The paladin class receives a new feature in this section.
Fighting Style Options
When you choose a new fighting style, the following styles are added to your list of options.
After finishing a long rest, choose one weapon in which you are proficient. Until you choose a different weapon through this fighting style, when you attack with that weapon, you can use your Strength, Dexterity, Intelligence, Wisdom, or Charisma modifier (your choice) instead of Strength or Dexterity, for the attack and damage rolls.
When you make an attack with a weapon that has the versatile property with one hand, you have a +2 bonus on attack rolls with it, provided you aren’t holding a second weapon or a shield. When you make an attack with a weapon with the versatile property with two hands, you have a +2 bonus on damage rolls with it.
2nd-level paladin feature which replaces the Divine Smite feature
Paladin smite spells (banishing smite, blinding smite, branding smite, disrupting smite, searing smite, staggering smite, and wrathful smite) no longer require concentration, but you can only have one of them in effect at a time. You can cast one of them without expending a spell slot, and can’t do so again until until you finish a long rest unless cast it using a spell slot normally.
A spell cast through this feature is treated as if cast by a 1st-level spell slot. As you reach certain levels in this class, the slot level it is cast at increases at: 5th (2nd level spell slot), 9th (3rd level spell slot), 13th (4th level spell slot), and 17th level (5th level spell slot).
If you have access to psionic mantles, the following mantles are added to the list of options available to you. Mantles are available to paladins of the Oath of the Ardent from the Psychic and Spiritual Handbook.
Aura. The first time a foe makes a melee attack within 10 feet of you on each of its turns, roll a d10. On a 1 or 2, its attack roll is reduced by an amount equal to your proficiency bonus.
Shroud. You have resistance to psychic damage and immunity to the charmed condition and can’t be confused. If a creature forces you to reroll a d20, you choose which roll to keep.
Powers. You know the following powers: dislocation, shatter psyche.
Aura. You and friendly creatures within 10 feet of you have advantage on Charisma checks made to deceive or coerce a creature.
Shroud. Once each round, when a creature within 30 feet of you that you can see makes an attack roll or ability check, you can use your reaction to have it reroll the d20 and you choose which roll it keeps.
Powers. You know the following powers: puppetry, suspension.
Aura. You and friendly creatures within 10 feet of you have darkvision up to 90 feet.
Shroud. You can see in magical darkness. As a bonus action, you can create a cloud of magical darkness that covers up to a 15-foot radius sphere centered on you. You can use a bonus to dismiss the cloud.
Powers. You know the following powers: enveloping darkness, starcall.
Aura. When you and friendly creatures within 10 feet of you take damage from an attack, you have advantage on your next attack roll made before the end of your next turn, and deal an extra 1d4 damage on a hit.
Shroud. Whenever a creature hits you with a melee attack it takes 1d8 force damage.
Powers. You know the following powers: energy storm, mystic arms.
Aura. You and friendly creatures within 10 feet of you are immune to the slow spell and similar effects and the stasis condition.
Shroud. When you are hit by an attack, you can use your reaction to have it miss instead. Once you take this reaction, you can’t take it again until the end of your next turn regardless of any magical, psionic, or other effects.
Powers. You know the following powers: precognition, stasis.