"For every man who makes the bell toll, there is another who makes sure it rings for the right people"
The oath of the sentry paladin rises from the ashes of hardship and sorrow. The way one takes to reach the path the sentry walks are unenviable. Most rise from poverty, war torn lands, or as a way to redeem their previous violent paths. Though by nature a protective oath, the sentry paladin is not against evil. they are against unfairness and beating those who cannot defend themselves, whilst making sure to punish those who prey on the weaker than themselves. The average mayor leeching his civilians with taxes. A demon making an unfair deal. Or a god cursing innocents with a plight. Where struggle is unrighteously placed, the sentry arrives.
Channel Divinity
When you take this oath at third level, you gain the following 2 channel divinity options.
Path of The Sentinel. As a bonus action, you transform you inner will to protect, blessing up to 3 your allies with +1 AC. This increases by +1 AC at 7th level, 13th level, and 17th level.
Path of The Colossus. As an action, you transform 1 sizer larger than your current size. Your hitpoints increase by your level + your constitution and dexterity modifier. Enemies have disadvantage attacking you.
Banner of Manifestation
When you take this oath at 3rd level, you gain access to the banner of manifestation, a celestial item granted to you by your god. Without a customized appearance, a standard banner appears as a sturdy iron poll with a 1x1 ft long flag with your gods symbol on it. As a bonus action you may summon and plant it where you want. it has 13 AC and 20 hitpoints. When planted, your allies gain up to 2 bonuses from the list below. At lecel 3, the banner has thirty feet of range. THis increased by 30 ft at level 7, 13th, and 17th, capping at 120 ft of buff range.
Radiant Circle. Grant all allies resistance to necrotic and radiant damage.
Chain Healing. Roll a 1d8+your proficiency modifier + wisdom modifier. Half of the roll is transferred to all teammates.
War Cry. Your allies gain a +3 to their attack and damage rolls as long as you have attacked the turn before.
Planted Stiff. Your allies cannot be moved by any force unless they agree to be moved back.
You gain more abilities to this at higher levels.
At level 7, you gain these 2 new banner buffs.
Smog Cloud. As a bonus action, allies may make a small 10x10 square of dark gas appear. this can be used as 1/2 cover, or to not spring opportunity attacks.
Checkpoint.When allies are within 5 ft of you, they gain a +5 to their AC.
At 13th Level, you gain 1 extra buff slot and receive these 3 new options:
Abacus. Master the foresight and predict an enemies next attack as a bonus. they have disadvantage against any attack made whilst the foresight has activated.
Dodge Melee. As a bonus action, you may drop prone to avoid an enemies attack. This prone will be active until next turn, and you ay rise without losing half your movement.
Neutrality Field. When Celestials, Demons, Fiends, and Fae enter the range of your banner, their movement speed is halved. If they enter the inner half of the banner's (EX: 45ft is inner half of the banners range at level 13.), attack rolls made against them have advantage.
At 17th level, you gain these 2 new banner buff options:
Acolyte's Glare. Any damage dealt to your allies is halved and the other half is dealt to the enemy in radiant damage.
True Guard. When hit with a spell, you may roll constitution. If you or an ally rolls 16 or higher, you may take half damage from it.
Lower Resistance
At 7th level, you curse your opponent for harming the weak. They must roll a save 15 wisdom check, or take an automatic crit the next attack.
Sentry Banner Upgrade
Your god notices your devoutness to your oath and offers you an upgrade to your Sentry Banner. This upgrade is acquired through seemingly natural means, or as a gift from one of the gods' messengers or courriers.
Pole Upgrade. You are delivered a metal staff/pole with any design you wish that is of higher quality than your current staff/pole. This adds 1 AC to the banner.
Flag Upgrade. You are delivered a flag made of fine material with any design you wish on it. This adds 10 hit points to the banner.
Adamantine Coating. You are delivered an adamantine plated staff pole. it is the same quality as your current pole. This causes crits to become normal attacks.
Pentacle Cometbroad
At 13th level, you may bless your allies with the energy your god inhabits. As an action, they may release a sudden flash of any damage type dealing 3d8. Damage types have their own unique effects. All have a range of 5 ft. 3/SR.
