Oath of the Sentinel (5e Subclass)
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Oath of the Sentinel
The Oath of the Sentinel calls to paladins who seek to protect others... always even against overwhelming odds. They place themselves at the forefront of battle as a bulwark against chaos and harm for their allies, and the innocent. They utilize a divine version of pure magical force power to immobilize enemies and safeguard their charges from violence. They become a physical manifestation of a divine shield.
Taking this Oath is one of unrelenting duty and sacrifice. A common saying among the men and women who take this Oath is "Duty is heavier than a mountain, death is lighter than a feather." Also common when facing a foe of overwhelming power and threat, to gird them against fear: "I must not fear. Fear is the mind killer." or a battle shout of "Embrace Death!"
This can have the sometimes unfortunate affect of making these Paladin prone to Despair temptation and fatalism, knowing that they serve a higher purpose that will at some point lead to their death, with a solemn bleakness knowing there will come a time when they will no longer be able to protect others with their mortal life.
Regardless, Paladin who follow the Oath of the Sentinel know that they are duty bound to persevere until they must "sheath the sword". There will come a time when they must achieve a goal at all costs. It may come in attack or in defense. And the only way will be to allow the 'sword' to be sheathed in their own body, when the price is worth the gain, and there is no other choice left. "Death comes to us all, we can only choose how to face it when it comes, and when it does... face it on your feet".
Paladin who worship Helm frequently choose to take this Oath as it aligns well with Church of Helm dogma:
Never betray your trust. Be vigilant. Stand, wait, and watch carefully. Be fair and diligent in the conduct of your orders. Protect the weak, poor, injured, and young, and do not sacrifice them for others or yourself. Anticipate attacks and be ready. Know your foes. Care for your weapons so they may perform their duties when called upon. Careful planning always defeats rushed actions in the end. Always obey orders, providing those orders follow the dictates of Helm. Demonstrate excellence and purity of loyalty in your role as a guardian and protector.
Tenets of the Sentinel
The tenets of the Oath of the Sentinel hold a paladin to a high standard eternal vigilance in defense of others, unyielding even unto death.
- Discipline: You must be regimented in your duty. Tend the wounds of the suffering. Bring peace and tranquility where you can. Yours is a path of sacrifice on behalf of the weak and oppressed. Be fair, and diligent in exercising your glorious responsibility.
- Mastery: Master negotiations for peace with those who will honor it. But you must master combat techniques to stand ready and prepared to take action against those who threaten the innocent and will not.
- Vigilance: Be ever alert for threats. You are a shield against the menace and malfeasance of the world. Face danger on your feet, placing yourself between it and others, especially the innocent. Consistently tend your armor, hone your weapons and mind, your blade must be forever sharp and your mind keen to survive what lies ahead.
- Oath Spells
You gain Oath spells at the Spells Levels listed:
|1st||Guiding Bolt, Healing Word|
|2nd||Spiritual Weapon, Warding Bond|
|3rd||Spirit Guardians, Tiny Hut|
|4th||Guardian of Faith, Resilient Sphere|
|5th||Mass Cure Wounds, Summon Celestial|
When you take this Oath at 3rd level, you gain the following two Channel Divinity options.
- Force of Will As a bonus action, the Paladin can channel their god's divine will through a particular weapon. Whenever you finish a long rest, you can touch one melee weapon that you are proficient with and empower it. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This effect lasts for a number of hours equal to your Charisma modifier.
- Artful Diplomacy You can use your Channel Divinity to augment your presence with divine power. As an action, you grant yourself a +5 bonus to Charisma (Persuasion) checks for the next 10 minutes.
Aura of Vigilance
Starting at 7th level, you constantly emanate an aura of force while you’re not incapacitated. The aura leaves a palpable feel of pressure and an almost thickness to the air with a heavy oscillating buzzing hum when it impacts other creatures. The aura extends 10 feet from you in every direction, but not through total cover. When a creature you can see within 10 feet of you is the target of a ranged or melee attack, you can use your reaction to become the target instead. When you do so, if the attack hits the damage type changes to force. If a creature in the aura is affected by Force damage from you, it becomes Restrained and creates audible noise within 2d6 x 10 feet of you. If a creature restrained by the aura takes Force damage from you it must make a CON saving throw vs your spell DC or become Paralyzed for the round. This feature has no effect on creatures of Gargantuan size.
If At 18th level, the range of this aura increases to 30 feet, and creates audible noise within 3d6 x 10 feet and may affect Gargantuan creatures.
Aura of Discipline
At 15th level, your aura intensifies to stabilize your body and snap bonds that would hold you. You are immune spells and effects that would force you to move against your will, and gain advantage on saving throws against effects that would paralyze you, or cause you to be be restrained.
Aura of Mastery
At 20th level, the paladin's force aura intensifies and can be used as an action to surround himself or herself with an aura of extreme force that extends 30 feet centered on and following the paladin that lasts for 1 minute. The aura causes all creatures within it's range to have an almost imperceptible blur outlining their profile. While the aura lasts, the paladin deals 2d10 + the paladin's Charisma modifier to any creature inside it's aura at the start of the Paladin's turn. As a reaction, the Paladin can slow the impact of any ranged or melee attack on any creature within the aura, and negate 1d10 points of damage from the strike.
After activating the aura, the paladin can't do so again until he or she finishes a long rest.