Conquest paladins Fear spell hurts allies until lv10?

So, i noticed an odd detail about Conquest paladins’ ability to use Fear spell regularily. And it seems bizarre, i feel like im missing something/literally cannot read.

The conquest paladin gets their aura at lv7. They get the fear spell at lv9. And they get Aura of Courage at lv10. Basically, until lv10, casting Fear would make any of your allies in 30ft TERRIFIED of you, too (you cant choose, everyone has to save). Granted, if theyre in 10ft of you then their save is boosted -but its still weird. Your main ability and you cant use it the level you get it. You have to wait till 10 for it to be safe?? And even then, if not all your allies are fittable within a 20ft diameter then u cannot cast it -they would be making a STRAIGHT save against you. Also, this spell’s in-character effects are quite cruel. Moreoso than a fireball…. maybe.

Heres the ability descriptions:

Fear 3rd level illusion Casting Time: 1 action Range: Self (30-foot radius) Components: V S M (A white feather or the heart of a hen) Duration: Up to 1 minute Classes: Bard, Sorcerer, Warlock, Wizard You project a phantasmal image of a creature’s worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration. While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature. 
Aura of Courage Starting at 10th level, you and friendly creatures within 10 feet of you can’t be frightened while you are conscious.  At 18th level, the range of this aura increases to 30 feet. 

What do you think? Is this intentional to, like, balance it or something?? The lv10 aura is part of base paladin, btw. So maybe its sort of just a coincidence?

But if this is how it works, i guess conquest paladin multiclasses will need to bump up to 10 from now on?

Does the paladin’s Divine Health feature protect against both common and magical diseases?

By 3rd level, a Paladin gains the following ability (PHB, pg. 85):

Divine Health: The divine magic flowing through you makes you immune to disease.

Does this protect against both common AND magical disease?

There is no differentiation between the two. Disease is simply disease in the relevant entries (which I can’t find anymore). A few spells afflict you with disease; sickly common folk may be diseased, and certain magical aura’s on enemies may inflict a diseased state. Since these all count under the ‘Disease’ umbrella, and the Paladin trait simply says a magical energy is making you immune to disease… I assume this is read as “Immune to [all] disease.”

If a paladin becomes Large, at what point does the paladin’s aura originate?

If you enlarge a paladin (so that they take up 2×2 squares on a grid), what point does their aura’s radius start at?

For Medium/Small creatures (who take up a 1×1 square on a grid), it radiates from one of the corners of the square. For Large creatures, is it still at one of the corners of the 2×2 square, at the intersection at the center of one of the sides of the creature’s space, or at the intersection at the center of the creature’s space?

Additional info:

  • According to the designers, the point of origin of a spherical area of effect is at the intersection of squares on a grid.
  • According to Mike Mearls, paladin auras work the same way.

Does the undead controlled by the Oathbreaker paladin’s Control Undead ability get advantage/disadvantage on the saving throw?

I have two questions about my Oathbreaker paladin’s relationship to the undead.

When I use my Control Undead Channel Divinity option, I can take control of an undead. My question is “Does the turn undead resistance offer advantage on the saving throw?”

I tried to control a ghast one time. It had turn undead resistance so my DM said it had advantage on the saving throw because of that.
Is that how it works?

Directly related to the above is: when I use control undead again on an undead that I already control, does it have to make the saving throw again, or do I have an advantage somehow because I already control him?

Does a Paladin’s Aura of Courage prevent or suspend frightened effects?

While you’re standing in a Paladin ally’s Aura of Courage:

[the Paladin] and friendly creatures within 10 feet of [the Paladin] can’t be Frightened while [the Paladin is] conscious.

Does this prevent effects that cause Frightened from applying at all, or only suspend them while you stand near your Paladin?

Example: I am standing next to my level 10+ Paladin friend, and we are facing an Ancient Red Dragon. It uses its Frightful Presence.

Do I:

A) Do nothing – I am immune to this effect as a result of the aura.

B) Roll the saving throw – and if I fail the effect is applied to me, but the Frightened condition involved in it is suppressed as long as I am near my Paladin.

This Q&A asks a similar question, but after such an effect has already been applied to a PC – I feel the answer may be different when it comes to the initial application of the effect.

Due to the identical wording, it’s likely that any answers to this question would apply to the Devotion Paladin’s Aura of Devotion and charm effects as well.

Does a Wall of Force inhibit a Paladin’s Aura of Protection?

If an enemy caster placed a Wall of Force between a Paladin and their ally, is the Paladin’s Aura of Protection inhibited while the Wall of Force is up?

The description for Wall of Force says that “Nothing can physically pass through the wall.” If that doesn’t include the Aura, is there anything that would inhibit it (lead, stone, etc)?

I want Lay on Hands, but I think Paladins are campaign-wreckers and won’t play one. What are my options?

I’ve DM’d for Paladins as PCs before, and my experience is that they can unwittingly derail a campaign, even without any effort or powergaming on the part of the player. As such, now that I’m a player, I refuse to play a Paladin. I don’t want to inflict campaign-derailing sidequests just because I accidentally broke the Code and have to go on a redemption quest just to be a useful party member; I don’t want to torment my DM with at-will detect evil, like I have been tormented.

I still like the character concept and some of the abilities though; I especially like their Lay on Hands class feature. So, as a first stab at finding acceptable alternatives to the Paladin class, I was wondering if there were abilities one could acquire that work just like or very close to Lay on Hands, but without being a Paladin.

Can a Paladin’s mount pull a chariot and make an attack?

Using the example of a Paladin’s mount from the Find Steed spell (as it has the most clarification). If the Paladin is on the mount he controls it and it can take the dash, dodge, or disengage action and moves the Paladin around. If the Paladin isn’t on the mount the mount acts independently and can attack.

If the Paladin is in a chariot dragged behind the mount, is he considered on the mount (so that it moves him around the field and can only dash, dodge, disengage) or off the mount (so that it acts independently and can attack) and just happens to also move him around?

I’d think he’d be considered off and the mount would act independently, as I’d also consider him off for the Mounted Combat feat and not allow that to apply.