Paladin
Base Class: Paladin

The Oath of the Sentinel binds a paladin to a life of fellowship, valor, and and an unwavering need to protect the weak and the pure from evil.

Sentinels are often referred to as Brotherhood Paladins, Watchmen, Guardians, or Protectors; these paladins fit the unstoppable tank archetype, acting with courage in the pursuit of fame and glory.

Sentinels act with little regard to their own self preservation if it means protecting those who can’t protect themselves.Sentinels regard themselves as responsible for keeping both their party members and civilians alive.Sentinels often pursue acts of kindness in hopes of recognition and admiration.

Many who swear this oath are devoted to gods of good and neutrality.

Sentinels see immortality as a common goal—under the idea that gaining immortality will truly allow them to put the lives of others over their own—they incorporate engravings of Ankhs, Ouroboros and the Figure of Eight into their weapons and armor.

Channel Divinity

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

Sacred Weapon. As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration.

You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.

Protect the Pure. As an action, you present your holy symbol and speak a prayer to protect one target that you can see, using your Channel Divinity. The target gains +1 AC and Advantage on all Death Saving Throws for three turns

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Sentinel Spells

Aura of the Watchman

Starting at 7th level, you and friendly creatures within 10 feet of you gain +1 AC and Darkvision while you are conscious.

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

Enhanced Necromancy

Beginning at 15th level, alongside Zombies and Skeletons, when you cast the animate dead, you can also raise undead Wights. As well as this, you can have up to two undead thralls at a time, which are constantly under your command and do not need to have the animate dead spell recasted on them once a day in order to keep them under your control.

Elder Transformation

At 20th level, you go through a day long transformation spent in parader and fast in order to become an “Elder Paladin”. Once the transformation is complete you have become an “Elder Paladin” and can now reap the benefits. Elder Paladins are on the threshold of undeath, they have no need for food, water, oxygen or sleep, they don’t age and can’t be aged magically and aren’t effected by non-magical diseases. However, Elder Paladins are not undead, they aren’t effected by spells like turn undead, they can still be healed normally and they don’t have weaknesses to radiant damage. Elder Paladins also gain access to the “Final Stand” action an ability that can be used once per long rest to create a protective barrier.

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