As a Bonus Action, you can imbue your Aura of Protection with holy power, granting the following benefits for 1 hour or until you end them as a Bonus Action:
Flight. You sprout spectral wings on your back. You have a Fly Speed equal to your Speed and can Hover.
Frightful Aura. Whenever an enemy starts its turn in the aura, that creature must succeed on a Wisdom saving throw or have the Frightened condition for 1 minute or until it takes any damage. Attack rolls against the Frightened creature have Advantage.
Once you use this feature, you can’t use it again until you finish a Long Rest. You can also restore your use of it by expending a 5th-level spell slot (no action required).
Immediately after a creature under the effect of your Vow of Enmity hits or misses with an attack, you can use your Reaction to make a melee attack against that creature if it’s within range.
Your supernatural focus helps you close off a foe’s retreat. When you hit a creature with an Opportunity Attack, you can reduce the creature’s Speed to 0, and you can then move up to half your Speed as part of the same Reaction. This movement doesn’t provoke Opportunity Attacks.
When you take and Attack Action, you can expend one use of your Channel Divinity to utter a vow of enmity against a creature you can see within 30 feet of yourself. You gain Advantage on attack rolls against the creature for 1 minute.
If the creature drops to 0 Hit Points before the vow ends, you can transfer the vow to a different creature within 30 feet of yourself (no action required). You can make this transfer no more than once per turn.
The magic of your oath ensures you always have certain spells ready, when you reach a Paladin level specified in the Oath of Vengeance Spells table, you thereafter always have the listed spells prepared.
Oath of Vengeance Spells:
Lvl03 - Bane, Hunter's Mark
Lvl05 - Hold Person, Misty Step
Lvl09 - Haste, Protection from Energy
Lvl13 - Banishment, Dimension Door
Lvl17 - Hold Monster, Scrying
As a Bonus Action, you can imbue your Aura of Protection with primal power, granting the following benefits for 1 minute or until you end them as a Bonus Action:
Diminish Defiance. Enemies in the aura have Disadvantage on saving throws against your spells and Channel Divinity options.
Regeneration. At the start of each of your turns, you regain 10 Hit Points.
Swift Spells. Whenever you cast a spell that has a casting time of 1 action, you can cast it using a Bonus Action instead.
Once you use this feature, you can’t use it again until you finish a Long Rest. You can also restore your use of it by expending a 5th-level spell slot (no action required).
When you are reduced to 0 Hit Points and not killed outright, you can choose to drop to 1 Hit Point instead, and you regain a number of Hit Points equal to three times your Paladin level. Once you use this feature, you can’t do so again until you finish a Long Rest.
Additionally, you suffer none of the drawbacks of old age, and you can’t be aged magically.
Ancient magic lies so heavily upon you that it forms an eldritch ward, blunting energy from beyond the Material Plane, you and your allies have resistance to Necrotic, Psychic, and Radiant damage while in your Aura of Protection.
The magic of your oath ensures you always have certain spells ready, when you reach a Paladin level specified in the Oath of the Ancients Spells table, you thereafter always have the listed spells prepared.
Oath of the Ancients Spells:
Lvl03 - Ensnaring Strike, Speak with Animals
Lvl05 - Misty Step, Moonbeam
Lvl09 - Plant Growth, Protection from Energy
Lvl13 - Ice Storm, Stoneskin
Lvl17 - Commune with Nature, Tree Stride
As an action, you can expend one use of your Channel Divinity to conjure grasping spectral vines around nearby creatures. Each creature of your choice that you can see within 15 feet of you must succeed on a Strength saving throw or have the Restrained condition for 1 minute. A Restrained creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.
You can empower yourself with the legends— whether true or exaggerated—of your great deeds. As a Bonus Action, you gain the following benefits for 1 minute:
Charismatic. You are blessed with an otherworldly presence, gaining Advantage on all Charisma checks.
Saving Throw Reroll. If you fail a saving throw, you can use your Reaction to reroll it. You must use this new roll.
Unerring Strike. Once on each of your turns when you make an attack roll with a weapon and miss, you can cause that attack to hit instead.
