Paladin
Base Class: Paladin

Sentinels are the bulwark of battle that inspire hope and tenacity. Sentinels are far and few but paladins who rise above the rest become the beacons that will shine through the darkest days.  

Tennets of the Sentinel 

The Tennets of the Sentinel are the cardinal rules that all sentinels abide by. Should a sentinel stray from these principals, they are seen as cowardice and teeter on the line between hope and despair for their allies.

 No Blood Shall Be Spilled Behind Me. Those that put themselves in my care are under my protection, and no harm shall come to them should I draw breath.

Only the Wicked Shall Taste My Blade. My blade and fury is only reserved for those that wish harm to my cause.

The Happiness for Few Is Worth the Toil. The happiness and joy of my friends and kin one I shall protect until the end

Hope Is Not So Easily Lost. Though the moment is bleak, the end where we share laughs and smiles draws ever nearer. Despair only wins because hope dies. 

 

 

Oath Spells

3rd-level Sentinel feature

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

Oath of the Sentinel Spells
Paladin Level Spells

3rd

healing word, bless

5th

enhance ability, aid

9th

beacon of hope, life transference

13th

freedom of movement, spirit guardians

17th

hallow, mass heal

Channel Divinity

3rd-level Oath of the Sentinel feature

You gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

Hold the Line. Once per short rest as a bonus action you can become an irresistible target for your enemies. For a minute enemies must make a WIS saving throw at the top of their turn against your spell DC or they cannot attack a creature other than you or else suffer disadvantage on their attacks against another creature as long as you are within sight.

Heroes Never Die. Once per long rest whenever you use your Lay on Hands ability to heal an ally, you can spread that healing to a number of additional allies equal to your proficiency modifier.

Aura of Rejuvination

7th- and 18th-level Oath of the Sentinel feature

You emanate an aura that fills you and your companions with rejuvinated vigor. Starting at 7th level, at the start of their turn, all allies within 5 ft of you heal for an amount equal to your CHA modifier.

At 18th level, the range of this aura increases to 15 feet.

Sentinel's Brand

15th-level Oath of the Sentinel feature

When you use your divine smite ability, you can empower it with the strength of your god as a reaction. The target is branded with the holy symbol of your god. All allies have advantage on that creature for the next minute and deal additional damage equal to your charisma modifier.

Only one creature may be branded and you may use this ability once per short rest.

Sentinel's Dance

20th-level Oath of the Sentinel feature

You can empower yourself with the legends—whether true or exaggerated—of your great deeds. As a bonus action, you gain the following benefits for 1 minute:

  • All allies heal for half of their total hit point maximum and have advantage on their next attack.
  • Your attacks while in this mode deal automatic smite damage equal to half your CHA modifier and do not use spell slots.
  • For each enemy you damage while in this mode you may make another free attack to an enemy within 10 feet.

Once you use this feature, you can’t use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.

Previous Versions

Name Date Modified Views Adds Version Actions
3/14/2021 9:41:33 PM
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