Paladin
Base Class: Paladin

Tenets of the Guardians

The tenets of the Oath of the Sentinel ensures that paladins vigilant and responsive to all dire situations.

Devotion. Allegiance to your people creates stronger bonds, and stronger bonds allows room for

Bravery. Take the risks so that others don't have to. Even amongst the most dire situations, there is always room for the heroic

Sacrifice. In life, protect and serve others at all costs; and in

Death. May you finally rest, knowing that you did everything that you could; and everyone may just be okay.

Oath Spells

Oath of the Sentinel Spells
Paladin Level Spells
3rd Protection from Evil and Good, Shield of Faith
5th Aid, Warding Bond
9th Counterspell, Magic Circle
13th Death Ward, Guardian of Faith
17th Antilife Shell, Wall of Force

Channel Bravery

Your courage knows no bounds. Starting at 3rd level, you emanate an abjurative aura that affects all creatures within 5 feet of you. This aura will later become expanded to 10 feet at level 6, and again to 30 feet at level 18.

  • Bulwark Stance. You can use your Channel Bravery to bolster your allies and keep them out of harm's way. As an action, you enter a defensive stance that grants all allies within your paladin aura (including yourself) a bonus to AC equal to half of your Charisma modifier rounded down (minimum of 1) until the beginning of your next turn. 
  • Watch Out!.  You can use your Channel Bravery to protect an ally from an attack. When an ally within your aura is the target of an attack, you can use your reaction to add 5 to their Armor Class. If the attack still would hit, the damage would be transferred to you instead of that creature taking it. This feature doesn't transfer any other effects that might accompany the damage, and this damage can't be reduced in any way. 

Aura of Shielding

Starting at 7th level, you can project abjurations on your allies. All friendly creatures in your paladin aura (10 feet at 6th level, 30 feet at 18th level) gain temporary hit points equal to the total number of creatures in the aura. These hit points are removed when you are incapacitated or when a creature leaves your aura.

Ward of Dawn

Your proficiency with abjuration grants you otherwordly abilities. 

You can expend a use of Channel Bravery to cast Globe of Invulnerability. This spell still requires concentration, but you may also cast an additional concentration spell while this effect is active.

Unwavering Resolve

Starting at 20th level, you cannot be stopped (metaphorically). As an action, you can become the defender you were meant to be, gaining the following benefits for 1 minute.

  • You have resistance to all damage.
  • You gain a second reaction.
  • Creatures summoned by you gain an aura that shares your current paladin aura benefits, but only extends 5 feet.

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

Sentinel Shield

Starting at 3rd level you have a special attachment to shields. 

You learn a ritual that creates a magical bond between yourself and your shield. You perform the ritual over the course of 1 hour, which can be done during a short rest. The shield must be within your reach throughout the ritual, at the conclusion of which you touch the shield and forge the bond.

You cannot be disarmed of your shield unless you are incapacitated. 

Additionally, the shield also becomes a weapon that gains the thrown property with a range of 20(60) feet and returns instantly to your hand. the shield does 1d8 bludgeoning damage and has the push weapon mastery.

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