I also like when in my campaign the party meets a paladin.
While a paladin can be both an ally or an opponent of the PCs, anyway in the MM of D&D 5th edition a NPC paladin isn't included.
So here you can find my own version of a paladin NPC, which was easily created by starting from the knight block in the MM:
The paladin is at the service of its order; it stands stand in front of the enemy of its religion without any fear or care for death. Every paladin holds a strict code of honor or ethics. To break this code is to loss everything they stand for in life.
A paladin is often chosen by other respectable members or leaders to lead a small group or a contingent of warriors on a holy quest. They are often the best choosen for such task due to them being more responsible than others.
|medium humanoid (any race), any alignment|
|Armor Class 20 (plate, shield)|
|Hit Points 68 (8d10 + 24)|
|Speed 30 ft.|
|16 (+3)||12 (+1)||16 (+3)||12 (+0)||12 (+1)||15 (+2)|
|Saving Throws Str +5, Dex +3, Con +5, Int +2, Wis +6, Cha +7|
|Skills Athletics +6, Persuasion +5, Religion +4|
|Senses passive Perception 11|
|Languages any one language (usually Common)|
|Challenge 5 (1.800 XP)|
|Dueling. The paladin gains a +2 bonus to damage rolls while attacking with a melee weapon in one hand and no other weapons.|
|Aura of Protection. Whenever the paladin or a friendly creature within 10 feet of it must make a saving throw, the creature gains a bonus equal to its Charisma modifier. The paladin must be conscious to grant this bonus. The bonus is already counted in the paladin's saving throws|
|Brave. The paladin has advantage on saving throws against being frightened|
|Divine Smite. When the paladin hit a creature with a melee weapon attack, it can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage us 2d8 for a 1-st level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or fiend.|
|Spellcasting. The paladin is a 8th level
spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to
hit with spell attacks). It has the following paladin spells prepared:
1st level (4 slots): bless, cure wounds, shield of faith, thunderous smite 2nd level (3 slots): branding smite, magic weapon
|Multiattack. The paladin makes two melee attacks.|
on Hands. The paladin's blessed touch can heal
wounds. It has a pool of 40 hit points which is recharged to its maximum
after a long rest. As a action it can touch a creature a draw and draw power
from the pool to restore a number of hit points to that creature, up to the
maximum amunt remaining in its pool. Alternatively it can expend 5 hit points
from the pool to cure the target of one disease or neutralize one poison
|Turn Unholy. Each fiend or undead that can see or hear the paladin within 30 feet of it must make a DC 13 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the paladin's Turn Unholy for the next 24 hours.|
|Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8+3) slashing damage.|