Paladin

Paladins in Iroa are not sworn to a deity, though many certainly are devout champions of a particular god or goddess. Instead, they are sworn to a cause and its principles. Even more so than in 5E as a whole, Iroan paladins are defined by this oath and not by the stereotype of "lawful good" that saddled paladins in historical D&D. A paladin can be of any alignment as long as they uphold their principles and oath.   So powerful are oaths in Iroa that they are enforced by the very fabric of reality, upon every mortal and spirit great or small. Even or perhaps especially the gods and titans are bound by their oaths. Likewise, a paladin literally draws supernatural powers from their oath, and is cursed if they betray it.  

Errata

  TCoE lists the following changes to the Paladin.   Additional Paladin Spells are allowed. Note that you do not automatically know these; they are simply added to the Paladin spell list.   Fighting Style Options are allowed. You also have access to the new fighting styles in the Fighter entry.   Harness Divine Power is allowed, but not free, because it is actually a stolen and reflavored Wizard class feature. You can give up one of your Channel Divinity options to get Harness Divine Power in its place, or may take it as a half feat that also grants your choice of +1 Wisdom or +1 Charisma.   Martial Versatility just expands retraining options at level up, and is allowed.  

Paladin Changes

  Paladins are "half martials." They gain Martial Exploits and exploit dice like other martial classes, in addition to their existing class abilities and spells, but at a reduced rate compared to other martials. This is explained in the martial exploit section.   At 1st level, you gain the Divine Challenge ability from the 4E Paladin, and your Lay on Hands is modified. You also gain an ability at 17th level. The paladin otherwise functions as published.  

Divine Challenge

At 1st level, as a bonus action, you can challenge an enemy within 30 feet who you can see or hear, and who can see or hear you. The target is marked until you go 2 rounds without engaging the challenged creature or moving to stay engaged with them.   In addition to the effects of the marked condition, if the challenged creature takes hostile action that does not include you as a target, such as attacking or casting a hostile spell that doesn't include you as one of the targets, they take radiant or necrotic damage (chosen at 1st level) equal to your exploit die plus your Charisma modifier (minimum 1, and does not actually expend your exploit die).   If you use this ability again to challenge someone else, the previous challenge immediately ends.  

Lay on Hands

This ability operates as described in core except as follows. When a target is healed or has a status effect relieved by Lay on Hands, they may spend up to 1 hit die, and if they do, roll that hit die + their Constitution modifier (minimum 1 total) to heal that much additional HP. Additionally, at 1st level when you gain this ability, choose which variant of Lay on Hands you wish to have. Touch of Mercy is the variant from Core.   Touch of Admonishment: You cannot heal with your Lay on Hands. Instead, when you hit someone with a melee attack or with a touch range spell or ability, you may expend up to 5 points from your pool to deal that much additional radiant or necrotic damage, the same as you chose for your Divine Challenge. You can also use this ability with a ranged weapon or a spell that requires a ranged attack roll such as a ray, but you must spend the points in advance as the energy is carried with the projectile, and the energy spent is wasted if you miss.   At 9th level, you may expend up to 10 points from your pool instead of only 5.   Touch of Grace: Instead of being able to cure disease or poison, you can spend 5 hit points from your pool when touching someone to relieve them of the blinded, dazed, deafened, slowed, stunned, or weakened condition. You can relieve multiple conditions with a single use of Lay on Hands, expending 5 points from the pool for each one.   At 9th level, you can also relieve the marked, paralyzed, petrifying, or sleeping conditions.   Touch of Mercy: As described in core, you can spend 5 hit points from your pool when touching someone to cure one disease or neutralize one poison affecting that target. You can cure multiple diseases or poisons with a single use of Lay on Hands, expending 5 points from the pool for each one. If the disease or poison is Virulent, this does not automatically cure the affliction but rather gives the target a new saving throw, with no consequences on a failed save other than that the affliction is not relieved.   At 9th level, a target gets advantage on the save you grant them against a Virulent affliction.   Touch of Zeal: Instead of being able to cure disease or poison, you can spend any amount of hit points from your pool when touching someone, whether they are injured or at full health, to give them that many temporary hit points.   At 9th level, your ability to grant temporary hit points is more efficient than your ability to heal - for each 1 HP you spend from the pool, you grant 2 temporary HP.  

Extra Attack

Starting at 17th level, you may take three attacks with the Attack action, instead of only two.  

Subclasses

  All subclasses from the PHB, XGtE, and TCoE are allowed.   Oath of Glory functions as printed, except that the aura is 10 ft and increases to 30 ft at 18th level, the same as every other paladin aura from the core paladin and every subclass. This is a direct buff.   The Oath of the Polis is also added as a subclass you can choose.

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