Paladin
Base Class: Paladin

Tenets of the Sanctuary Knight

Loyalty. Protect your allies at all costs.

Protect the Innocent. Offer your services to the needy and less fortunate.

Be a Beacon of Righteousness. Shine through your enemies and rivals.

Shield from Tyranny. Seek out and destroy evil in all forms.

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.

Defensive Formation. As an action, you can shield your allies with radiance. For one minute, you and any number of willing creatures within 20ft of you have advantage on Constitution and Dexterity Saving Throws and Death Saving Throws. This effect ends if all of the creature are out of range or if you succeed a Death Saving Throw. (This effect applies concurrently. If the same attack causes you to attempt a Death Saving Throw and your ally to be knocked out of range, both of you will have advantage on a Saving Throw against the attack)

This ability is available again after you take a long rest.

 

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Sanctuary Spells

Aura of Warding

Starting at 7th level, you and friendly creatures within 10 feet of you can’t be charmed while you are conscious.

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

Purity of Spirit

Beginning at 15th level, you are always under the effects of a protection from evil and good spell.

Revenant

At 20th level, you have achieved protection against death itself; you no longer require food, water, or sleep.

You may still gain the benefits of a long rest if you spend 8 hours undertaking light activities such as reading or keeping watch.

Additionally Starting at level 18, when a friendly creature within 30 feet of you is knocked unconscious and not outright killed, it can choose to drop to 1 hit point instead, and gain temporary hit points equal to your Fighter level + your constitution modifier (a minimum of 1).You must finish a Long rest before this feature may be used again.