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The Danger: Whenever you score a critical hit with a natural 20 with a dagger, you deal additional damage equal to double your character level as long as you state "I'm dangerous while doing it". If you do not, then you take the damage instead as its a dangerous fighting style.
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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 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 neutralize 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.
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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 (the vampire Count Strahd von Zarovich, for instance). 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.
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Channel Divinity: Touch of Vitality
As an action, you can touch a creature. That creature heals an amount equal to 5 times your paladin level. 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. Any healing total left, will instead apply that amount onto your next weapon attack.
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Channel Divinity: Blessing of Life
As a bonus action, you become an envoy of life for 1 minute. You gain the following benefits;
You gain a fly speed equal to walk speed, if you already have a fly speed then you gain an additional 10ft to the speed.
Your weapon and spell attacks deal an additional d6 radiant damage.
Your lay on hands heal 10 times instead of 5 times your paladin level.
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Channel Divinity: What is a god but a mortal with extra steps?
When a creature uses an effect that works like a deathward or a effect that restores the creature back to life, you can use your reaction to activate this effect. You negate the effect and they suffer true death. (True Death: When a corpse is under this effect, they are unable to be revived through any effects except through the use of True Resurrection or Wish.)
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Divine Smite
Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one 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, to a maximum of 6d8.
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Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.
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Divine Health
By 3rd level, the divine magic flowing through you makes you immune to disease.
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Aura of Protection
Starting at 6th level, 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.
At 18th level, the range of this aura increases to 30 feet.
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Aura of Life
Whenever a creature within 10ft of you is healed by a 1st level spell or higher, they heal an additional amount equal to your CHA mod. In addition, while a creature is within your aura; the creature can use its reaction to expend one of its' hit die to heal an amount rolled on that hit die.
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Relentless Endurance: When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.
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Aura of Courage
Starting at 10th level, you and friendly creatures within 10 feet of you can't be frightened while you are conscious.
At 18th level, the range of this aura increases to 30 feet.
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Improved Divine Smite
By 11th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage.
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Cleansing Touch
Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest.
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Life Finds a Way
When you or an ally within 30ft of you would be reduced to 0 hit points, you can expend a spell slot to heal them an amount equal to 2 times the spell slot level expended.
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Features & Traits