Guerrero
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Atributos básicos de guerrero
| Campo | Valor |
|---|---|
| Característica principal | Fuerza o Destreza |
| Dado de puntos de golpe | 1d10 por nivel de guerrero |
| Competencias en tiradas de salvación | Fuerza y Constitución |
| Competencias en habilidades | Elige dos: Acrobacias, Atletismo, Historia, Intimidación, Percepción, Perspicacia, Persuasión, Supervivencia o Trato con animales |
| Competencias con armas | Armas sencillas y marciales |
| Entrenamiento con armaduras | Armaduras ligeras, medias y pesadas y escudos |
| Equipo inicial | Elige A, B o C: (A) cota de malla, espadón, mangual, 8 jabalinas, paquete de explorador de mazmorras y 4 po; (B) armadura de cuero tachonado, cimitarra, espada corta, arco largo, 20 flechas, aljaba, paquete de explorador de mazmorras y 11 po, o (C) 155 po |
Convertirse en guerrero
Como personaje de nivel 1
Obtienes todos los atributos de la tabla “Atributos básicos de guerrero”.
Obtienes los rasgos de nivel 1 de guerrero, que se muestran en la tabla “Rasgos de guerrero”.
Como personaje multiclase
Obtienes los siguientes atributos de la tabla “Atributos básicos de guerrero”: dado de puntos de golpe, competencia con armas marciales y entrenamiento con armaduras ligeras y medias y escudos.
Obtienes los rasgos de nivel 1 de guerrero, que se muestran en la tabla “Rasgos de guerrero”.
Rasgos de clase de guerrero
Como guerrero, obtienes los siguientes rasgos de clase cuando alcanzas los niveles de guerrero especificados. Estos rasgos se muestran en la tabla “Rasgos de guerrero”.
Nivel 1: Estilo de combate
Has pulido tu destreza marcial y obtienes una dote de estilo de combate de tu elección (consulta el capítulo “Dotes”). Se recomienda Defensa.
Rasgos de guerrero
| Nivel | Bonificador por competencia | Rasgos de clase | Tomar aliento | Maestría con armas |
|---|---|---|---|---|
| 1 | +2 | Estilo de combate, Maestría con armas, Tomar aliento | 2 | 3 |
| 2 | +2 | Acción súbita (un uso), Mente táctica | 2 | 3 |
| 3 | +2 | Subclase de guerrero | 2 | 3 |
| 4 | +2 | Mejora de característica | 3 | 4 |
| 5 | +3 | Ataque adicional, Desplazamiento táctico | 3 | 4 |
| 6 | +3 | Mejora de característica | 3 | 4 |
| 7 | +3 | Rasgo de subclase | 3 | 4 |
| 8 | +3 | Mejora de característica | 3 | 4 |
| 9 | +4 | Indómito (un uso), Maestro táctico | 3 | 4 |
| 10 | +4 | Rasgo de subclase | 4 | 5 |
| 11 | +4 | Dos ataques adicionales | 4 | 5 |
| 12 | +4 | Mejora de característica | 4 | 5 |
| 13 | +5 | Indómito (dos usos), Ataques estudiados | 4 | 5 |
| 14 | +5 | Mejora de característica | 4 | 5 |
| 15 | +5 | Rasgo de subclase | 4 | 5 |
| 16 | +5 | Mejora de característica | 4 | 6 |
| 17 | +6 | Acción súbita (dos usos), Indómito (tres usos) | 4 | 6 |
| 18 | +6 | Rasgo de subclase | 4 | 6 |
| 19 | +6 | Don épico | 4 | 6 |
| 20 | +6 | Tres ataques adicionales | 4 | 6 |
Cada vez que subas un nivel de guerrero, puedes sustituir la dote que hayas elegido por otra dote de estilo de combate.
Nivel 1: Maestría con armas
Tu entrenamiento con armas te permite utilizar las propiedades de maestría con tres tipos de armas sencillas o marciales de tu elección. Tras finalizar un descanso largo, puedes llevar a cabo ejercicios con armas y cambiar una de dichas elecciones.
Cuando alcances ciertos niveles de guerrero, adquirirás la capacidad de usar las propiedades de maestría con más tipos de armas, como se muestra en la columna “Maestría con armas” de la tabla “Rasgos de guerrero”.
Nivel 1: Tomar aliento
Posees una pequeña reserva de resistencia física y mental a la que puedes recurrir. Como acción adicional, puedes usarla para recuperar una cantidad de puntos de golpe igual a 1d10 más tu nivel de guerrero.
Puedes usar este rasgo dos veces. Recuperas uno de los usos gastados tras finalizar un descanso corto y todos tras finalizar un descanso largo.
Obtienes usos adicionales cuando alcanzas ciertos niveles de guerrero, como se muestra en la columna “Tomar aliento” de la tabla “Rasgos de guerrero”.
Nivel 2: Acción súbita
Puedes superar tus límites normales durante un instante. En tu turno, puedes llevar a cabo una acción más, salvo la acción de magia.
Cuando uses este rasgo, no podrás volver a hacerlo hasta que finalices un descanso corto o largo. A partir del nivel 17, podrás usarlo dos veces antes de descansar, pero solo una vez por turno.
Nivel 2: Mente táctica
Tienes facilidad para la estrategia dentro y fuera del campo de batalla. Cuando falles una prueba de característica, podrás gastar un uso de tu rasgo de recuperar puntos de golpe, tiras 1d10 y sumas el resultado a la prueba de característica, lo que podría convertir el fallo en un éxito. Si sigues sin superar la prueba, este uso de Tomar aliento no se gasta.
Nivel 3: Subclase de guerrero
Consigues una subclase de guerrero de tu elección. La subclase de campeón se detalla tras la descripción de esta clase. Una subclase es una especialización que te proporciona rasgos cuando alcanzas ciertos niveles de guerrero. De aquí en adelante, obtienes todos los rasgos de tu subclase que sean de tu nivel de guerrero e inferiores.
Nivel 4: Mejora de característica
Obtienes la dote Mejora de característica (consulta el capítulo “Dotes”) u otra dote de tu elección para la que cumplas las condiciones. Vuelves a obtener este rasgo en los niveles 6, 8, 12, 14 y 16 de
Nivel 5: Ataque adicional
Cuando lleves a cabo la acción de atacar en tu turno, podrás hacer dos ataques en lugar de uno.
Nivel 5: Desplazamiento táctico
Cuando uses tu rasgo Tomar aliento con una acción adicional, podrás moverte hasta la mitad de tu velocidad sin provocar ataques de oportunidad.
Nivel 9: Indómito
Si fallas una tirada de salvación, puedes repetirla con un bonificador igual a tu nivel de guerrero. podrás volver a utilizar este rasgo hasta que finalices un descanso largo.
Puedes usar este rasgo dos veces entre descansos largos a partir del nivel 13 y tres veces entre descansos largos a partir del nivel 17.
Nivel 9: Maestro táctico
Cuando ataques usando un arma con la que puedas utilizar su propiedad de maestría, puedes sustituir la propiedad para ese ataque por la de debilitar, empujar o ralentizar.
Nivel 11: Dos ataques adicionales
Cuando lleves a cabo la acción de atacar en tu turno, podrás hacer tres ataques en lugar de uno.
Nivel 13: Ataques estudiados
Estudias a tus adversarios y aprendes con cada ataque que realizas. Si haces una tirada de ataque contra una criatura y fallas, tendrás ventaja en tu siguiente tirada de ataque contra esa criatura antes del final de tu siguiente turno.
Nivel 19: Don épico
Obtienes una dote de don épico (consulta el capítulo “Dotes”) u otra dote de tu elección para la que cumplas las condiciones. Se recomienda Don de la pericia en combate.
Nivel 20: Tres ataques adicionales
Cuando lleves a cabo la acción de atacar en tu turno, podrás hacer cuatro ataques en lugar de uno.
Subclase de guerrero: Campeón
Aspira a la excelencia física en combate.
Un campeón se centra en desarrollar su d estreza marcial en su incansable afán de victoria. Los campeones combinan un entrenamiento riguroso con un estado físico excelente para asestar golpes devastadores, resistir ante el peligro y alcanzar la gloria. Ya sea en una competición atlética o en una sangrienta batalla, los campeones luchan por coronarse como vencedores.
Nivel 3: Atleta sobresaliente
Gracias a tus capacidades atléticas, tienes ventaja en las tiradas de iniciativa y las pruebas de Fuerza (Atletismo).
Además, justo después de causar un crítico, puedes moverte hasta la mitad de tu velocidad sin provocar ataques de oportunidad.
Nivel 3: Crítico mejorado
Tus tiradas de ataque con armas y tus ataques sin armas pueden causar críticos con un resultado de 19 o 20 en el d20.
Nivel 7: Estilo de combate adicional
Obtienes otra dote de estilo de combate de tu elección.
Nivel 10: Guerrero heroico
La emoción de la batalla te empuja hacia la victoria. Durante un combate, puedes otorgarte inspiración heroica siempre que empieces tu turno sin ella.
Nivel 15: Crítico superior
Tus tiradas de ataque con armas y tus ataques sin armas ahora pueden causar críticos con un
Nivel 18: Superviviente
Alcanzas la cumbre de la resistencia en batalla, lo que te otorga estos beneficios:
Desafiar a la muerte.
Tienes ventaja en las tiradas de salvación contra muerte. Asimismo, cuando saques de 18 a 20 en una tirada de salvación contra muerte, obtendrás el beneficio de sacar un 20 en ella.
Mejoría heroica.
Al principio de cada uno de tus turnos, recuperas una cantidad de puntos de golpe igual a 5 más tu modificador por Constitución si estás maltrecho y tienes al menos 1 punto de golpe.
Core Paladin Traits
| Trait | Details |
|---|---|
| Primary Ability | Strength and Charisma |
| Hit Point Die | D10 per Paladin level |
| Saving Throw Proficiencies | Wisdom and Charisma |
| Skill Proficiencies | Choose 2: Athletics, Insight, Intimidation, Medicine, Persuasion, or Religion |
| Weapon Proficiencies | Simple and Martial weapons |
| Armor Training | Light, Medium, and Heavy armor and Shields |
| Starting Equipment | Choose A or B: (A) Chain Mail, Shield, Longsword, 6 Javelins, Holy Symbol, Priest’s Pack, and 9 GP; or (B) 150 GP |
Becoming a Paladin …
As a Level 1 Character
- Gain all the traits in the Core Paladin Traits table.
Paladin Features
- Gain the Paladin’s level 1 features, which are listed in the Paladin Features table.
As a Multiclass Character
-
Gain the following traits from the Core Paladin Traits table: Hit Point Die, proficiency with Martial weapons, and training with Light and Medium armor and Shields.
-
Gain the Paladin’s level 1 features, which are listed in the Paladin Features table. See the multiclassing rules in “Character Creation” to determine your available spell slots.
Paladin Class Features
As a Paladin, you gain the following class features when you reach the specified Paladin levels. These features are listed in the Paladin Features table.
Level 1: Lay On Hands
Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you finish a Long Rest. With that pool, you can restore a total number of Hit Points equal to five times your Paladin level.
Paladin Features
| Level | Proficiency Bonus | Class Features | Channel Divinity | Prepared Spells | 1 | 2 | 3 | 4 | 5 |
|---|---|---|---|---|---|---|---|---|---|
| 1 | +2 | Lay On Hands, Spellcasting, Weapon Mastery | — | 2 | 2 | — | — | — | — |
| 2 | +2 | Fighting Style, Paladin’s Smite | — | 3 | 2 | — | — | — | — |
| 3 | +2 | Channel Divinity, Paladin Subclass | 2 | 4 | 3 | — | — | — | — |
| 4 | +2 | Ability Score Improvement | 2 | 5 | 3 | — | — | — | — |
| 5 | +3 | Extra Attack, Faithful Steed | 2 | 6 | 4 | 2 | — | — | — |
| 6 | +3 | Aura of Protection | 2 | 6 | 4 | 2 | — | — | — |
| 7 | +3 | Subclass feature | 2 | 7 | 4 | 3 | — | — | — |
| 8 | +3 | Ability Score Improvement | 2 | 7 | 4 | 3 | — | — | — |
| 9 | +4 | Abjure Foes | 2 | 9 | 4 | 3 | 2 | — | — |
| 10 | +4 | Aura of Courage | 2 | 9 | 4 | 3 | 2 | — | — |
| 11 | +4 | Radiant Strikes | 3 | 10 | 4 | 3 | 3 | — | — |
| 12 | +4 | Ability Score Improvement | 3 | 10 | 4 | 3 | 3 | — | — |
| 13 | +5 | — | 3 | 11 | 4 | 3 | 3 | 1 | — |
| 14 | +5 | Restoring Touch | 3 | 11 | 4 | 3 | 3 | 1 | — |
| 15 | +5 | Subclass feature | 3 | 12 | 4 | 3 | 3 | 2 | — |
| 16 | +5 | Ability Score Improvement | 3 | 12 | 4 | 3 | 3 | 2 | — |
| 17 | +6 | — | 3 | 14 | 4 | 3 | 3 | 3 | 1 |
| 18 | +6 | Aura Expansion | 3 | 14 | 4 | 3 | 3 | 3 | 1 |
| 19 | +6 | Epic Boon | 3 | 15 | 4 | 3 | 3 | 3 | 2 |
| 20 | +6 | Subclass feature | 3 | 15 | 4 | 3 | 3 | 3 | 2 |
As a Bonus Action, you can touch a creature (which could be yourself) and draw power from the pool of healing to restore a number of Hit Points to that creature, up to the maximum amount remaining in the pool. You can also expend 5 Hit Points from the pool of healing power to remove the Poisoned condition from the creature; those points don’t also restore Hit Points to the creature.
Level 1: Spellcasting
You have learned to cast spells through prayer and meditation. See “Spells” for the rules on spellcasting. The information below details how you use those rules with Paladin spells, which appear in the Paladin spell list later in the class’s description. Spell Slots. The Paladin Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest. Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Paladin spells. Heroism and Searing Smite are recommended. The number of spells on your list increases as you gain Paladin levels, as shown in the Prepared Spells column of the Paladin Features table. Whenever that number increases, choose additional Paladin spells until the number of spells on your list matches the number in the Paladin Features table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 5 Paladin, your list of prepared spells can include six Paladin spells of level 1 or 2 in any combination. If another Paladin feature gives you spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Paladin spells for you. Changing Your Prepared Spells. Whenever you finish a Long Rest, you can replace one spell on your list with another Paladin spell for which you have spell slots. Spellcasting Ability. Charisma is your spellcasting ability for your Paladin spells. Spellcasting Focus. You can use a Holy Symbol as a Spellcasting Focus for your Paladin spells.
Level 1: Weapon Mastery
Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Longswords and Javelins. Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Halberds and Flails.
Level 2: Fighting Style
You gain a Fighting Style feat of your choice (see “Feats” for feats). Instead of choosing one of those feats, you can choose the option below. Blessed Warrior. You learn two Cleric cantrips of your choice (see the Cleric class’s section for a list of Cleric spells). Guidance and Sacred Flame are recommended. The chosen cantrips count as Paladin spells for you, and Charisma is your spellcasting ability for them. Whenever you gain a Paladin level, you can replace one of these cantrips with another Cleric cantrip.
Level 2: Paladin’s Smite
You always have the Divine Smite spell prepared. In addition, you can cast it without expending a spell slot, but you must finish a Long Rest before you can cast it in this way again.
Level 3: Channel Divinity
You can channel divine energy directly from the Outer Planes, using it to fuel magical effects. You start with one such effect: Divine Sense, which is described below. Other Paladin features give additional Channel Divinity effect options. Each time you use this class’s Channel Divinity, you choose which effect from this class to create. You can use this class’s Channel Divinity twice. You regain one of its expended uses when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. You gain an additional use when you reach Paladin level 11.
A Paladin tries to hold to the highest standards of conduct, but even the most dedicated are fallible. Sometimes a Paladin transgresses their oath. A Paladin who has broken a vow typically seeks absolution, spending an all-night vigil as a sign of penitence or undertaking a fast. After a rite of forgiveness, the Paladin starts fresh. If your Paladin unrepentantly violates their oath, talk to your GM. Your Paladin should probably take a more appropriate subclass or even abandon the class and adopt another one.
If a Channel Divinity effect requires a saving throw, the DC equals the spell save DC from this class’s Spellcasting feature. Divine Sense. As a Bonus Action, you can open your awareness to detect Celestials, Fiends, and Undead. For the next 10 minutes or until you have the Incapacitated condition, you know the location of any creature of those types within 60 feet of yourself, and you know its creature type. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell.
Level 3: Paladin Subclass
You gain a Paladin subclass of your choice. The Oath of Devotion subclass is detailed after this class’s description. A subclass is a specialization that grants you features at certain Paladin levels. For the rest of your career, you gain each of your subclass’s features that are of your Paladin level or lower.
Level 4: Ability Score Improvement
You gain the Ability Score Improvement feat (see “Feats”) or another feat of your choice for which you qualify. You gain this feature again at Paladin levels 8, 12, and 16.
Level 5: Extra Attack
You can attack twice instead of once whenever you take the Attack action on your turn.
Level 5: Faithful Steed
You can call on the aid of an otherworldly steed. You always have the Find Steed spell prepared. You can also cast the spell once without expending a spell slot, and you regain the ability to do so when you finish a Long Rest.
Level 6: Aura of Protection
You radiate a protective, unseeable aura in a 10-foot Emanation that originates from you. The aura is inactive while you have the Incapacitated condition. You and your allies in the aura gain a bonus to saving throws equal to your Charisma modifier (minimum bonus of +1). If another Paladin is present, a creature can benefit from only one Aura of Protection at a time; the creature chooses which aura while in them.
Level 9: Abjure Foes
As a Magic action, you can expend one use of this class’s Channel Divinity to overwhelm foes with awe. As you present your Holy Symbol or weapon, you can target a number of creatures equal to your Charisma modifier (minimum of one creature) that you can see within 60 feet of yourself. Each target must succeed on a Wisdom saving throw or have the Frightened condition for 1 minute or until it takes any damage. While Frightened in this way, a target can do only one of the following on its turns: move, take an action, or take a Bonus Action.
Level 10: Aura of Courage
You and your allies have Immunity to the Frightened condition while in your Aura of Protection. If a Frightened ally enters the aura, that condition has no effect on that ally while there.
Level 11: Radiant Strikes
Your strikes now carry supernatural power. When you hit a target with an attack roll using a Melee weapon or an Unarmed Strike, the target takes an extra 1d8 Radiant damage.
Level 14: Restoring Touch
When you use Lay On Hands on a creature, you can also remove one or more of the following conditions from the creature: Blinded, Charmed, Deafened, Frightened, Paralyzed, or Stunned. You must expend 5 Hit Points from the healing pool of Lay On Hands for each of these conditions you remove; those points don’t also restore Hit Points to the creature.
Level 18: Aura Expansion
Your Aura of Protection is now a 30-foot Emanation.
Level 19: Epic Boon
You gain an Epic Boon feat (see “Feats”) or another feat of your choice for which you qualify. Boon of Truesight is recommended.
Paladin Spell List
This section presents the Paladin spell list. The spells are organized by spell level and then alphabetized, and each spell’s school of magic is listed. In the Special column, C means the spell requires Concentration, R means it’s a Ritual, and M means it requires a specific Material component.
