Paladin
Base Class: Paladin

The Sentinels of Light are an ancient sacred order that are sworn to protect life and light from undeath and darkness. Sentinels are taught to channel their souls through ranged weapons to heal allies and attack foes with radiant light.

TENETS OF THE SENTINELS OF LIGHT

The tenets of the Oath of the Light Sentinels are felt throughout a Paladin's soul when they take up the oath.

Life. The gift of life is sacred, and undeath is an abomination that must be sought out and eradicated.

Light. You must stand as a beacon of hope for all around you, as fear mires the mind and weakens the light.

Courage. You must be willing to do what needs to be done for the sake of order, even in the face of overwhelming odds. If you don’t act, then who will?

Responsibility. You must deal with the consequences of your actions, and you are responsible for fulfilling your duties and obligations.

  

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of the Light Sentinel Spells table. See the Sacred Oath class feature for how oath spells work.

Oath of the Light Sentinel Spells

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

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

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.

Relic Cannon. As an action, you can imbue a weapon that you are holding with Relic Light, as long as it has the Ammunition property. Until the end of your next long rest, the weapon emits bright light in a 20-foot radius and dim light 20 feet beyond that, and you are able to use your Divine Smite on ranged attacks made with this weapon. Additionally, when you make a ranged attack with the weapon, you can choose to summon and use a Relic Bolt made of pure light rather than ammunition, which deals radiant damage and passes through allies, structures, and constructs without damaging them. Relic Bolts can be loaded as a free action.

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.

Piercing Light

Starting at 7th level, you can heal allies with Relic Rolts that you fire at your enemies. Once per turn, when you hit an enemy with a ranged attack using a Relic Bolt, if an ally was stood directly between you and the target when you made the attack, you can use your Lay on Hands pool to heal the ally.

Unyielding Light

Starting at 15th level, while holding the last weapon you used your channel divinity on, it remains suffused with bright light in a 20 foot radius which is not affected by magical darkness, and dim light 20 feet beyond that. As a free action, you can dim the light to a dim glow of 5 foot radius, or return it to its regular brightness. While in your weapon's light, you gain resistance to necrotic damage, and all fiends and undead have disadvantage on attack rolls made against you and any allies stood within the radius of your weapon's light.

Additionally, you cannot be charmed, frightened, or possessed by any fiend or undead creature.

Lightslinger

At 20th level, you stand as a beacon of light in battle. As a bonus action, you gain the following benefits for 1 minute:

  • The bright light from your weapon extends to 40 feet.
  • When a Relic Bolt hits or passes through a creature within 60 feet, you can choose to mark that creature. While marked, you know where the target is at all times, and can choose to heal or damage a marked creature using your Lay on Hands pool as a bonus action. Damage dealt using your Lay on Hands pool deals radiant damage equal to half the number of points spent. Once you damage a target in this way, the mark is consumed.
  • You can make one extra ranged attack per turn.

This effect ends early if you are incapacitated or die. Once the effect ends, all marks dissipate. Once you use this feature, you can’t use it again until you finish a long rest.

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