Paladin
Base Class: Paladin

Valiant heart, unwavering resolve. The Oath of the Sentinel binds you to become a watchful protector, a beacon of hope for those around you, taking care of your allies and granting them safety, even in battle, drawing the focus of the enemy to yourself. Most Sentinels don't even use weapons, not regular ones at least. They charge into battle clad only in their armor and wielding nothing but a shield, but that of course doesn't mean they aren't forces to be reckoned with on the battlefield. It just means that, to them, the best offense is the ultimate defense.

Unwavering. I am the unbreakable wall against the horrors of the world, and walls don't move. Because walls don’t care.

Unyielded. Let the monsters come in their hundreds, climbing the piled bodies of their own...and every one of them will die.

Unconquered. I am the sentinel against which darkness breaks, I don't falter to fear, and soothe that of my allies.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Sentinel Spells

Banner Shield

Starting when you pick this oath at 3rd level, you may use your greatest defensive tool as your only weapon. When wielding a shield and no other weapons, you may use your shield to attack. It counts as a martial melee weapon, it deals 2d4 bludgeoning damage, and it has the Thrown property, with a short range of 40 feet. Additionally, you may use your Divine Smite whenever you hit with the shield, not only on melee attacks; and whenever you make a ranged attack with your shield, it immediately returns to your hand, whether it hits or miss.

Channel Divinity

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

Ward of Dawn. As an action, you may create a 20 foot radius sphere centred on yourself. The sphere stays locked in place, it doesn't move with you, and it is filled with bright light. You and allied creatures that finish their turn within the sphere gain temporary hit points equal to your paladin level, and hostile creatures treat the sphere as difficult terrain. The sphere lasts for 1 minute or until you become incapacitated or die.

Saint's Promise. You can use your Channel Divinity to restore the power of your Lay of Hands. As an action, you may restore a number of hit points in your Lay on Hands pool equal to twice your Paladin level. This cannot cause your Lay on Hands pool to go above its base daily amount.

Aura of the Sentinel

Beggining at 7th level, you emanate an aura as long as you aren't incapacitated. Whenever a creature within 10 feet of you attacks an ally, if you hit thay creature with a melee attack or an attack using your shield since the beginning of your last turn, that attack is made with disadvantage.

In addition, allied creatures within 10 feet of you can use their reaction to reduce damage taken by an amount equal to your Charisma modifier.

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

Living Fortress

At 15th level, your experience as a protector grants you the following benefits:

  • You cannot be moved against your will.
  • Whenever you start your turn and you have no temporary hit points, you may gain temporary hit points equal to your proficiency bonus.
  • You can use your Lay on Hands feature as a bonus action, instead of an action.

Unbreakable Titan

When you reach 20th level, you become the ultimate sentinel. As an action, you can assume a state of unbreakable vigilance and protection. For 1 minute, you gain the following benefits:

  • Anytime a hostile creature makes an attack against an ally within your Aura of the Sentinel, you may roll a d6. On a 4 or higher, the attack targets you instead.
  • Allies within your Aura of the Sentinel are considered to have half cover.
  • Any critical hit against you or an ally within your Aura of the Sentinel becomes a normal hit instead.

Once you use this feature, you can't use it again until you finish a long rest.

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