Paladin starts balanced up to about 4th level but then gets a big bump at 5th (second attack, extra 5hp lay on hands and 1x1st, 2x2nd level spells - fighters just get second attack) then seems to just get incrementally more powerful each level. They end up at 10th+ nigh invulnerable to magic and at 14th they get auto dispels.
5th as above - goes to paladin
6th bonus to all saves & +5LoH vs stat improvement and +1 HP for second wind - pal
7th immunity aura, 2nd level spell, +5LoH vs weakish ability and +1hp saw - pal
8th ability score, +5LoH v ability score and +1 to sw - pal
9th 2x3rdvlevel spells, +5LoH v reroll 1 save and +1 to Sw-pal
10th aura of courage , +5LoH v improved subclass effect - hard to rate - equal, maybe slightly in favour of paladin
11th extra d8 damage per attack, 3rd level spell, 5LoH v extra attack, and 1 sw - pal ----this is the level that people point to to say that fighters are equal to,Paladins because of that extra attack but the paladin gets its improved divine smite to undercut it as well as the other stuff.
It's mind blowing to examine. I would love to see Mike Mearls happy fun time hour comparing these two classes.
I have contemplated improving other non spellcasting classes to match paladin by rolling berserker barbarian into base barbarian, champion unto base fighter, thief into base rogue, hunter into base ranger, and open hand into base monk to try and catch up with all the Paladins abilities but I worry it makes things like battle clerics, valour bards and blade pact warlocks too sub par.
Has anyone undertaken a weakening of Paladins?
(Btw this isn't just white room I run games with Paladins, fighters barbarians etc in them. I agree that one can ameliorate the difference for the fighter by having numerous short rests a day but that's a serious clog on game design)