Base Class: Paladin
Like priests who serve the Light, holy paladins are devout in their faith. After spending much of their lives in hallowed halls studying divine doctrine, those who pledge themselves to a holy order become beacons of the Light for their allies in conflict, taking up the heavy armor and weaponry of justice. Holding the unwavering belief that any battle waged to eradicate evil in the world is righteous, these paladins stands on the frontlines in service to all others dedicated to the cause. The truth and virtue of the Light imbues these sacred knights with the power to revitalize their comrades. If necessary, they even lay down their own lives to serve as a martyr for the greater good.
Holy Shock
Call forth an explosion of Radiant energy at a target, dealing damage to a foe or healing an ally. Once per short rest, A target you can see must make a Charisma Save with a DC of 10+ your Paladin Level (if an enemy). If they fail, they take 3d6 Radiant Damage.
This spell can be used on a willing, friendly creature as well: If it is, then the target regains 3d6 + Charisma HP.
Aura Mastery
Once per encounter, you may choose an aura that bolsters your allies within 10 feet. Divine energy surrounds you, granting your allies with one of the following affects:
Aura of Elemental Resistance: Grants 10 resistance to an Elemental damage type of your choosing. (15 at level 13)
Aura of Protection: Grants +2 AC to allies within 10 feet. (+4 at Level 13)
Aura of Wisdom: Grants advantage on Concentration checks. (And saving throws vs spells at level 13)
Aura of Ability: Grants +2 to saving throws and ability checks of your choosing. (+4 at Level 13.)
At level 13, you gain Supreme Aura Mastery, adding enhanced effects and extending the range to 30 feet.
Divine Intervention
An ally you can see within 120 feet is embraced by the Light, protecting them from all incoming damage for 1 round. They cannot attack while under the effects of Divine Intervention but can cast non-damaging spells, speak, and take move and bonus actions, and non-combat reactions. After Divine Intervention ends, you gain two levels of Exhaustion.
Glimmer of Light
A target that you have cast Holy Shock on radiates glimmers and motes of divine energy for a number of rounds = to your Charisma modifier after casting. During this time, they have disadvantage on all Stealth related checks but regain 3d6 + your Charisma HP each round. Every ally within 10 feet of them also regains 3d6 HP.
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Posted Jul 2, 2021At what level are the abilities gained? You should add an Oath Spell List and Channel Divinity options to your homebrew subclass.
Is Holy Shock used as an action, bonus action, or reaction?
In regards to Aura Mastery: Paladin Auras usually extend their range to 30 feet at Paladin level 18.
Aura of Elemental Resistance: What is elemenental resistance? Do you mean damage reduction? If so, it's advisable to lower the damage reduction to something like your Paladin level instead. Otherwise, enemy casters at low levels might have no way of dealing damage to you.
Aura of Protection: +2 AC might be a bit strong at early levels, essentially you have a Shield of Faith Spell - that doesn't require concentration - on anyone within your range. +1 to AC sounds more reasonable imo.
Is Divine Intervention an action/bonus action/reaction? How often can it be used? With the 2 levels of Exhaustion, Dinvine Intervention is quite weak as it currently stands.