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Esper Sentinel

The Sentinel Where many espers manipulate energies or make use of tools and drones, sentinels directly integrate themselves with their sorium device, transforming themselves into powerhouses of force, mighty defenders, and unyielding avengers.
hit dice: 1d10
hit points at 1st level: 10 + your Constitution modifier
hit points at higher levels: 1d10 (or 6) + your Consitution modifier per sentinel level after 1st
armor proficiencies: Light armor, medium armor, heavy armor, shields.
weapon proficiencies: Simple weapons, martial weapons.
tools: Cybersmith's Tools.
saving throws: Charisma, Constitution
skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, Mechanics, Perception.
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:
(a) any martial weapon and shield or (b) two martial weapons
(a) Throwing Blades or (b) any simple weapon
(a) Heavy Trooper or (b) Medium Trooper
(a) Soldier’s Pack or (b) Explorer’s Pack
Sentinel's Rig
spellcasting:
Forging By 2nd level, you have learned to use the energy stored in your rig to power techniques, much like an engineer.   Preparing and Using Techniques The Sentinel table shows how many tech slots you have to use for techniques. To activate a technique, you must expend a tech slot of the technique’s rank or higher. You regain all expended tech slots when you finish a long rest.   You prepare the list of techniques that are available for you to use, choosing from the sentinel powers list. When you do so, choose a number of techniques equal to your Charisma modifier + half your sentinel level, rounded down (minimum of one technique). The techniques must be of a rank for which you have tech slots.   For example, if you are a 5th-level sentinel, you have four rank 1 and two rank 2 tech slots. With a Charisma of 14, your list of prepared techniques can include four rank 1 and rank 2 techniques, in any combination. If you prepare the rank 1 technique mend, you can activate it using a rank 1 or a rank 2 tech slot. Using the technique doesn’t remove it from your list of prepared techniques.   You can change your list of prepared techniques when you finish a long rest. Preparing a new list of sentinel techniques for use requires at least 1 minute per technique level for each technique on your list.   Forging Ability Charisma is your forging ability for your sentinel techniques, communing with your rig harness to implement your powers.   You use your Charisma whenever a technique refers to your forging ability. In addition, you use you Charisma modifier when setting the saving throw DC for a technique you use and when making an attack roll with one.   Forging save DC = 8 + your proficiency bonus + your Charisma modifier   Forging attack modifier = your proficiency bonus + your Charisma modifier
class features:
Sentinel's Rig At 1st level, You have a personalized rig, which is fitted with a set of sorium materials, tools, and attachments used to activate and implement your techniques. Your rig is integrated into your body, most often taking the form of a metallic harness bound to your torso. It is considered to be a part of your body and cannot be removed.   You can use your bonus action and expend a tech slot to make your rig invisible to mundane senses, but it is still detectable by special senses such as truesight and talents such as esper sense. Your rig remains hidden for a number of hours equal to your sentinel level or until you lose your concentration (as if you were concentrating on an esper power). Once you reach 5th level, concealing your rig no longer requires you to expend a tech slot. When your rig is hidden in this way, you cannot use any techniques or your weapon link feature (see the Weapon Link feature described later).   Between Body and Harness     There have been many theories on what truly happens when a sentinel integrates with their harness, which draws its power from the stars and celestial bodies between them. It is a far more extensive bond than those who are fitted with sorium implants. Scientists who study the effects of the Crucibles have always believed they are imbued with a programming code which even the most brilliant of scientists have only scratched the surface toward fully understanding.     However, going upon their basic theory, the integration of the sorium harness and its connection to the Crucibles may be the source of this inner voice that guides each sentinel toward their path. Whether this is just some base code within the Crucibles themselves, or perhaps even a form of AI, no one can truly say for certain.   Regenerative Force Starting at 1st level, you can use the energy stored in your rig to regenerate living tissue. You have a regenerative pool that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your sentinel level x 5.   As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.   Alternatively, you can expend 5 hit points from your regenerative pool to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Regenerative Force, expending hit points separately for each one.   This feature has no effect on automatons or constructs.   Weapon Link Your rig’s attachments enable you to create a weapon link—a bio-molecular link between your rig and a melee weapon of your choice. Forging a weapon link takes 1 hour, which can be completed during a short rest. You can instantly dismiss your weapon link, the weapon dismantling itself and becoming a part of your harness. You can spend a bonus action to recall the weapon or summon it from any location to appear directly into your hand.   Once the weapon has been forged into a weapon link, you cannot be disarmed of that weapon unless you are incapacitated. Your weapon link is instantly dismissed into your rig if it is more than 10 feet away from you.   You can have up to two weapon links, but can draw only one at a time with your bonus action. If you attempt to create a weapon link with a third weapon, you must break the link with one of the other two.   Fighting Style At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again.   Infused Strike Also beginning at 2nd level, you can cause your weapon link to erupt with cosmic energy during combat. Whenever you use this feature, you can make either an Infused Melee Strike or an Infused Ranged Strike.   Infused Melee Strike When you hit a creature with a melee weapon attack using your weapon link, you can expend one tech slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is for a rank 1 technique slot, plus for each slot rank higher than 1, to a maximum of . The damage increases by if the target is an automaton or a construct.   Infused Ranged Strike You can use your action to fire a radiant beam from your weapon link at a target within 60 feet of you that you can see. Make a ranged forging attack. On a hit, the target takes radiant damage. You can also expend a tech slot to deal additional radiant damage as if you had hit the target with an infused melee strike. The extra damage is for a rank 1 technique slot, plus for each slot rank higher than 1, to a maximum of . The damage increases by if the target is an automaton or a construct.   You can perform a ranged strike a number of times equal to your Charisma modifier. You regain all uses after you complete a short or long rest.   Cellular Resistance By 3rd level, the cosmic energy flowing through you makes you immune to disease.   Sentinel's Path At 3rd level, you fully integrate with your harness, adopting a path and code of ethics that defines you as a sentinel. Up to this time you had been slowly adopting your true purpose but not yet fully committed to it. Your path not only defines you as an esper, but as the enlightened individual with a true objective in the galaxy.   Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include expanded techniques and the Rig Expansion feature.   Expanded Powers Each code has a list of associated techniques. You gain access to these techniques at the levels specified in the code description. Once you gain access to one of these techniques, you always have it prepared. They don’t count against the number of techniques you can prepare each day.   If your code grants you an esper power that doesn’t appear on the sentinel powers list, the power is nonetheless a sentinel technique for you.   Rig Expansion Your rig integration allows you to channel its energy to fuel additional effects. Each Rig Expansion option provided by your code explains how to use it.   When you use your Rig Expansion, you choose which option to use. You must then finish a short or long rest to use your Rig Expansion again.   Some Rig Expansion effects require saving throws. When you use such an effect from this class, the DC equals your sentinel forging save DC.   Ability Score Improvement When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. If your DM allows the use of feats, you may instead take a feat.   Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Multi-User Tactical Display Starting at 6th level, you can sync with nearby allies, providing them with an augmented reality display of incoming threats. Whenever you or a friendly creature within 10 feet of you is required to make a saving throw, they gain a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.   At 18th level, the range of this feature increases to 30 feet.   Sentinel's Path feature At 7th level, you gain a feature granted to you by your Sentinel Path.   Ability Score Improvement When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. If your DM allows the use of feats, you may instead take a feat.   Expanded Tactical Display Starting at 10th level, you and friendly creatures within 10 feet of you can't be surprised while you are conscious.   At 18th level, the range of this aura increases to 30 feet.   Amplified Strike By 11th level, you master your attunement with your weapon link, and your weapon strikes carry residual cosmic energy. Whenever you hit a creature with a weapon attack using your weapon link, the creature takes an extra radiant damage. If you also use your Infused Strike with your weapon link, you add this damage to the extra damage of your Infused Strike.   Ability Score Improvement When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. If your DM allows the use of feats, you may instead take a feat.   Pattern Absorption Beginning at 14th level, you can use your action to end the effects of one esper power on yourself or on one willing creature that you touch.   You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest.   Sentinel's Path feature At 15th level, you gain a feature granted to you by your Sentinel's Path.   Ability Score Improvement When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. If your DM allows the use of feats, you may instead take a feat.   Tactical Display improvements At 18th level, the range of your Tactical Display increases to 30 feet.   Ability Score Improvement When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. If your DM allows the use of feats, you may instead take a feat.   Sentinel's Path feature At 20th level, you gain a feature granted to you by your Sentinel's Path.
subclass options:

