Stalwart and steadfast, path of protection paladins are ardent defenders of the Light and all that it touches, and are rejuvenated by its radiance in return. So dedicated they are to their cause that they consecrate the very ground upon which they battle corruption.
You gain path spells at the paladin levels listed.
Paladin Level Spells
3rd - Holy Shield, Sanctuary
5th - Protection from Poison, Warding Bond
9th - Protection from Energy, Life Transference
13th - Guardian of Faith, Death Ward
17th - Hallow, Wall of Light
When you take this path at 3rd level, you gain the following two Channel Divinity options:
Consecration : As an action, you can use your Channel Divinity to consecrate the ground around you in a 15-foot radius. Whenever a hostile creature enters the area or starts their turn in it, they must make a Charisma saving throw, taking radiant damage equal to your paladin level + your Charisma modifier on a failed saving throw, or half as much damage on a success. Undead and fiends have disadvantage on the save. The area remains consecrated for 1 minute.
Rebuke : Immediately after an attacker within 30 feet of you deals damage with an attack against a creature other than you, you can use your reaction to force the attacker to make a Wisdom saving throw. On a failed save, the attacker takes radiant damage equal to the damage it just dealt. On a successful save, it takes half as much damage.
At 3rd level, when you deal damage with Crusader Strike, the target has disadvantage on attack rolls against creatures other than you until the end of your next turn. You may target an additional creature within 10 feet of the target for each spell level higher than 1st used by the Crusader Strike.
At 7th level, you can call upon the holy power within you to reinvigorate you. You can use your Lay on Hands as a bonus action, but only on yourself. Any healing received by this ability is doubled.
Starting at 15th level, you are always under the effect of the Protection against Evil and Good spell and have advantage on saving throws to avoid becoming paralyzed or stunned.
At 20th level, you armor is replaced by heavy plates of divine energy, your presence on the field of battle becoming an inspiration to those around you. Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:
You have resistance to all damage except psychic as do allies within 30 feet of you.
You have advantage on all saving throws, as do your allies within 30 feet of you.
This effect ends early if you are incapacitated or die. Once you use this feature, you can't use it again until you finish a long rest.