Bludgeoning. The hand of your god punches forward, sending the enemy 10ft back.
Slashing. A sword or weapon associated with your god manifests and slashes forward, knocking the enemy prone.
Piercing. An arrow marked with symbols of your god erupts from yourself. This effect can be used at a range of up to 30 ft.
Thunder/Lightning. An arc of lighting shoots from your hand. The loud aftersound of the lightning Deafens the target.
Fire. A blast of fire erupts from your chest. This sets the target alight for 2 turns, dealing 2d4 fire damage for every turn the burn is active.
Cold. You exhale frigid air. You cause a 15x15 square of space to become frozen solid, acting as rough terrain.
Acid. You let a bubble of acid drop from your arm. This corrodes the enemies AC by 2.
Poison.You spit a purple poison at the target. They have the poison effect applied to them.
Radiant. A light erupts from your chest. The enemy is blinded by the radiance.
Necrotic. You flick darkness incarnate from your arm. This adds 2 points of fatigue to the enemy.
Force. A transparent blue wall forms and pushes forward. This applies the stunned effect to the target.
Psychic. A large purple ring shoots from your forehead. This gives the restrained condition to the attacked.
Sentry Banner Upgrade
Your god notices your devoutness to your oath and offers you an upgrade to your Sentry Banner. This upgrade is acquired through seemingly natural means, or as a gift from one of the gods' messengers or courriers.
Pole Upgrade. You are delivered a metal staff/pole with any design you wish that is of higher quality than your current staff/pole. This adds 1 AC to the banner.
Flag Upgrade. You are delivered a flag made of fine material with any design you wish on it. This adds 10 hit points to the banner.
Adamantine Coating. You are delivered an adamantine plated staff pole. it is the same quality as your current pole. This causes crits to become normal attacks.
Resistance. Your pole is blessed with resistance to one damage type of your choosing. (This replaces the adamantine coating option if you have selected it already. You may not select this without it.)
Pentacle Sunbroad
at 13th level, you have officially become a Pentacle Sentry. Using your Pentacle Sunbroad, a ray of light shines upon you from the heavens. This ray of light causes enemies to target you for 1d6 turns. Whilst under the effects of pentacle sunbroad, you may add half your proficiency modifier (rounded up) to your armor class. You also gain an immunity to Necrotic Damage and Radiant Damage. Undead and Celestials have disadvantage attacking you. 1/LR.
Pentacle Starbroad
At 17th level, you have become the model Pentacle Sentry. You have protected as many lives as you have separated from the harmful and hurtful ones. You can now allow allies to take any action as their bonus action once. All allies gain a fourth level branding smite attack. Allies in your range have advantage to all saving throws and gain a +10 to constitution and dexterity until they are reduced to 1 hit point. You may activate this 1/LR.
Sentry Upgrade Banner
Your god notices your devoutness to your oath and offers you an upgrade to your Sentry Banner. This upgrade is acquired through seemingly natural means, or as a gift from one of the gods' messengers or courriers.
Pole Upgrade. You are delivered a metal staff/pole with any design you wish that is of higher quality than your current staff/pole. This adds 1 AC to the banner.
Flag Upgrade. You are delivered a flag made of fine material with any design you wish on it. This adds 10 hit points to the banner.
Adamantine Coating. You are delivered an adamantine plated staff pole. it is the same quality as your current pole. This causes crits to become normal attacks.
Resistance. Your pole is blessed with resistance to one damage type of your choosing. (This replaces the adamantine coating option if you have selected it already. You may not select this without it.)
jevus chris, this is very overpowered. I'm not very experienced with DMing paladin players, but I can tell you, this would probably not be very fun to DM as all the creatures I throw at it would probably be destroyed. Again, I cannot give any good feedback because I'm not very experienced with paladin players but I'll try. I would lower the amount of options because this would be ridiculous to memorize. A subclass should be versatile, but some of this seems too much. If you want a subclass with choice, make multiple subclasses. This also doesn't follow the paladin subclass feature levels. I understand you can just choose a few choices, but this still seems like too much. Not many official subclasses have this many choices, and I think that's because the subclass and the specialty attached to it are the choice. I would tone down the options and maybe make it a little less powerful. Also, I don't see a capstone ability and I really like capstone abilities because they embody the paladin archetype quite well. Any way, I was rambling on and on a lot in this reply, but I hope you find some of this helpful, thank you! I really want to be supportive. A summary is: I really wouldn't play this class because of the options and the fact that it is so overpowered, and I wouldn't DM it because the paladin would be the spotlight for most of the campaign. I really would make this a fighter subclass instead, because it fits that more. Also, this being a sentinel makes sense, but I don't see why it would have to be a whole oath that a paladin takes to get a flag, I would make it like a binding thing like the Binding of the Flag or something. Also, try to write it in more dnd like text because it is hard to understand. And a final note: if you want a subclass with choice, look at the battlemaster subclass
There are already paladins that protect the innocent (crown, devotion) and those who punish the evildoers (vengeance). I don't think there are any paladins that are as ridiculously overpowered as this one, though...
yeah, i've gone through 3 different versions of this subclass since i have posted it. i considered deleting this post but i forgot about it, lol i appreciate the feedback you've stated here however, and i understand what you've said!
The flag, however, is something i've kept to the subclass as i didnt give it any extra spells. i'll probably release the third version of this subclass soon enough with more streamlined options to the flag that make more sense and aren't as...out there. thank you again, harmonica!
"For every man who makes the bell toll, there is another who makes sure it rings for the right people"
The oath of the sentry paladin rises from the ashes of hardship and sorrow. The way one takes to reach the path the sentry walks are unenviable. Most rise from poverty, war torn lands, or as a way to redeem their previous violent paths. Though by nature a protective oath, the sentry paladin is not against evil. they are against unfairness and beating those who cannot defend themselves, whilst making sure to punish those who prey on the weaker than themselves. The average mayor leeching his civilians with taxes. A demon making an unfair deal. Or a god cursing innocents with a plight. Where struggle is unrighteously placed, the sentry arrives.
Channel Divinity
When you take this oath at third level, you gain the following 2 channel divinity options.
Path of The Sentinel. As a bonus action, you transform you inner will to protect, blessing up to 3 your allies with +1 AC. This increases by +1 AC at 7th level, 13th level, and 17th level.
Path of The Colossus. As an action, you transform 1 sizer larger than your current size. Your hitpoints increase by your level + your constitution and dexterity modifier. Enemies have disadvantage attacking you.
Banner of Manifestation
When you take this oath at 3rd level, you gain access to the banner of manifestation, a celestial item granted to you by your god. Without a customized appearance, a standard banner appears as a sturdy iron poll with a 1x1 ft long flag with your gods symbol on it. As a bonus action you may summon and plant it where you want. it has 13 AC and 20 hitpoints. When planted, your allies gain up to 2 bonuses from the list below. At lecel 3, the banner has thirty feet of range. THis increased by 30 ft at level 7, 13th, and 17th, capping at 120 ft of buff range.
Radiant Circle. Grant all allies resistance to necrotic and radiant damage.
Chain Healing. Roll a 1d8+your proficiency modifier + wisdom modifier. Half of the roll is transferred to all teammates.
War Cry. Your allies gain a +3 to their attack and damage rolls as long as you have attacked the turn before.
Planted Stiff. Your allies cannot be moved by any force unless they agree to be moved back.
You gain more abilities to this at higher levels.
At level 7, you gain these 2 new banner buffs.
Smog Cloud. As a bonus action, allies may make a small 10x10 square of dark gas appear. this can be used as 1/2 cover, or to not spring opportunity attacks.
Checkpoint. When allies are within 5 ft of you, they gain a +5 to their AC.
At 13th Level, you gain 1 extra buff slot and receive these 3 new options:
Abacus. Master the foresight and predict an enemies next attack as a bonus. they have disadvantage against any attack made whilst the foresight has activated.
