Wings. You have a pair of wings, with a span equal to twice your shoulder height. You can hover in place if there is sufficient space for your wingspan. You cannot fly if your clothing, armor, or saddlebags are not designed to accommodate wings. You also cannot fly if your wings are bound, if you are encumbered, or if you are wearing medium or heavy armor. If you are paralyzed, rendered unconscious, or knocked prone while in the air, you fall.
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Darkvision. You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
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Living Construct. Your creature type is construct. While you were constructed, you are a living creature. You are immune to diseases and the poisoned condition. You are considered a humanoid for the purpose of magic that would recover your hit points. You do not need to eat or breathe in order to survive by normal means, but you must consume food and/or drink to convert the matter into energy internally. Instead of sleeping, you enter an inactive "sleeping" state. The time required for you to receive the benefits of a short rest is 2 hours, while a long rest is 4 hours. You do not dream in this state; you are fully aware of your surroundings and notice approaching enemies and other events as normal. This state is also used to recharge your internal energy reserves, negating the need to consume food or drink for the purpose of receiving the benefits of a long rest.
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Maintenance. Whenever you are reduced to 0 hit points you deactivate and fall unconscious, you are stable in this state but must receive maintenance to regain consciousness. Healing magic can be used to jump start your system and cause you to regain consciousness, however, you take a level of exhaustion until repaired which can be done over a short or long rest. Alternatively, a creature may make a DC 18 Tools check to repair you over the course of a short or long rest, if successful you gain 1 hit point and regain consciousness. Android's and the race you originated from have advantage on this check.
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Magic Armament. You were most likely built as a type of sentient mechanical guard or as an adventuring companion and you have been armed for this task.
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Killswitch. Because of the dangerous nature of your existence your creators built in a failsafe to ensure that if you are neutralized your body is not lost. When you drop to 0 hit points you may choose to activate your Killswitch. This ability creates a burst of energy within 10 feet of you doing Xd6 damage, where X is your proficiency bonus + your Wisdom modifier. The damage type of this burst is determined by your Magical Armament: fire for Fire Bolt, lightning for Shocking Grasp and cold for Ray of Frost. Affected creatures must make a Constitution save, and on a successful save they take half damage. The DC for this saving throw is 8 + your proficiency bonus + your Constitution modifier. You cannot use this ability again until the end of your next long rest.
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Frame Modifications. Sentinel constructs use their frame and fused metal plating to protect themselves, and cannot equip armor.
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Fused Plating
As fighting techniques and areas of weakness on the frame are identified and analyzed, a sentinel's survival instinct will compel it to fuse stronger and more numerous plates on its body. This makes the sentinel unable to wear armor, but causes its AC to increase as it levels up. Other protective equipment such as gauntlets, rings, belts or boots etc... may still be worn. This feature gains additional features at the 11th level.
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Ocular Illumination
Your eye can emit a continuous cone of light extending 15ft infront of you. It does not obscure your vision in any way. Additionally, as a bonus action you can magically overload your eye's light emitter to produce a blinding flash ("Flash") of light: all creatures within 60ft who have eyes and are facing in your direction have disadvantage on their next attack roll and must make a Concentration check. You have charges for this ability equal to your Constitution modifier. Charges refresh after a long rest. This ability may not be used on consecutive turns in combat. This ability gains additional features at the 9th level.
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Gale Wings
Your ability to fly gives you fantastic speed in combat. Starting at Level 1, you gain 5 extra feet of flying and walking speed. In addition, while you are not unconscious, you can slow your rate of descent while falling, allowing you to land on your feet as if you were under the effect of the feather fall spell. You gain 5 additional feet of only flying speed at the 6th, 10th, and 14th levels. At the 20th level, you gain 10 additional feet of flying and walking speed.
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Speedy Flight
When you choose this specialization at the 1st Level, you gain a +2 bonus to your attack and damage rolls while using ranged weapons that you are proficient with. Additionally at the 1st level, you don't provoke opportunity attacks when you fly out of an enemy's reach.
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Features & Traits