Oath of the Hallowed Sentinel
Within the realm of unwavering faith, the sentinels arises as a solitary sacred order dedicated to the Allfather's divine charge. Standing alone, they stand as a relentless guardian, their unwavering gaze piercing the veil of darkness. With hearts fortified by ceaseless devotion, they confront the most formidable trials, embodying the Allfather's indomitable will as a solitary beacon against encroaching malevolence, their resolute presence offering protection to the weak and innocent.
Tenets of the Hallowed Sentinels
Vigilance: Stand unwavering against the darkness, always watchful and ready to defend.
Devotion: Embrace an unyielding faith, exemplifying mercy, compassion, and righteousness in every action.
Sacrifice: Embrace the trials and challenges of your sacred duty.
Hunters Zeal
Those who worship the Allfather forsake spellcasting, channeling their devotion into unwavering martial prowess. Through relentless training, you can enter a heightened state of focus when the weak call upon you. Upon rolling initiative or as a bonus action on your turn, you enter a heightened state of focus.
- Your speed increases by 10 feet.
- Melee weapon attacks you make on your turn deal an extra 1d6 damage. This damage increases by a die each time you gain a feature in this subclass.
- While you are below your hit point maximum, you gain a bonus to damage rolls equal to your Constitution modifier. If you are below half your hit point maximum, this bonus is doubled.
Your Focus lasts for 1 minute. It ends early if you are knocked unconscious or if you end your focus as a bonus action. You can you this ability a number of times equal to your proficiency bonus short or long rest.
Channel Divinity: Guardians Fury
As an action, For the next 1 minute you channel your inner fury. When you attack a creature, you regain hit points equal to your proficiency bonus if you are below half your hit point maximum. Additionally once per long rest, when you are reduced to 0 hit points but not killed outright, you instead drop to a number of hit points equal to your paladin level.
Aura of Unrelenting
Starting at 7th level, your connection to the Allfather grants you and your allies stalwart resistance towards those who threaten you. You emit an aura with a range of 10 feet you and friendly creatures within the aura have advantage on saving throws against being charmed or frightened.
At 18th level, the range of this aura increases to 30 feet.
Fury of the Sentinel
At 15th level, you unleash the full extent of your fury, while your zeal is active, your melee weapon attacks score a critical hit on a roll of 19 or 20 additionally when you roll a critical hit, you gain temporary hit points equal to your Paladin level + Constitution Modifier.
Allfather's Ascendancy
At 20th level, you embody the embodiment of peace and tranquility, becoming an unyielding force against those who would disrupt harmony. While your zeal is active you gain the following benefits:
- You have resistance to all damage dealt by other creatures, including their attacks, spells, and other effects.
- Whenever a creature damages you, it takes radiant damage equal to half the amount it dealt to you.
- You roll an extra damage dice for your zeals bonus damage, when you hit with a melee weapon attack.