Dodge Melee. As a bonus action, you may drop prone to avoid an enemies attack. This prone will be active until next turn, and you ay rise without losing half your movement.
Neutrality Field. When Celestials, Demons, Fiends, and Fae enter the range of your banner, their movement speed is halved. If they enter the inner half of the banner's (EX: 45ft is inner half of the banners range at level 13.), attack rolls made against them have advantage.
At 17th level, you gain these 2 new banner buff options:
Acolyte's Glare. Any damage dealt to your allies is halved and the other half is dealt to the enemy in radiant damage.
True Guard. When hit with a spell, you may roll constitution. If you or an ally rolls 16 or higher, you may take half damage from it.
Lower Resistance
At 7th level, you curse your opponent for harming the weak. They must roll a save 15 wisdom check, or take an automatic crit the next attack.
Sentry Banner Upgrade
Your god notices your devoutness to your oath and offers you an upgrade to your Sentry Banner. This upgrade is acquired through seemingly natural means, or as a gift from one of the gods' messengers or courriers.
Pole Upgrade. You are delivered a metal staff/pole with any design you wish that is of higher quality than your current staff/pole. This adds 1 AC to the banner.
Flag Upgrade. You are delivered a flag made of fine material with any design you wish on it. This adds 10 hit points to the banner.
Adamantine Coating. You are delivered an adamantine plated staff pole. it is the same quality as your current pole. This causes crits to become normal attacks.
Pentacle Cometbroad
At 13th level, you may bless your allies with the energy your god inhabits. As an action, they may release a sudden flash of any damage type dealing 3d8. Damage types have their own unique effects. All have a range of 5 ft. 3/SR.
Bludgeoning. The hand of your god punches forward, sending the enemy 10ft back.
Slashing. A sword or weapon associated with your god manifests and slashes forward, knocking the enemy prone.
Piercing. An arrow marked with symbols of your god erupts from yourself. This effect can be used at a range of up to 30 ft.
Thunder/Lightning. An arc of lighting shoots from your hand. The loud aftersound of the lightning Deafens the target.
Fire. A blast of fire erupts from your chest. This sets the target alight for 2 turns, dealing 2d4 fire damage for every turn the burn is active.
Cold. You exhale frigid air. You cause a 15x15 square of space to become frozen solid, acting as rough terrain.
Acid. You let a bubble of acid drop from your arm. This corrodes the enemies AC by 2.
Poison. You spit a purple poison at the target. They have the poison effect applied to them.
Radiant. A light erupts from your chest. The enemy is blinded by the radiance.
Necrotic. You flick darkness incarnate from your arm. This adds 2 points of fatigue to the enemy.
Force. A transparent blue wall forms and pushes forward. This applies the stunned effect to the target.
Psychic. A large purple ring shoots from your forehead. This gives the restrained condition to the attacked.
Sentry Banner Upgrade
Your god notices your devoutness to your oath and offers you an upgrade to your Sentry Banner. This upgrade is acquired through seemingly natural means, or as a gift from one of the gods' messengers or courriers.
Pole Upgrade. You are delivered a metal staff/pole with any design you wish that is of higher quality than your current staff/pole. This adds 1 AC to the banner.
Flag Upgrade. You are delivered a flag made of fine material with any design you wish on it. This adds 10 hit points to the banner.
Adamantine Coating. You are delivered an adamantine plated staff pole. it is the same quality as your current pole. This causes crits to become normal attacks.
Resistance. Your pole is blessed with resistance to one damage type of your choosing. (This replaces the adamantine coating option if you have selected it already. You may not select this without it.)
Pentacle Sunbroad
at 13th level, you have officially become a Pentacle Sentry. Using your Pentacle Sunbroad, a ray of light shines upon you from the heavens. This ray of light causes enemies to target you for 1d6 turns. Whilst under the effects of pentacle sunbroad, you may add half your proficiency modifier (rounded up) to your armor class. You also gain an immunity to Necrotic Damage and Radiant Damage. Undead and Celestials have disadvantage attacking you. 1/LR.
