Paladin
Base Class: Paladin

Paladins who take the Oath of the Sentinel undertake a solemn vow to protect those who cannot protect themselves. To be a shining beacon of hope and safety to those who call them allies, while a fearsome and terrifying mountain of steel and divine magic to those who would call them their enemies. Paladins who take the oath of the sentinel are often called Wardens, Crusaders, or Guardians, and devote their time to a rigorous and brutal routine of physical combat training, feeling that by achieving martial perfection, they are better suited to protecting the less equipped on the field of battle. They also seek out, and destroy the agents of chaos and evil throughout the forgotten realms. They are often seen at the side of a king or monarch, especially in religious societies, where their unwavering faith, and peerless combat abilities make them ideal personal protectors, and watchmen.

 

Tenets of The Sentinel

Protect the weak. As a sentinel, it is my duty to fight for those who cannot. Anyone who lacks the means to stand up for themselves, will have my shield.

Annihilate the Profane. Fiends, aberrations, demons. Evil comes in many forms, and it is my solemn duty to seek it out, and destroy it.

Martial Perfection. My mind and body are my greatest weapons. They must be kept sharp.

My Word is my Oath. If I make a promise, or swear a duty, I must do everything in my power to see it through to the end. I am only as good as my word.

Channel Divinity

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

Sacred Weapon. As an action, you can imbue one weapon that you are holding with divine 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 for an additional 20 feet. If the weapon is not already magical, it becomes magical for the duration.

If the weapon is a Sentinel Weapon, the bonus to attack rolls from your Charisma modifier is doubled, and the light radius increases to 40 feet of bright light and 40 feet of dim light. However, this doubled bonus and the radiant light’s effects only apply when attacking creatures from the Shadow Isles or those affected by the Mist. Against all other creatures, the normal bonus applies.

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.

 

Protection of the Light. As a bonus action, you can use your Channel Divinity to imbue a shield you are holding with divine protection. For 1 minute, your Armor Class (AC) increases by 2. If the shield is a Sentinel Relic, attackers take radiant damage equal to your Charisma modifier (minimum of 1) if their unmodified attack roll (before adding bonuses) is between a natural 1 and 1 + (shield AC + the AC from Protection of the Light) / 2 (rounded down). This damage applies only to creatures from the Shadow Isles or those affected by the Mist.

You can end this effect as part of any other action. If you are no longer holding the shield, or if you fall unconscious, this effect ends.

 

Turn the Dead. As an action, you present your holy symbol and speak a prayer to censure fiends and undead, using your Channel Divinity. Each creature from the Shadow Isles within 30 feet of you that can see or hear you must make a Wisdom saving throw against your Paladin spell save DC. On a failed save:

  • If the creature’s Challenge Rating is half your Paladin level or lower, or if it has 20 hit points or fewer, it is transformed into a freed soul under your control for 1 minute or until it drops to 0 hit points. These souls act as your minions, obeying your commands. While in this form, the creatures lose any immunity to necrotic damage.
  • If you are holding a sentinel relic, these freed souls deal radiant damage equal to 2d6 on a successful hit. Additionally, they have the potential to instantly destroy creatures from the Shadow Isles if they deal damage that reduces the target to 0 hit points.

For creatures that do not fall into the above category (due to higher Challenge Rating or hit points), they become paralyzed until the end of their next turn.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Devotion Spells

Aura of Radiant Safeguard

Starting at 7th level, you and friendly creatures within 10 feet of youcan't be possesed, lose sanity, strength or other (Can't lose stats) and can't be insta killed (excluding you) by creatures from the Shadow Isles.

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

Light in the darkness

Beginning at 15th level, you are always under the effects of a protection from evil and good spell but only against creatures of the Shadow Isles.

Champion of the Light

At 20th level, as an action, you can emanate an aura of sunlight. For 1 minute, bright light shines from you as if the spell daylight is cast on you.

Whenever an enemy creature from the Shadow Isles starts its turn in the bright light, the creature takes 20 radiant damage.

In addition, for the duration, you have advantage on saving throws against spells cast by cretures of the Shadow Isles.

Every creature from that dies from this is turned into a free soul.

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
10/24/2024 11:57:18 AM
6
1
B
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes