Paladin
Base Class: Paladin

A half-orc raises his hand with diving might, creating a ward around his compatriot, deflecting an incoming blade. He is a Sentinel, a quintessential ward to his allies. Sentinels are masters of defense, often the anchor of their group. While not boasting offensive benefits, a sentinel's tenacity keeps them chipping away at their enemies.

This Oath's Tenets are:

Be the Wall: Shield your allies and yourself from the forces that may try to surmount you. 

Break the Tides: It is not enough to just defend, but to cut through your enemies as a light cuts through darkness.

Preserve Others Over Thy Self: You are a means so that your allies can be exemplary. Protect them so that they can forge their own fate.

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

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

Sentinel's Ward. You can use your Channel Divinity to create a protective ward. As an action, you create a 10 foot radius, semi-transparent, enclosed dome centered on yourself; which lasts for a number of rounds equal to your Charisma modifier. Attacks cannot be made into or out of the dome. When an ally enters the dome or starts its turn inside, it gains 2d10 temporary hit points, and advantage on its next attack roll. Enemies cannot enter the dome, even by teleportation. If an enemy is within the dome's area when it is created, it is immediately shunted to the nearest unoccupied space. If no such space is available, it takes 2d10 force damage, and takes this damage for each turn it remains inside.

Barricade. You use your Channel Divinity to aid an ally in distress. When a creature you can see within 30 feet of you is hit with an attack, you can use your reaction to ward them and grant them a bonus to their Armor Class equal to your Charisma modifier. If this causes the instigating attack to miss, that attack is lost. This bonus lasts until the beginning of your next turn.

Aura of Warding

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.

When an ally starts their turn in your aura, they gain a +2 bonus to their Armor Class.

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

Overshield

Starting at 15th level, you channel your own protective energy when put in harm's way. Whenever a creature damages you with an attack, you can use your reaction to gain temporary hit points equal to the damage you just took. These temporary hit points last until the start of your next turn.

You can use this feature a number of times equal to your Charisma modifier, and must finish a long rest to use it again.

Shield Thy Allies

At 20th level, you give your own fortitude to your allies. As an action, you can gain the following benefits for 1 minute:

  • You are vulnerable to all damage, but all allies in your Aura of Warding gain resistance to all damage.
  • You gain a bonus to AC equal to your Charisma modifier.
  • Any uses of Overshield do not count towards the number of uses allowed per long rest.

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
10/20/2023 7:13:27 PM
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