Once you use this feature, you can’t use it again until you finish a Long Rest. You can also restore your use of it by expending a 5th-level spell slot (no action required).
You can turn defense into a sudden strike. When you or another creature you can see within 10 feet of you is hit by an attack roll, you can use your Reaction to grant a bonus to the target’s AC against that attack, potentially causing it to miss. The bonus equals your Charisma modifier (minimum of +1). If the attack misses, you can make one weapon attack against the attacker as part of this Reaction, provided the attacker is within your weapon’s range.
You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
Your Speed increases by 10 feet.
In addition, whenever an ally enters your Aura of Protection for the first time on a turn or starts their turn here, the ally's Speed increases by 10 feet until the end of their next turn.
As a Bonus Action, you can expend one use of your Channel Divinity to augment your athleticism. For 1 hour, you have Advantage on Strength (Athletics) and Dexterity (Acrobatics) checks, you can carry, push, drag, and lift twice as much weight as normal, and the distance of your long and high jumps increases by 10 feet (this extra distance costs movement as normal).
The magic of your oath ensures you always have certain spells ready, when you reach a Paladin level specified in the Oath of Glory Spells table, you thereafter always have the listed spells prepared.
Oath of Glory Spells:
Lvl03 - Guiding Bolt, Heroism
Lvl05 - Enhance Ability, Magic Weapon
Lvl09 - Haste, Protection from Energy
Lvl13 - Compulsion, Freedom of Movement
Lvl17 - Legend Lore, Yolande's Regal Presence
Immediately after you cast Divine Smite, you can expend one use of your Channel Divinity and distribute Temporary Hit Points to creatures of your choice within 30 feet of yourself, which can include you. The total number of Temporary Hit Points equals 2d8 + your Paladin level, divided among the chosen creatures however you like.
As a Bonus Action, you can imbue your Aura of Protection with holy power, granting the benefits below for 10 minutes or until you end them (no action required). Once you use this feature, you can’t use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required).
Holy Ward. You have Advantage on any saving throw you are forced to make by a Fiend or an Undead.
Radiant Damage. Whenever an enemy starts its turn in the aura, that creature takes Radiant damage equal to your Charisma modifier plus your Proficiency Bonus.
Sunlight. The aura is filled with Bright Light that is sunlight.
Your magical smite now radiates protective energy. Whenever you cast Divine Smite, you and your allies have Half Cover while in your Aura of Protection. The aura has this benefit until the start of your next turn.
You and your allies have Immunity to the Charmed condition while in your Aura of Protection. If a Charmed ally enters the aura, that condition has no effect on that ally while there.
When you take the Attack action, you can expend one use of your Channel Divinity to imbue one Melee weapon that you are holding with positive energy. For 10 minutes or until you use this feature again, you add your Charisma modifier to attack rolls you make with that weapon (minimum bonus of +1), and each time you hit with it, you cause it to deal its normal damage type or Radiant damage.
The weapon also emits Bright Light in a 20-foot radius and Dim Light 20 feet beyond that.
You can end this effect early (no action required). This effect also ends if you aren’t carrying the weapon.
The magic of your oath ensures you always have certain spells ready, when you reach a Paladin level specified in the Oath of Devotion Spells table, you thereafter always have the listed spells prepared.
Oath of Devotion Spells:
Lvl 03 - Protection from Evil and Good, Shield of Faith
Lvl 05 - Aid, Zone of Truth
Lvl 09 - Beacon of Hope, Dispel Magic
Lvl 13 - Freedom of Movement, Guardian of Faith
Lvl 17 - Commune, Flame Strike
Level 14: Restoring Touch
When you use Lay On Hands on a creature, you can also remove one or more of the following conditions from the creature: Blinded, Charmed, Deafened, Frightened, Paralyzed, or Stunned. You must expend 5 Hit Points from the healing pool of Lay On Hands for each of these conditions you remove, those points don’t also restore Hit Points to the creature.
Level 18: Aura Expension
Your Aura of Protection is now a 30-foot Emanation.
