Paladin (5e Subclass)
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- Fighter sublcass -
When men contend with the forces of the abyss, no mortal will can hope to survive unaided. The paladin is a warrior who has awakened to the underlying truth of the universe: that there exists a cosmic struggle between good and evil, an all-encompassing war between Light and Darkness. Only those who acknowledge the Almighty Creator, the Original from Whom all things come, only those who accept His grace and guidance, can stand against the demonic. Life may be lost, but once surrendered to the One who made it, a man's soul can never be taken from him.
- Divine Protection
At 3rd level, you gain immunity to disease, insanity, fear, possession, and charm effects. All attempts to invade your mind automatically fail, and you have resistance to psychic damage.
- Healing Hands
At 3rd level, You can as an action grant your Second Wind to an ally within 5 feet.
- Holy Weapon
Your devotion to the cause of righteousness is manifest in your weapon. Starting at 7th level, you can choose one weapon with which to smite evil. In your hands, the weapon's damage is increased 1d6, and is always treated as being magical for the purposes of overcoming damage reduction.
- Aura of Resolve
At 10th level, you stand out in the battlefield as an unswerving beacon to your allies, granting them the benefits of your Divine Protection so long as they remain within 10 feet of you (30 feet when you reach level 15).
Starting at 15th level, you have advantage to saving throws against magic, and attacks made against you by aberrations, dragons, elementals, fey, fiends, and undead are at disadvantage.
- Holy Champion
At 18th level your attacks always deal an additional 1d8 radiant damage, and you gain resistance to all damage except force damage and damage from magical weapons.