Paladin: Oath of the Sentinel
The Oath of the Sentinel is for Paladins who wish to defend those who cannot defend themselves. Sometimes called defenders, wardens, or shield bearers, these Paladins embody the protective nature of the gods. They are invaluable on the battlefield for their ability to protect many people at once, and are highly sought after as bodyguards.
Tenets of the Sentinel
Though the exact words and strictures of the Oath of the Sentinel vary, paladins of this oath share these tenets.
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Shield the Weak. Protect those who need to be protected. Once they are gone, you can do nothing more for them.
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Become the Wall. Your shield is all encompassing. Do not protect just one, but many.
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Hold the Line. Never submit. You are the first, and sometimes the last, line of defense. Do not break, and inspire your allies to continue the fight.
Oath Spells
You gain Oath Spells at the Paladin levels listed.
Oath of the Sentinel Spells
| Paladin Level | Spells |
|---|---|
| 3rd | Absorb Elements, Shield of Faith |
| 5th | Nystul’s Magic Aura, Warding Bond |
| 9th | Counterspell, Protection from Energy |
| 11th | Death Ward, Otiluke’s Resilient Sphere |
| 17th | Antilife Shell, Wall of Force |
Channel Divinity
When you take this oath at 3rd Level, you gain the following two Channel Divinity options.
Ward of Dawn. As an action, a 10-foot-radius immobile magical dome of force appears around you, centered on the point you are standing. The dome cannot be moved and remains for a number of rounds equal to your Charisma modifier. Nothing—not physical objects, energy, or other spell effects—can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or object inside can’t be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it. Any creature can enter or exit the space as if the dome was not there. Friendly creatures that start their turn in the dome or enter for the first time on a turn gain advantage on the next attack roll they make before the end of the turn. Any hostile creature within the dome has disadvantage on attack rolls.
Force Barrier. As a reaction to a friendly creature other than yourself within 30 feet of you taking damage, you may give that creature a number of temporary hit points equal to twice your paladin level, which immediately takes the triggering damage. If the damage reduces the temporary hit points to 0, the rest of the damage carries over to the creature. Otherwise, the temporary hit points last for 1 minute or until depleted.
Aura of the Sentinel
Starting at 7th level, when another friendly creature within 10 feet of you is targeted by an attack, you can use your reaction to magically shield them, giving them a bonus to their AC equal to your Charisma modifier (minimum of 1) until the end of the current turn, including against the triggering attack. At 18th level, the range of this aura increases to 30 feet.
Defender's Rebuke
At 15th level, when you or an ally within 5 feet of you are hit by a melee attack, you can use your reaction to deal force damage to the attacker. The damage equals your paladin level. The attacker must also make a Strength saving throw against your paladin spell save DC. On a failed save, the attacker is pushed in a straight line up to 20 feet away from you.
Radiant Protector
At 20th level, you manifest your protective nature in the form of a massive, shimmering aegis. As a bonus action, you gain the following benefits for 1 minute:
- Your gain a +2 bonus to your AC.
- You have resistance to all damage.
- You gain two additional reactions per round. These special reactions can only be used when an ally within 30 feet is hit by an attack. You use your reaction to instantly swap locations with the ally, taking the damage they would have taken, if the attack roll would still hit you.
Once you use this bonus action, you can't use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.