Feats and Features:
Divine Sense: Paladin,Level 1
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 may open your awareness to detect such forces. Until the end of your 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, of any being whose presence you sense but not its identity. Within the same radius you can also detect the presence of any place or object that has been consecrated or desecrated such as with the
Hallow spell.
This ability can be used a number of times per day equal to 1 + your charisma modifier (for a total of 4 times). When you finish a long rest you regain all expended uses.
Lay on Hands Paladin, Level 1
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 times 5 (for a total of 15)
As an action you can touch a creature and draw power from the pool to restore a number of hit point to that creature, up to the maximum amount remaining in your pool.
Alternatively you may 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 affect on undead and constructs.
Great Weapon Master: Variant Human, Level 1 Feat
You've learned to put the weight of a weapon to your advantage, letting it's momentum empower your strikes. You gain the following benefits:
Cleave- On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with a melee weapon, you can make one melee weapon attack as a bonus action.
Power Attack- Before you make a melee attack with a heavy weapon which you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.
Retainers: Background Feature
You have the service of three retainers loyal to your family. These retainers can be attendants or messengers,and one might be a majordomo. Your retainers are commoners who can perform mundane tasks, but they do not fight for you, will not follow you into obviously dangerous areas, and will leave if they are frequently endangered or abused.
Fighting Style, Great Weapon Fighting: Paladin, Level 2
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.
Spellcasting: Paladin, Level 2
You have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does.
You prepare the list of paladin spells that are 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.
Divine Smite: Paladin, Level 2
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.
Divine Health: Paladin, Level 3
The divine magic flowing through you makes you immune to disease.
Sacred Oath: Oath of the Crown Paladin, Level 3
You swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now you choose your Oath. Each oath has a list of associated spells. Once you gain access to an oath spell, you always have it prepared. Oath spells don’t count against the number of spells you can prepare each day.
Channel Divinity, Champion's Challenge
Creatures of your choice within 30 ft. must make a Wisdom saving throw or cannot move more than 30 ft. away from you. They may roll to resist this affect any time they attempt to move more than 30 ft. away from you, or at the start of each of their turns.
Channel Divinity: Paladin, Level 3
Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it. When you use your Channel Divinity, you choose which option to use.
You must then finish a short or long rest to use your Channel Divinity again. Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC.