JiffyPopTart
Bree-Yark
BUT the only way to really test it is actually playing it. I knew that the paladin was strong, but it's only after seeing it on the table that I fully understood it. The aura is *so* good.
Needs even more ****s for emphasis.
While I agree with some that the Divine Smite ability is too good (I think mostly because you can just decide to use it whenever you want without any sort of preplanning or gamble) the bonus to saves is more game breaking.
On of the initial design features of 5e was supposed to be Bounded Accuracy where numbers stay fairly static over the course of the characters 20 levels. It pretty rare to see spells/buffs that gives more than a +2 bonus in the game without either being super rare items OR taking up the super valuable concentration slot.
Then there is the Paladin Aura which can easily be (and was in my campaign) +5 to EVERY SAVE for EVERY CHARACTER that just sticks close to the paladin. +5 to any roll for any reason is a HUGE difference in 5e and making it always on, every save, stackable, and multiple characters is bonkers. 6th-7th level is also the level that a lot of other classes start getting their 1/2 damage on a failed save and no effect on a save abilities which makes the +5 even more powerful for the paladins allies.
DS