Paladins

Primary Attribute:   Charisma

Requirement:  Must be Lawful Good

Weapon Slots:  Paladins start with 2 weapon slots, and gain one every even numbered level.

    Detect Evil:  By concentrating for one round, a paladin may detect the presence of evil within 60 feet in front of them.

    Lay on Hands:  Once per day, a paladin my touch someone to heal them for 2 hit points per per paladin level. Once a week, they may also cure disease. At 12th level, once a week, this touch can also cure blindness, deafness, ability damage, drain, poisons, and spells that affect the mind. It can cure these afflictions concurrently, and does not require separate uses to cure separate afflictions.

    Divine Aura:  A paladin is surrounded by a holy aura that protects them from evil. Evil creatures have a -1 to attack rolls to strike the Paladin in close combat, and the Paladin has a +2 to all saving throws.

   Turn Unholy:  At 3rd level a paladin may turn undead similar to a cleric two levels lower.

    Divine Mount:  At 4th level a paladin may take command of a divine mount, typically a war horse or pony, although the nature of the mount may vary depending on the nature of the paladin.

    Courage:  At 6th level a paladin is immune to fear, and allies within 30 feet of the paladin get a +4 to saving throws vs. fear effects.

Smite:  At 9th level a paladin may add their charisma bonus to the damage of an attack roll, once per day, when attacking an evil creature.

Spells: At 9th level a paladin may cast priest spells of the combat, divination, healing, and protective spheres.