Paladin
Base Class: Paladin

🛡️ Sanctuary Knight – Oath of the Hearthbound

You are more than a warrior. You are a refuge.
The Sanctuary Knight stands not only between friend and foe—but between fear and safety, despair and hope. Rooted in love, loyalty, and emotional resilience, you draw your strength not from conquest, but from connection. You are a shield for the wounded, a calming voice in the storm, and a warm hearthlight in the coldest dark.

Whether you hail from a peaceful village, a sacred grove, or a traveling magical home, your oath binds you to protect, nurture, and inspire. In your presence, allies breathe easier. With your touch, fears fade. And when you stand tall—tail curled protectively (if you have one)—there is no safer place than at your side.


Tenets of the Hearthbound

Though each Sanctuary Knight may interpret their vow uniquely, most live by these core values:

  • Protect the Weary. Stand guard over the tired, the scared, and the small.

  • Nurture Connection. Love, trust, and emotional bonds are the heart of your power.

  • Radiate Calm. When chaos rises, your presence should bring quiet and clarity.

  • Hold the Line. Do not waver in your convictions, especially when others need you most.

  • Build Sanctuary. Wherever you go, leave a place safer and warmer than you found it.


Companionship & TTRPG Notes

You may begin your journey with a bonded companion. If so, all abilities that affect “companions” immediately apply to them. If not, you may gain companions as the story unfolds. You are always allowed up to three companions—family, animal, spiritual, or otherwise—based on your DM's world. You may also designate one player ally to benefit from shared effects when no companions are present.

Tail-Based Moves:
Some abilities reference tail motions (wrapping, bracing, tripping). These are visual flavor only—if your character has no tail, the effect remains unchanged, and the movement is adapted narratively.

 

Level 1 – Hearthbound Guardian

Description:
Your protective instincts run deep. When a creature you can see within 5 feet of you is targeted by an attack, you may use your reaction to impose disadvantage on the attack roll. You must be wielding a shield or have one hand free to do so.
You also gain proficiency in Insight. If you already have proficiency, you instead double your proficiency bonus when making Insight checks.


Level 3 – Oath of the Hearthbound

Description:
When you take this Oath at 3rd level, you learn the Sanctuary Knight spells and gain the Hearthlight Surge feature. As a bonus action, you can radiate warmth and comfort, granting temporary hit points to yourself and all allies within 10 feet equal to your Charisma modifier + your level.
You can use this feature a number of times equal to your Charisma modifier (minimum 1), and regain all uses on a long rest.
At 17th level, the radius increases to 30 feet.


Level 6 – Tail Trip

Description:
When you hit a creature with a melee weapon attack, you may attempt to trip them as a bonus action. The target must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + your Strength or Charisma modifier) or fall prone.
You can use this feature a number of times equal to your proficiency bonus per long rest.
Visual Flair: Characters without tails may flavor this as a foot sweep, shield bash, or creative flourish—mechanically, it functions the same.


Level 7 – Guardian’s Reach

Description:
When an ally within 10 feet of you takes damage, you may use your reaction to reduce that damage by an amount equal to your Paladin level + your Charisma modifier. You may then immediately restore hit points to that ally equal to half the damage prevented (rounded up).
You may use this feature a number of times equal to your Charisma modifier per long rest.


Level 10 – Sanctuary Step

Description:
When you use your Divine Smite feature or cast a spell of 1st level or higher, you may immediately teleport up to 15 feet to an unoccupied space you can see. This movement does not provoke opportunity attacks.
You may use this feature a number of times equal to your proficiency bonus per long rest.


Level 13 – Emotional Anchor

Description:
As an action, you can remove one of the following conditions from a number of creatures equal to your Charisma modifier within 30 feet: Charmed, Frightened, Paralyzed, or one level of Exhaustion.
Once you use this feature, you can’t use it again until you finish a long rest.
Flavor: A warm hearthlight glows around you as the calming sound of a heartbeat or soft lullaby fills the space.


Level 15 – Hearthbound Bond

Description:
Your bond with those you protect deepens. When you or an ally within 30 feet of you is reduced to 0 hit points but not killed outright, you can use your reaction to instead drop them to 1 hit point and immediately pull them 10 feet closer to you.
You may use this feature once per long rest.
If you have a bonded companion, they are always affected by this feature and don’t count against the target limit.


Level 18 – Sanctuary Aura

Description:
Your sanctuary becomes stronger. While conscious, you and all allies within 30 feet have resistance to psychic damage and cannot be Charmed or Frightened.
This aura is always active and does not require concentration.


Level 20 – Heart of the Sanctuary

Description:
As a bonus action, you enter a Sanctuary State for 1 minute. While active:

  • You and allies within 30 feet gain resistance to all damage.

  • Allies regain 1d6 hit points at the start of their turns.

  • Enemies have disadvantage on attack rolls against your allies within the aura.

This feature can be used once per long rest.
If you have a bonded companion, they are always affected. You may choose one additional ally to be treated as bonded for this effect.

Oath of the Hearthbound

When you take this oath at 3rd level, you commit yourself to protection through presence, care, and emotional strength. Your hearth is your power — and those you hold dear are shielded within it.

🔹 Oath Spells

You gain the following oath spells at the levels listed. These spells are always prepared and don’t count against the number of spells you can prepare.

Paladin Level Spells
3rd Sanctuary, Shield of Faith
5th Aid, Calm Emotions
9th Beacon of Hope, Counterspell
13th Aura of Life, Greater Invisibility
17th Wall of Force, Circle of Power

🔹 Channel Divinity

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

• Hearthbound Shield – As a reaction, when a creature within 10 feet of you is hit by an attack, you can use your Channel Divinity to impose disadvantage on that attack roll. If the attack still hits, the target gains temporary hit points equal to your Paladin level.

• Comforting Presence – You can use your Channel Divinity to calm tension. As an action, choose up to three creatures within 30 feet. They automatically succeed on one saving throw against being frightened or charmed and regain 1d6 hit points.

Guardian’s Reach

Your protective instincts reach farther than most. The range of your Lay on Hands and Aura of Protection features is increased by 5 feet.

Additionally, you may now use your reaction to intercept an attack made against an ally within 10 feet of you, even if they are not adjacent. When you do, reduce the damage taken by an amount equal to 1d8 + your Charisma modifier + your Paladin level / 2 (rounded down). You must be able to see the target and the attacker.

Hearthbound Bond

When a creature you consider family or an emotionally bonded companion within 30 feet takes damage, you may use your reaction to magically transfer that damage to yourself, reducing the damage they take by an amount up to your Paladin level Ă— your Charisma modifier. You take the transferred damage instead.

You can use this feature a number of times equal to your Charisma modifier (minimum once) per long rest.

Additionally, when you use Lay on Hands or a healing spell on a creature you are bonded to, they gain temporary hit points equal to your Charisma modifier, and are cured of one condition: charmed, frightened, or paralyzed.

Heart of the Sanctuary

At 20th level, you can awaken the full power of your Hearthbound presence. As an action, you ignite your Sanctuary Form, which lasts for 1 minute. You emit a 30-foot aura of magical comfort and protection.

While this aura is active:
• You and all allies within range gain resistance to bludgeoning, piercing, and slashing damage.
• Enemies in the aura have disadvantage on attacks against your bonded allies and companions.
• When an ally starts their turn in the aura, they regain 10 hit points.
• Once per turn, when you use Lay on Hands, it does not consume any of your healing pool.

Once you activate this feature, you can’t do so again until you finish a long rest.

The Sanctuary Knight Image

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