Paladin
Base Class: Paladin

Those seeking the thrill of the frontline, the adrenaline rush of constantly fighting, or saving those stranded behind enemy lines. Sentinels will stand as a beacon for the troops to follow, and the light to the civilians lasting peace. Eyes up Sentinel. Some one needs you.

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of the Sentinel Spells table. See the Sacred Oath class feature for how oath spells work.

Oath of the Sentinel Spells

Paladin Level Spells
3rd shield, sanctuary
5th silence, misty step
9th tiny hut, vampiric touch
13th fabricate, stoneskin
17th scrying, wall of force

Channel Divinity

You gain two new Channel Divinity options:

Sentinel Shield - You summon a shield of energy that may be used as a weapon, deals force damage, has the thrown (30/60) property that appears in your hand after an attack, and lasts 1 minute. As an action, you may raise the shield to provide a 20 ft. wall barrier where the center originates from your raised shield and moves with you while holding the shield up. Stops projectiles from passing through from the front while allowing others to pass from the back. Creatures within 5 ft. opposite of your wall need to make a CON saving throw or they become blinded for 1 minute. Creatures can repeat the saving throw at the end of each of its turns. Creatures that cross the wall or remain in the wall take 1d8 force damage. If the barrier is dropped then you will be unable to be raise it till the next round.

Sentinel Dome - Summon a 15 ft. radius dome centered on you that lasts 1 minute. Any creature may pass the dome wall. The dome absorbs attacks and spells that collide with it if between the attacker and the target with hit points equal to 10 x your paladin level. People inside the dome receive your proficiency bonus + your paladin level as temporary hit points as long as the remain in the dome. Friendly creatures that enter the dome at any point receive a blessing that allows them to deal your proficiency as force damage when landing physical attacks for 3 rounds. The blessing refreshes if the player  start their turn in the Dome. 

Aura of the Sentinel

Starting at 7th level, you constantly emanate a protective aura while you’re not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover.

If a friendly creature (including yourself) is in the aura at the start of your turn then those present receive a barrier of a tenth of your max hp rounded up.

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

Sentinel Barricade

Starting at 15th level, You may use a bonus action to deploy a 7 ft. tall, up to15 ft. wide translucent energy barricade that has half your max health and a AC of 15 if targeted. The barricade remains up if you’re not incapacitated. You may use it as many times as your proficiency bonus. 

Sentinels Vigilance

At 20th level, you gain the ability to save those that are within your aura. As an reaction when someone (including yourself) where to be damaged, you deploy a Dome of the Sentinel centered on them for your charisma modifier + 2 rounds.

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

Previous Versions

Name Date Modified Views Adds Version Actions
4/21/2023 4:28:19 AM
7
1
1.0.1
Coming Soon
6/7/2023 12:02:45 PM
20
2
1.0.2
Coming Soon

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