Path of the Champion

  Your path leads you toward becoming a cosmic defender of a cause. Many sentinels who follow this path consider themselves the guardians of a particular region, a defender of the people, or a pursuer of justice for those who have been wronged.   Expanded Powers You gain the following powers at the sentinel levels listed.  
Champion Techniques
Sentinel Level Esper Power
3rd impedance, sensory jammer
5th detoxify, minor remedy
9th optimizer, unravel effect
13th superior aegis, unfetter
17th incinerate, major remedy
  Rig Expansion When you choose this path at 3rd level, you gain the following two Rig Expansion options.   Stellar Armament. As an action, you can imbue one weapon that you are holding with positive energy, using your rig Expansion. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already forge enhanced, it becomes so for the duration.   Electromagnetic Pulse. As an action, you unleash a pulse of energy from your harness, directley affection all automaton and constructs within range. Each of these targets within 30 feet of you and with less thank three-quarters cover must make a Intelligence saving throw. If the target fails its saving throw, it is impaired until the end your next turn or until it takes any damage. This ability also affects mechanical creatures controlled by a live operator. An impaired target cannot take any reactions an dits movement is reduced to 0. The only action available to the target is the dodge action. In addition, any unshielded computer panel or electronic device not worn by another creature is rendered inert until the start of your next turn.   Mental Anchor Starting at 7th level, your tactical display can detect strong shifts in the brainwave patterns of your teammates. you and friendly creatures within 10 feet of you can't be charmed while you are conscious.   At 18th level, the range of this feature increases to 30 feet.   Celestial Renewel Beginning at 15th level, when you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead. Once you use this ability, you can't use it again until you finish a long rest.   Corona At 20th level, as an action, you can emanate abrilliant auara of solar energy. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that.   Whenever an enemy creature starts its turn in the bright light, the creature takes 10 radiant damage.   In addition, for the duration, you have advantage on saving throws against powers usd by proteans and netherents.   Once you use this feature, you can't use it again until you finish a long rest.
LevelProf. BonusFeatures1st2nd3rd4th5th
1st+2Sentinel's Rig, Regenerative Force, Weapon Link-----
2nd+2Fighting Style, Forging, Infused Strike2----
3rd+2Cellular Rsistance, Sentinel's Path3----
4th+2Ability Score Improvement3----
5th+3Extra Attack42---
6th+3Multi-User Tactical Display42---
7th+3Sentinel's Path Feature43---
8th+3Ability Score Improvement43---
9th+4--432--
10th+4Expanded Tactical Display432--
11th+4Amplified Strike433--
12th+4Ability Score Improvement433--
13th+5--4331-
14th+5Pattern Absorption4331-
15th+5Sentinel's Path Feature4332-
16th+5Ability Score Improvement4332-
17th+5--43331
18th+5Tactical Display Improvements43331
19th+5Ability Score Improvement43332
20th+5Sentinel's Path Feature43332

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Kajelmoon.

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