Level 19: Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Truesight is recommended.
Level 10: Aura of Courage
You and your allies have Immunity to the Frightened condition while in your Aura of Protection. If a Frightened ally enters the aura, that condition has no effect on that ally while there.
Level 11: Radiant Strikes
Your strikes now carry supernatural power. When you hit a target with an attack roll using a Melee weapon or an Unarmed Strike, the target takes an extra 1d8 Radiant damage.
As a Magic action, you can expend one use of this class’s Channel Divinity to overwhelm foes with awe. As you present your Holy Symbol or weapon, you can target a number of creatures equal to your Charisma modifier (minimum of one creature) that you can see within 60 feet of yourself. Each target must succeed on a Wisdom saving throw or have the Frightened condition for 1 minute or until it takes any damage. While Frightened in this way, a target can do only one of the following on its turns: move, take an action, or take a Bonus Action.
You radiate a protective, unseeable aura in a 10-foot Emanation that originates from you. The aura is inactive while you have the Incapacitated condition.
You and your allies in the aura gain a bonus to saving throws equal to your Charisma modifier (minimum bonus of +1).
If another Paladin is present, a creature can benefit from only one Aura of Protection at a time, the creature chooses which aura while in them.
Level 5: Extra Attack
You can attack twice instead of once whenever you take the Attack action on your turn.
Level 5: Faithful Steed
You can call on the aid of an otherworldly steed. You always have the Find Steed spell prepared.
You can also cast the spell once without expending a spell slot, and you regain the ability to do so when you finish a Long Rest.
If a Channel Divinity effect requires a saving throw, the DC equals the spell save DC from this class’s Spellcasting feature.
Divine Sense. As a Bonus Action, you can open your awareness to detect Celestials, Fiends, and Undead. For the next 10 minutes or until you have the Incapacitated condition, you know the location of any creature of those types within 60 feet of yourself, and you know its creature type. 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 channel divine energy directly from the Outer Planes, using it to fuel magical effects. You start with one such effect: Divine Sense, which is described below. Other Paladin features give additional Channel Divinity effect options. Each time you use this class’s Channel Divinity, you choose which effect from this class to create.
You can use this class’s Channel Divinity twice. You regain one of its expended uses when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. You gain an additional use when you reach Paladin level 11.
You always have the Divine Smite spell prepared. In addition, you can cast it without expending a spell slot, but you must finish a Long Rest before you can cast it in this way again.
You gain a Fighting Style feat of your choice. Instead of choosing one of those feats, you can choose the option below.
Blessed Warrior. You learn two Cleric cantrips of your choice. Guidance and Sacred Flame are recommended. The chosen cantrips count as Paladin spells for you, and Charisma is your spellcasting ability for them. Whenever you gain a Paladin level, you can replace one of these cantrips with another Cleric cantrip.
Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Longswords and Javelins.
Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Halberds and Flails.
If another Paladin feature gives you spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Paladin spells for you.
Changing Your Prepared Spells. Whenever you finish a Long Rest, you can replace one spell on your list with another Paladin spell for which you have spell slots.
Spellcasting Ability. Charisma is your spellcasting ability for your Paladin spells.
Spellcasting Focus. You can use a Holy Symbol as a Spellcasting Focus for your Paladin spells.
You have learned to cast spells through prayer, meditation, and devotion.
Spell Slots. The Paladin Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Paladin spells. Heroism and Searing Smite are recommended.
The number of spells on your list increases as you gain Paladin levels, as shown in the Prepared Spells column of the Paladin Features table. Whenever that number increases, choose additional Paladin spells until the number of spells on your list matches the number in the Paladin Features table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 5 Paladin, your list of prepared spells can include six Paladin spells of level 1 or 2 in any combination.
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 five times your Paladin level.
As a Bonus Action, you can touch a creature (which could be yourself) and draw power from the pool of healing to restore a number of Hit Points to that creature, up to the maximum amount remaining in the pool.
You can also expend 5 Hit Points from the pool of healing power to remove the Poisoned condition from the creature, those points don’t also restore Hit Points to the creature.