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Sentinel

Whether you're a trained bodyguard for the rich and powerful or a determined guard to a settlement, your skill at fighting defensively is almost unmatched. Where other warriors your age rush to gain personal glory, you're calm, collected and stalwart. You know that honour and glory is important but it won't do you much good if you get killed because you got careless. The chances are your preference of equipment is more pragmatic than elaborate, you're after a reliable weapon, not a status symbol. The key to your continued survival has been your skills as a team player, able to shield vulnerable allies from harm or take advantage of an enemies moment of distraction to lethal effect. This has won you many allies and friends, some of whom you'll recall till the end of your days.   Wherever you find yourself, you've sworn to live a life of loyalty to a cause you utterly believe in. Your belief isn't blind or single minded but once you form an attachment to a group it can be remarkably hard to sway you away from it. To some, you'll be a beacon of hope and optimism in a world in sore need of it. To others, you're an insufferable go getter who has yet to understand the nature of Athas. Either way you're goal is to seek happiness through self sacrifice, helpful deeds or acts of charity big or small.
hit dice: 1D10
hit points at 1st level: 1D10 + your CON modifier
hit points at higher levels: 1D10+ your CON modifier
armor proficiencies: Light Armour, Medium Armour, Heavy Armour
weapon proficiencies: Simple melee weapons, Simple ranged weapons, Martial melee Weapons
tools: Cooks Utensils, Herbalists Kit
saving throws: CON, WIS
skills: Choose two from Athletics, Nature, Perception, Stealth, Survival,
starting equipment:
You start character creation with;

  • Leather Armour, Studded Leather, or a Bone Breastplate

  • A Shield

  • Cooks Utensils or a Herbalists Kit

  • A Dagger


You can choose one of the following;

  • A simple melee weapon or a simple ranged weapon.

  • A Martial melee weapon.


spellcasting:
class features:
Level Proficiency Features Stoic Points
1 +2 Sentinel Weapon -
2 +2 Stoicism 1
3 +2 Counter, Sentinel Archetype 2
4 +2 Ability Score Increase/Feat 2
5 +3 Extra Attack (1) 3
6 +3 Sentinel Archetype Skill 3
7 +3 Damage Dice Improvement 3
8 +3 Ability Score Increase/Feat 4
9 +4 Peerless Will (1) 4
10 +4 - 4
11 +4 Sentinel Archetype Skill, Extra Attack (2) 4
12 +4 Ability Score Increase/Feat 5
13 +4 Peerless Will (2) 5
14 +5 Sentinel Archetype Skill 5
15 +5 Tool Expertise 5
16 +6 - 5
17 +6 Magical Wall 6
18 +6 - 6
19 +6 - 6
20 +6 Master Defender 6
Bodyguard: At level 1, When a hostile creature attacks a friendly creature within 5ft of you, you can use your reaction to take the attack instead of them.   Sentinel Weapon: At level 1, pick a weapon type (Swords, Polearms, Throwing Weapons etc) to be your sentinel weapon type. When using a weapon of this type, you add 1 to your weapon attack rolls.   Stoicism: At level 2, When you're hit by an attack, you can use a bonus action to reduce the damage by 1D6. You can use this ability a number of times equal to the number in the "Stoic Points" table. At 6th level, this is increased by 2D6 and then 3D6 at 10th level.   Counter: At level 3, When a hostile creature attacks a friendly creature within 5ft of you, you can use your reaction to make a single counter attack against them regardless of the result.   Sentinel Archetype: At level 3, you can choose the Defender, Survivalist or Huntsman archetype.   Ability Score Increase/Feat: At levels 4, 8 and 12, you can choose to do one of the following;
  • Increase one stat by 2.
  • Increase two stats by 1.
  • Pick a feat you're eligible to learn.
Damage Dice Improvement: At level 7, the damage dice of all your weapon attacks is increased by one size (D4 to D6, D8 to D10 etc). At level 12, you roll an additional dice worth of your sentinel weapons base damage.   Peerless Will: At level 9, when you drop below 0 hit points, you can attempt a DC15 CON save. If you pass the save, you can make one last round of actions before passing out and requiring death saves. This ability can be used once per long rest and twice at level 13.   Tool Expertise: At level 15, you can choose one of your tool proficiencies and double your INT mod to use them.   Magical Wall: At level 17, you can use a Stoic Point to gain resistance to damage from a magic spell.   Master Defender: At level 20, You can force a hostile creature to re-roll two successful attack or spell rolls per long rest.
subclass options:
Defender   You're a born soldier, sworn to protect the lives of others. When you're armed with a stout spear and a shield, you're almost untouchable. Defenders are constantly on the defensive, supporting their allies with their skill at arms and allowing their allies to take advantage of opportunities they make.   Shield Savant: Starting at level 3, you can use your shield as a sentinel weapon attack that deals 1D6 Bludgeon damage. Creatures hit with this attack must pass a DC10 CON save or be stunned until the start of their next turn. At level 10, your shield deals 1D8 Bludgeon damage and the CON save is increased to 13.   Reach (+5ft): At level 6, Your attacks with polearm weapons have an additional 5ft range.   Immovable Object: At level 11, you can use a stoic point to give yourself advantage to resist any effect or attack that would knock you backwards, pull you in a different direct or knock you prone.   Iron Spike: At level 14, you can use a stoic point to make a pre-emptive attack before a hostile creature even if you aren't first in initiative order.   Huntsman   As a child, you were taught to understand and read the tracks of wild beasts. In your adulthood, the wilds are almost home to you and you can track most common creatures like its second nature.   Quick Movement Training: At level 3, you can choose this archetype. You gain proficiency in Martial ranged weapons at the cost of your proficiency in heavy armour. At level 10, you can give yourself advantage on Stealth rolls twice per long rest.   Fearless: At level 6, you can use a stoic point to give yourself advantage on rolls to resist being Frightened.   Monster Hunter: At level 11, you can use a stoic point to make your attacks count as vulnerable to all Monstrosity type creatures with a CR of half your sentinel level (rounded down).   Poison Resistance: At level 14, you gain resistance to Poison damage.   Survivalist   You've lived in the wilds for as long as you can remember. Your ability to see treasures where others see trash makes you rich in a world where poverty is rife. As a survivalist, you know that teamwork makes life infinitely easier and your wealth of survival skills makes you a valuable asset to a band of travellers.   Trap Master: At level 3, you have advantage to hide traps.   Weeping Wounds: At level 6, you can use a stoic point to make your sentinel weapon deal an additional 1D8 Acid damage to a hostile creature.   Light Feet: At level 11, You add 5ft to your movement rate. In addition, you gain advantage to move over Rough Terrain.   Favoured Terrain Savant: At level 14, You can't be surprised while on a favoured terrain type.

Created by

Abraham Thunderwolff.

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