When I look at the Paladin Class two things I feel they could really use from a design perspective are: 1) Better DPS on live targets 2) Better Damage mitigation through Healing My first idea for DPS increase is give Paladins a debuff that flags mobs as undead. Other classes who have mob type specific spells have this ability and it makes sense Paladins should get it as so much of their power is tied behind mobs being undead. My proto type of this debuff looks something like this: Forceful Confession Mana: (around 1-2% of max) Cast Time: 0.5sec Range: 50 Duration: 60 seconds Transform Body Type Undead Paladins not only smite the undead but also exact divine retribution on unrepentant sinners. This ability would cause the target to forcefully confess to all their sins laying their soul bare and thus vulnerable to the paladin's purifying power. My second idea would be to give the Paladins the ability to add bonus damage to their melee swings bases on a percentage of their health healed (Overheal would not count). It synergize well with a lot of the self healing buffs paladins have and hurting the paladin fuels them with righteous vengeance. Moving onto Damage mitigation I feel Paladins could really benefit from a powerful short term defensive ability that synergizes with the Paladins healing. For this I would suggest an AA around this design Form of Divinity: Duration: 60 seconds Recast: 10 min This ability sets all spell recast times for heals at 0 and reduces rest time for all spells to 0.5 The thought behind this is it give Paladin's a small period of super power where they can tank or heal in a time of need gated mostly by mana as spamming heals could get quite expensive. If this iteration of the ability was too good it could be tuned with increasing the mana cost of all spells while active by some percent.