Paladin
Base Class: Paladin

You have given yourself to a cause of protection, to watch over a person, place, or thing until your dying days. The Oath of the Sentry binds a person to a certain set of ideals, or Tenets; Loyalty, Strength, and Vigilance. Their loyalty to their cause knows no bounds, and their patience is unending as they wait for a threat to arise. The few who take the Oath of the Sentry are the most devout people that one would ever meet, almost machine-like in their duties. Paladins of this nature are most often found serving a monarch or other important political figure, guarding a vault or sacred object, or watching over a plot of holy land. In addition to their loyalty, the amount of power they have to muster to perform their duties is legendary even among other Paladins. The people and objects the paladin protects are of so much importance that if they were to be killed, or if it were to go missing, a catastrophe would occur: world-shattering, the fall of a civilization, etc. But to only have strength and loyalty is not enough. A paladin who has sworn this oath cannot ever falter in their watch. A single rest could spell doom for a countless amount of innocents, regardless of the length.

Oath of the Sentry paladins are most commonly referred to as Grey Knights or Sentinels. They adorn themselves with silvered weapons and armor with symbols of eyes, stars, or towers incorporated into the metalwork.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Sentry Spells

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Sentinel's Watch. As an action you can touch one creature (this can be yourself). For the next 24 hours, that creature has advantage on Perception and Investigation checks, as well as Initiative rolls. In addition, they can perform Short and Long rests by only doing light activity, such as standing watch or reading.

Towering Might. As an action, you summon imposing silver energy to swirl around you as fine mist. Each hostile creature within 30 feet of you must make a Wisdom saving throw against your spell casting DC. For the next minute, each creature that failed their saving throw must use their turns to move and attack you. Creatures may attempt to break free from the spell at the end of their turn, retaking the Wisdom saving throw. Once a creature succeeds on the saving throw they are immune to this ability for the next 24 hours. The range increases to 40 feet at 15th level, and 50 feet at 20th level.

While this power is activated, you gain a +1 bonus to your AC.

Bulwark Aura

Starting at 7th level, you and creatures of your choice within 10 feet of you have a protective magical shield shimmering around you while you are conscious. Creatures affected by the aura have a bonus to their AC equal to half your proficiency modifier, rounded down.

At 18th level, the range of this aura increases to 30 feet.

The Ever-Watching Eye

Starting at 15th level, you have broken free from the confines of mortality. You no longer need to eat, drink, or sleep, and you suffer no ill-effects from aging and can't be aged magically. Your body still ages however, but your physical prowess will never tarnish and the light will never fade from your eyes (literally and metaphorically).

In addition, you have advantage on Perception (Wisdom) checks that rely on sight and can't be blinded.

Keeper of Eternity

At 20th level, you have the potential to become something more than mortal, something eternal. As a bonus action on your turn, you can transform into a holy being of vigilance and power. You remain transformed for up to 10 minutes, or until you lose Concentration (as if concentrating on a spell). During this time, you gain the following benefits;

  • If you drop to 0 hit-points while you were concentrating on this effect and die subsequently after, you do not die permanently. Within 1d4 days of your death, you arise anew, with full HP and all the equipment you had on you at the time of your death. If your equipment had been taken from you, it is magically transported back onto your person.
  • When you deal damage, the damage inflicted is instead Force Damage. You ignore resistances to Force damage.
  • You can make Perception and Investigation checks as a bonus action on your turns, and, as a part of this action, can dispel any known illusions or transformed shape-changers within 30 feet of you as a reaction.

You can use this bonus action only once a day, and regain the ability to do so at every dawn. If you wish to use this form again, you must spend one 5th level spell slot and one 4th level spell slot to activate it again.

Comments

Posts Quoted:
Reply
Clear All Quotes