Spell List
| Level | Spell | School | Special |
|---|---|---|---|
| Level 1 Paladin Spells | Bless | Enchantment | C, M |
| Level 1 Paladin Spells | Command | Enchantment | — |
| Level 1 Paladin Spells | Cure Wounds | Abjuration | — |
| Level 1 Paladin Spells | Detect Evil and Good | Divination | C |
| Level 1 Paladin Spells | Detect Magic | Divination | C, R |
| Level 1 Paladin Spells | Detect Poison and Disease | Divination | C, R |
| Divine Favor | Transmutation | — | |
| Divine Smite | Evocation | — | |
| Heroism | Enchantment | C | |
| Protection from Evil and Good | Abjuration | C, M | |
| Purify Food and Drink | Transmutation | R | |
| Searing Smite | Evocation | — | |
| Shield of Faith | Abjuration | C | |
| Level 2 Paladin Spells | Aid | Abjuration | — |
| Level 2 Paladin Spells | Find Steed | Conjuration | — |
| Level 2 Paladin Spells | Gentle Repose | Necromancy | R, M |
| Level 2 Paladin Spells | Lesser Restoration | Abjuration | — |
| Level 2 Paladin Spells | Locate Object | Divination | C |
| Level 2 Paladin Spells | Magic Weapon | Transmutation | — |
| Level 2 Paladin Spells | Prayer of Healing | Abjuration | — |
| Level 2 Paladin Spells | Protection from Poison | Abjuration | — |
| Level 2 Paladin Spells | Shining Smite | Transmutation | C |
| Level 2 Paladin Spells | Warding Bond | Abjuration | M |
| Level 2 Paladin Spells | Zone of Truth | Enchantment | — |
Paladin Subclass: Oath of Devotion
Uphold the Ideals of Justice and Order
The Oath of Devotion binds Paladins to the ideals of justice and order. These Paladins meet the archetype of the knight in shining armor. They hold themselves to the highest standards of conduct, and some—for better or worse—hold the rest of the world to the same standards. Many who swear this oath are devoted to gods of law and good and use their gods’ tenets as the measure of personal devotion. Others hold angels as their ideals and incorporate images of angelic wings into their helmets or coats of arms. These paladins share the following tenets:
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Let your word be your promise.
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Protect the weak and never fear to act.
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Let your honorable deeds be an example.
Level 3: Oath of Devotion Spells
The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Devotion Spells table, you thereafter always have the listed spells prepared.
Spell List
| Level | Spell | School | Special |
|---|---|---|---|
| Level 3 Paladin Spells Shield of Faith | Create Food and Water | Conjuration | — 9 Beacon of Hope, Dispel Magic |
| Level 3 Paladin Spells Shield of Faith | Daylight | Evocation | — 13 Freedom of Movement, |
| Level 3 Paladin Spells Shield of Faith | Dispel Magic | Abjuration | — |
| Level 3 Paladin Spells Shield of Faith | Magic Circle | Abjuration | M |
| Level 3 Paladin Spells Shield of Faith | Remove Curse | Abjuration | — |
| Level 3 Paladin Spells Shield of Faith | Revivify | Necromancy | M |
| Level 4 Paladin Spells | Aura of Life | Abjuration | C |
| Level 4 Paladin Spells | Banishment | Abjuration | C |
| Level 4 Paladin Spells | Death Ward | Abjuration | — |
| Level 4 Paladin Spells | Locate Creature | Divination | C |
| Level 5 Paladin Spells | Dispel Evil and Good | Abjuration | C |
| Level 5 Paladin Spells | Geas | Enchantment | — |
| Level 5 Paladin Spells | Greater Restoration | Abjuration | M |
| Level 5 Paladin Spells | Raise Dead | Necromancy | M |
Level 3: Sacred Weapon
When you take the Attack action, you can expend one use of your Channel Divinity to imbue one Melee weapon that you are holding with positive energy. For 10 minutes or until you use this feature again, you add your Charisma modifier to attack rolls you make with that weapon (minimum bonus of +1), and each time you hit with it, you cause it to deal its normal damage type or Radiant damage. The weapon also emits Bright Light in a 20-foot radius and Dim Light 20 feet beyond that. You can end this effect early (no action required). This effect also ends if you aren’t carrying the weapon.
Level 7: Aura of Devotion
You and your allies have Immunity to the Charmed condition while in your Aura of Protection. If a Charmed ally enters the aura, that condition has no
Level 15: Smite of Protection
Your magical smite now radiates protective energy. Whenever you cast Divine Smite, you and your allies have Half Cover while in your Aura of Protection. The aura has this benefit until the start of your next turn.
Level 20: Holy Nimbus
As a Bonus Action, you can imbue your Aura of Protection with holy power, granting the benefits below for 10 minutes or until you end them (no action required). Once you use this feature, you can’t use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required). Holy Ward. You have Advantage on any saving throw you are forced to make by a Fiend or an Undead. Radiant Damage. Whenever an enemy starts its turn in the aura, that creature takes Radiant damage equal to your Charisma modifier plus your Proficiency Bonus. Sunlight. The aura is filled with Bright Light that is sunlight.