Paladin (5e Subclass)

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Paladin[edit]

- 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 use an action to 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 by 1d6, and is always treated as being magical for the purposes of overcoming resistance and immunity to nonmagical damage. If you lose this weapon you can choose a new one at the end of a long rest.

Aura of Resolve

At 10th level, you stand out on the battlefield as an unwavering beacon to your allies, granting them the benefits of your Divine Protection so long as they remain within 10 feet of you. At 15th level, the range of this aura increases to 30 feet.

Blessed

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 made at disadvantage.

Holy Champion

At 18th level your weapon attacks deal an additional 1d8 radiant damage, and you gain resistance to all damage except force damage and damage from magical weapons.

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