Base Class: Paladin
The Oath of the Sentinel binds a paladin to the defense of others, wielding the light of their resolve to create shields of unyielding strength and inspiration. These protectors embody the essence of valor and self-sacrifice, standing as bulwarks against the forces of darkness. Sentinels are masters of defensive magic and martial prowess, using their divine power to protect their allies, control the battlefield, and bolster the spirits of those around them.
Tenets of the Sentinel Paladins who take the Oath of the Sentinel commit to the following tenets:
- Stand Unyielding: No foe shall pass while you yet draw breath. You are a living shield for the innocent.
- Illuminate the Darkness: When shadows gather, your light shines brightest, dispelling fear and despair.
- Inspire the Defenders: Protecting others is not yours alone to bear—encourage and empower all who fight beside you.
- Sacrifice for the Greater Good: Your life is a worthy price for the safety of others.
Level 3: Oath of Devotion Spells
The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Devotion Spells table, you thereafter always have the listed spells prepared.
| Paladin Level | Spells |
|---|---|
| 3 | shield of faith, shield |
| 5 | Aid, warding bond |
| 9 | Beacon of Hope, counterspell |
| 13 | fire shield, Guardian of Faith |
| 17 | wall of force, greater restoration |
Level 3: ward of dawn
Ward of Dawn: using a single use of channel divinity As an action, you create a magical dome of shimmering light at a point within 10 feet of you. This dome has a radius of 10 feet and lasts for 1 minute. It provides total cover from attacks and spells originating outside the dome, but creatures can freely enter and exit it.
Allies inside the dome gain temporary hit points equal to 1d10 + your paladin level at the start of their turns. The dome’s magic ends early if you fall unconscious or dismiss it as a bonus action.
Level 7: Aura of valor
You and friendly creatures within 10 feet of you gain +2 ac while in range of your aura aswell as gain immunity against being frightened. At 18th level, the range of this aura increases to 30 feet
shield charge
Starting at 3rd level, you can use your shield to lead a devastating charge that protects allies and disrupts your foes.
using your channel divinity as a bonus action, you can use your shield to propel yourself at a creature within 15 feet of you. You must move at least 10 feet straight toward the target before using this ability.
The target must make a Strength saving throw against your spell save DC. On a failed save, the creature is knocked prone and takes damage equal to 2d8 radiant damage On a successful save, the target takes half damage and is not knocked prone.
- Additional Effects: If the target fails, you can also choose one of the following effects:
- Protective Charge: Grant an ally within 5 feet of you and yourself temporary hit points equal to your con modifier.
- Disruptive Charge: The target has disadvantage on its next attack roll before the end of your next turn. and is silenced until the end of your next turn aswell
Level 15: Empowered Ward
Your Ward of Dawn becomes more potent:
- Its radius increases to 20 feet.
- Allies within the ward gain resistance to all damage types while inside.
- You and your allies regain 10 temporary hit points each time an enemy attacks the dome or a creature inside it.
- enemies who enter your ward of dawn suffer the blinded condition until they leave
Level 20: defender of the first wall
As an action, you can transform into a paragon of defense and light for 1 minute. You gain the following benefits:
- You radiate an aura of protective light in a 30-foot radius. Allies in this area have resistance to all damage and regain temporary hit points equal to your constitution modifier at the start of their turn.
- You can use your Ward of Dawn as a bonus action.
- Whenever you deal radiant damage to a creature, you can reduce its speed to 0 until the start of your next turn.
Once you use this feature, you cannot do so again until you finish a long rest.
defender of the first wall
As an action, you can transform into a paragon of defense and light for 1 minute. You gain the following benefits:
- You radiate an aura of protective light in a 30-foot radius. Allies in this area have resistance to all damage and regain temporary hit points equal to your con modifier at the start of their turn.
- You can use your Ward of Dawn as a bonus action.
- Whenever you deal radiant damage to a creature, you can reduce its speed to 0 until the start of your next turn.
Once you use this feature, you cannot do so again until you finish a long rest.
Previous Versions
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12/1/2024 4:38:40 AM
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Coming Soon
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