Paladin
Base Class: Paladin

Oath of the Sentinel

Paladins who swear the Oath of the Sentinel live to shield their allies from harm, willingly putting themselves in danger to save others. Where others might retreat, Sentinels rush into peril, knowing their place is wherever they are most needed. To them, protection is a calling and self-sacrifice the ultimate duty.


Tenets of the Sentinel

The Oath of the Sentinel focuses on unwavering sacrifice and swift intervention to safeguard allies:

  • First to Danger: Never hesitate to throw yourself into the path of harm for those who need you.
  • Swift as a Gale: A protector is always in motion, never idle. Move where you are needed most.
  • Sacrifice Without Hesitation: Your pain is a small price to pay for another’s survival.
  • The Bond Unbroken: Cherish and shield the bonds that define you, for they are your greatest strength.

Oath Spells

You gain oath spells at the paladin levels listed.

Paladin Level Spells
3rd Sanctuary, Shield of Faith
5th Warding Bond, Misty Step
9th Spirit Guardians, Beacon of Hope
13th Death Ward, Freedom of Movement
17th Wall of Force, Teleportation Circle

Channel Divinity

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

Sacrificial Leap

As a reaction when a creature you can see within 30 feet of you is hit by an attack or targeted by an effect that requires a saving throw, you can use your Channel Divinity to teleport to an unoccupied space adjacent to them.

  • You immediately become the target of the attack or effect in their place. If the attack hits or you fail the saving throw, you take the damage or effect, but you gain temporary hit points equal to your paladin level + your Charisma modifier.

Rushing Sentinel

As a bonus action, you can use your Channel Divinity to bolster your mobility for 1 minute:

  • Your movement speed increases by 10 feet.
  • You can Dash as a bonus action.
  • If you move at least 10 feet toward an ally and end your movement adjacent to them, you can impose disadvantage on the next attack roll made against that ally before the start of your next turn.

Aura of Alacrity

  • You and allies within 10 feet of you can take the Dash action as a bonus action if moving toward an ally or away from a visible enemy.

  • Additionally, when you use Sacrificial Leap, allies within your aura gain temporary hit points equal to your Charisma modifier.

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

Vanguard's Duty

 

  • When an ally within 30 feet of you is reduced to 0 hit points, you can use your reaction to magically teleport to their space. The ally is stabilized, and you take damage equal to half of the triggering attack or effect’s total damage.

  • Once per turn, when you use this ability, you can choose to expend a 1st-level spell slot to heal yourself for 1d8 + your Charisma modifier.

 

 

Sentinel Ascendant

  • Your movement speed is doubled, and opportunity attacks against you have disadvantage.
  • When you use Sacrificial Leap, you can teleport to a space adjacent to any creature you can see within 60 feet of you. You gain resistance to all damage taken from this feature.
  • When an ally within 30 feet of you takes damage, you can use your reaction to reduce the damage by half.

Once you use this feature, you can’t use it again until you finish a long rest.

Previous Versions

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