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 warlock spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Spellcasting Focus.
You can use an arcane focus as a spellcasting focus for your warlock spells.
In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.
At 2nd level, you gain two eldritch invocations of your choice. When you gain certain warlock levels, you gain additional invocations of your choice.
Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.
The Great Old One lets you choose from an expanded list of spells when you learn a warlock spell.
The following spells are added to the warlock spell list for you.
Spell Level — Spells
1st: dissonant whispers, Tasha's hideous laughter
2nd: detect thoughts, phantasmal force
3rd: clairvoyance, sending
4th: dominate beast, Evard’s black tentacles
5th: dominate person, telekinesis
Starting at 1st level, your alien knowledge gives you the ability to touch the minds of other creatures.
You can communicate telepathically with any creature you can see within 30 feet of you.
You don’t need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.
An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells.
Spell Slots.
To cast a sorcerer spell, you must expend a spell slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
Spells Known of 1st Level and Higher.
When you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list.
Spellcasting Ability.
Charisma is your spellcasting ability for your sorcerer spells, as the power of your magic relies on your ability to project your will into the world. You use Charisma whenever a spell refers to
your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Spellcasting Focus.
You can use an arcane focus as a spellcasting focus for your sorcerer spells.
At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.
Sorcery Points.
You regain all spent sorcery points when you finish a long rest.
You can use your sorcery points to gain additional spell slots or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.
Creating Spell Slots.
You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th.
Spell Slot — Sorcery Point Cost
1st: 2
2nd: 3
3rd: 5
4th: 6
5th: 7
At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later.
Dragon — Damage Type
Black: Acid
Blue: Lightning
Brass: Fire
Bronze: Lightning
Copper: Acid
Gold: Fire
Green: Poison
Red: Fire
Silver: Cold
White: Cold
You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.
As magic flows through your body, it causes physical traits of your dragon ancestors to emerge.
At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren’t wearing armour, your AC equals 13 + your Dexterity modifier.
As a conduit for divine power, you can cast cleric spells (see the cleric spell list).
Preparing and Casting Spells. You prepare a list of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one). You can change your list when you finish a long rest
As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails, 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 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, it can use the Dodge action.
1st: bless, cure wounds
3rd: lesser restoration, spiritual weapon
5th: beacon of hope, revivify
7th: death ward, guardian of faith
9th: mass cure wounds, raise dead
You gain proficiency with heavy armor.
Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level.
As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an undead or a construct.
You gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels.
When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use Channel Divinity again.
Beginning at 6th level, you can use Channel Divinity twice between rests, and beginning at 18th level you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.
Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.
You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up).
The number of times you can use this feature is based on the level you've reached in this class: 2nd level, once, 6th level, twice, and 18th level, thrice. You regain all expended uses when you finish a long rest.