Paladin
Base Class: Paladin

You have given yourself to a cause of protection, to watch over a person, place, or thing until your dying breath. 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 Sentinel 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. A paladin who has sworn this oath cannot ever falter in their watch. A single rest could spell doom for a countless number of innocents, regardless of the length.

TENETS OF THE SENTINEL

Though the exact words and strictures of the Oath of the Sentinel vary, paladins of this oath share these tenets.

Lead from the Front. Go gallantly and willingly to the front lines, placing yourself in danger to stir the hearts and minds of your companions. You need no standard-bearer; be the standard that draws the eyes of enemies and allies alike to the thickest part of the battle.

Be Ever Prepared. Your enemy never rests, but you must never be unable to answer the call. Abstain from drink, and gluttony. Keep your body strong, and your will unbreakable.

Comrades Before Oneself. A soldier alone is merely a soldier; many soldiers together are a force to be reckoned with. You are nothing without your comrades in arms; you must put the well-being and safety of your battle companions before your own, and when an ally falls, it is your duty to pick them up and carry them to safety if need be.

Defense for All. Those who are living be able to live and be free from the fear of the uncertain as they deserve to until the end.

 

Channel Divinity

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

Forced Swing. When you or a friendly creature within 60 feet of you takes damage, you can absorb the energy using a reaction and a use of your Channel Divinity. You reduce the damage taken by an amount equal to five times your paladin level. The first time you hit with a melee attack, you deal extra force damage equal to half of the damage mitigated.

Absolution from Injury. You can use your action or bonus action and a use of your Channel Divinity to don on armor you are proficient in that you can see within 30 feet of you. You must have worn the armor before.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Sentinel Spells

Aura of Obstruction

 

Starting at 7th level, you constantly emanate a compelling force around you. Hostile creatures treat the area within 10 feet of you as difficult terrain. If those creatures attempt to leave the aura, they are forced to make a Charisma saving throw. On a fail, they take radiant damage equal to your paladin level and the force prevents them from leaving and can only move within the aura. Those creatures that are subjected to teleportation or planar travel out of the aura must also make the save, being unable to teleport or planar travel on a fail.

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

Custodian's Directive

At 15th level, the first time you deal radiant damage on a turn, you can deal additional radiant damage equal to your proficiency bonus. If the target is an undead or fiend, they take double the amount of damage from this feature. The damage dealt by this feature bypasses resistances.

Unfelled Bastion

At 20th level, you take a stand as a sentry that fights against all you deem an enemy. As an action, you gain the following benefits for 1 minute:

- Your speed becomes 0. In exchange, you can hover and can use your bonus action to teleport to a location that you can see within 30 feet of you.
- The reach of all your melee attacks extends up to 30 feet of you as a beam of energy reaches your targets instead. You can use this extended reach for purposes like opportunity attacks or other abilities. When you hit with attacks that are beyond your weapon's original reach, the damage dealt is radiant damage instead of the weapon's damage.
- You can't be grappled, petrified knocked prone, restrained, or stunned.

Once you use this action, you can't use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.

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