Pentacle Starbroad
At 17th level, you have become the model Pentacle Sentry. You have protected as many lives as you have separated from the harmful and hurtful ones.
You can now allow allies to take any action as their bonus action once.
All allies gain a fourth level branding smite attack.
Allies in your range have advantage to all saving throws and gain a +10 to constitution and dexterity until they are reduced to 1 hit point.
You may activate this 1/LR.
Sentry Upgrade Banner
Your god notices your devoutness to your oath and offers you an upgrade to your Sentry Banner. This upgrade is acquired through seemingly natural means, or as a gift from one of the gods' messengers or courriers.
Pole Upgrade. You are delivered a metal staff/pole with any design you wish that is of higher quality than your current staff/pole. This adds 1 AC to the banner.
Flag Upgrade. You are delivered a flag made of fine material with any design you wish on it. This adds 10 hit points to the banner.
Adamantine Coating. You are delivered an adamantine plated staff pole. it is the same quality as your current pole. This causes crits to become normal attacks.
Resistance. Your pole is blessed with resistance to one damage type of your choosing. (This replaces the adamantine coating option if you have selected it already. You may not select this without it.)
any and all feedback welcome thx
jevus chris, this is very overpowered. I'm not very experienced with DMing paladin players, but I can tell you, this would probably not be very fun to DM as all the creatures I throw at it would probably be destroyed. Again, I cannot give any good feedback because I'm not very experienced with paladin players but I'll try. I would lower the amount of options because this would be ridiculous to memorize. A subclass should be versatile, but some of this seems too much. If you want a subclass with choice, make multiple subclasses. This also doesn't follow the paladin subclass feature levels. I understand you can just choose a few choices, but this still seems like too much. Not many official subclasses have this many choices, and I think that's because the subclass and the specialty attached to it are the choice. I would tone down the options and maybe make it a little less powerful. Also, I don't see a capstone ability and I really like capstone abilities because they embody the paladin archetype quite well. Any way, I was rambling on and on a lot in this reply, but I hope you find some of this helpful, thank you! I really want to be supportive. A summary is: I really wouldn't play this class because of the options and the fact that it is so overpowered, and I wouldn't DM it because the paladin would be the spotlight for most of the campaign. I really would make this a fighter subclass instead, because it fits that more. Also, this being a sentinel makes sense, but I don't see why it would have to be a whole oath that a paladin takes to get a flag, I would make it like a binding thing like the Binding of the Flag or something. Also, try to write it in more dnd like text because it is hard to understand. And a final note: if you want a subclass with choice, look at the battlemaster subclass
"I am Hrothgar, son of Hrothgar..." | Personal Forum Site: Main | Paladin Forum (harmoncia37.editorx.io)
I speak Norwegian (Bokmål) and some Irish (Gaeilge)
There are already paladins that protect the innocent (crown, devotion) and those who punish the evildoers (vengeance). I don't think there are any paladins that are as ridiculously overpowered as this one, though...
yeah i agree
"I am Hrothgar, son of Hrothgar..." | Personal Forum Site: Main | Paladin Forum (harmoncia37.editorx.io)
I speak Norwegian (Bokmål) and some Irish (Gaeilge)
yeah, i've gone through 3 different versions of this subclass since i have posted it. i considered deleting this post but i forgot about it, lol
i appreciate the feedback you've stated here however, and i understand what you've said!
The flag, however, is something i've kept to the subclass as i didnt give it any extra spells. i'll probably release the third version of this subclass soon enough with more streamlined options to the flag that make more sense and aren't as...out there. thank you again, harmonica!
You're welcome! I'm probably going to use this in my games (if the options were streamlined and stuff), but otherwise I love your work.
"I am Hrothgar, son of Hrothgar..." | Personal Forum Site: Main | Paladin Forum (harmoncia37.editorx.io)
I speak Norwegian (Bokmål) and some Irish (Gaeilge)
I'm following you :)
"I am Hrothgar, son of Hrothgar..." | Personal Forum Site: Main | Paladin Forum (harmoncia37.editorx.io)
I speak Norwegian (Bokmål) and some Irish (Gaeilge)