Paladin Items
Divine beings fuel many fantasy stories, with their powers being the source of two whole classes in 5e. Paladins and Clerics therefore have a lot of overlap in item options and that results in it being quite difficult to find unique items for your particular class.
I present here a limited set of items which I feel fit the Paladin subthemes more than Clerics, though I largely leave them open to attunement by both. If you want more options, I would point you towards my specific item lists for individual deities from my settings in order to properly flesh out your divinely fuelled character.
Squire’s Emblem
Wondrous item, uncommon
These magic emblems are made to order, being affixed into a set of non-magical armour as part of it’s smithing process. Armour bearing this symbol can be donned as a single Action, regardless of it’s size and weight. Additionally, it never takes more than a minute to doff armour that bears a Squire’s Emblem.
Shield of Infernal Agitation
Armour (shield), uncommon (requires attunement by a cleric or paladin)
As a Magic action you take while holding this shield, you can hold it above your head and cause a stinging light to beam from it. A creature you can see must succeed a Wisdom saving throw against your spell save DC or it has Disadvantage on attack rolls targeting creatures other than you for 1 minute. The creature repeats this saving throw at the end of it’s turns, ending the effect on a success.
Fiends have Disadvantage on this saving throw.
Kinwarder
Weapon (mace), rare (requires attunement by a cleric or paladin)
This mace deals an additional 1d6 Radiant damage to any target it hits. This damage is increased to 2d6 if the target is an Undead.
While holding this mace you may use a Reaction, which you take when a creature you can see is reduced to zero Hit Points, to cause the mace head to gleam with brilliant light. That creature regains Hit Points equal to your level. You may use this Reaction once, regaining usage after finishing a Long Rest.
Retribution Mail
Heavy Armor (chain mail), rare (requires attunement by a cleric or paladin)
While wearing this armour you have a +1 bonus to Armour Class. In addition, this armour has 12 charges. When a creature damages you with a melee attack, you can expend a charge and cause them to take 3d6 Radiant damage. The armour regains 1d4+1 expended charges daily at dawn.
Sainted Pauldrons
Wondrous item, rare (requires attunement by a paladin)
These gleaming pauldrons are adorned with depictions of angels, and can be affixed to a set of medium or heavy armour by a smith, or over the course of a Long Rest with the use of Smith’s tools.
While wearing these pauldrons the size of your Aura of Protection Emanation is increased by 5 foot. In addition, whenever you cast Divine Smite, one creature other than yourself within your Aura of Protection gains Hit Points equal to your Charisma modifier.
Cloak of the Seraph
Wondrous item, very rare (requires attunement by a cleric or paladin)
While you wear this cloak, when you roll Initiative you may add your Wisdom modifier to the roll, you have Advantage on saving throws against spells and other magical effects and you know if you hear a lie.
Enhanced Squire’s Emblem
Wondrous item, very rare
Enhanced versions of regular Squire’s Emblems, their added versatility makes them harder to track down. They can be affixed into a set any set of armour as part of it’s smithing process, or over the course of a Long Rest. If the desired armour requires attunement, you may only attach this emblem if you have attuned to the armour. Once affixed, the emblem cannot be removed.
Armour bearing this symbol can be donned as a single Action, regardless of it’s size and weight. Additionally, it never takes more than a minute to doff armour that bears a Squire’s Emblem.
Holy Sword Restraint
Weapon (longsword), legendary (requires attunement by a paladin)
This holy sword has golden symbols carved into it’s broad blade that glow whilst charged. You have a +3 bonus to attack and damage rolls made using this weapon.
Whilst wielding this sword, at the start of each of your turns, you may use a Bonus Action to channel the swords power and use one of the following effects
Love. A creature within 60 feet of you regains 5d12 hit points and one effect causing them to be Poisoned, Charmed or Frightened ends.
Charity. You or another creature within 60 feet of you regains one level 5 or lower spell slot.
Penance. A creature within 60 feet of you make a Dexterity saving throw, taking 8d12 Radiant damage on a failure, or half as much on a success.
When you use an effect the sword shows restraint, becoming entirely nonmagical until the start of your next turn. Each effect may be used once, regaining usage of all three after finishing a Long Rest.
