Sentinel, 2nd Variant (5e Class)

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Sentinel[edit]

To protect the weak, that is your sole motivation. Heavily armored knights of unmatched resolve, Sentinels push through any hardship and weather any catastrophe in order to bring the might of justice down upon the deserving. Often recklessly throwing their whole bodies into enemies just for the slightest advantages, Sentinels bring the pain with a good sword arm and a mighty armored shoulder.

Creating a Sentinel[edit]

Why do you impose yourself between danger and hope? What drives you to come crashing down on the enemies of tomorrow? Just why in the hell do you smash everything with your shoulder? These questions are important pillars of the life of a sentinel.

Quick Build

You can make a Sentinel quickly by following these suggestions. First, Strength should be your highest ability score, followed by Constitution. Second, choose any background- Sentinels come from all walks of life to defend what they hold dear.

Class Features

As a Sentinel you gain the following class features.

Hit Points

Hit Dice: 1d12 per Sentinel level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Sentinel level after 1st

Proficiencies

Armor: medium, heavy
Weapons: simple and martial melee weapons
Tools: none
Saving Throws: Strength, Constitution
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • chain mail
  • a martial weapon
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • If you are using starting wealth, you have 5d4x10 in funds.

Table: The Sentinel

Level Proficiency
Bonus
Resilience Features
1st +2 1 Bulwark, Last Stand, Resilience
2nd +2 2 Shoulder Bash, Dodge Roll
3rd +2 3 Discipline
4th +2 4 Ability Score Improvement, Recovery
5th +3 5 Extra Attack, Shoulder Bash Upgrade
6th +3 6 Extra Reaction
7th +3 7 Discipline Feature
8th +3 8 Ability Score Improvement, Shoulder Bash Upgrade
9th +4 9 Unbreakable
10th +4 10 Discipline feature
11th +4 11 Extra Attack, Shoulder Bash Upgrade
12th +4 12 Ability Score Improvement, Unyielding
13th +5 13 Spirited Advance
14th +5 14 Shoulder Bash Upgrade
15th +5 15 Discipline Feature
16th +5 16 Ability Score Improvement
17th +6 17 Shoulder Bash Upgrade
18th +6 18 Discipline Feature
19th +6 19 Ability Score Improvement, Always Ready
20th +6 20 Undying Champion, Shoulder Bash Upgrade

Bulwark[edit]

At 1st level, you broaden your stance and can angle your armor to more easily deflect attacks. As long as you are wearing heavy armor, you always count as wielding a shield, including the AC bonus. You additionally have the protection fighting style, except you impose disadvantage on every attack against that creature until the beginning of your next turn instead of only on one attack.

Additionally, as a ritual over the course of a long rest, you may familiarize yourself with any magical shield to gain its effects, such as increased AC if applicable. If the shield has bonuses with bashing or attacking with it, you may apply them to your shoulder bash.

Last Stand[edit]

At 1st level, in battle, you fight with indomitable spirit. On your turn, you can enter a last stand as a bonus action.

While your last stand is active, you gain the following benefits:

You have advantage on Constitution checks and Constitution saving throws. You gain temporary hitpoints equal to thrice your level. You have resistance to bludgeoning, piercing, and slashing damage.

Your last stand lasts for 1 minute. It ends early if you are knocked unconscious. You can also end your last stand on your turn as a bonus action.

You may use last stand a number of times equal to your proficiency bonus, and regain all uses at the end of a long rest.

Resilience[edit]

Finally, at 1st level, you gain a pool of resilience equal to your level which you can spend to use Sentinel abilities. You regain all of them at the end of a long rest.

Shoulder Bash[edit]

At 2nd level, you may use your bonus action and spend 1 resilience to throw your shoulder into an enemy. Move up to 5 times your proficiency bonus feet and make a melee attack. This attack counts as your choice of a weapon attack or unarmed attack and uses strength for its attack and damage rolls. On a hit, you deal 1d8 bludgeoning damage, and the next melee weapon or unarmed attack you make has advantage. If you miss your shoulder bash, it does nothing.

At 5th level, your shoulder bash's damage die increases to 1d10, you add the damage total dealt by a shoulder bash to your next melee weapon or unarmed attack (as well as the advantage), and it also pushes a medium or smaller creature back 5 feet on a hit.

At 8th level, the damage die increases again to 1d12, you add double the total damage dealt on the subsequent attack instead, and you can shove large creatures.

At 11th level, If you moved as a part of the shoulder bash, creatures of your choice within 10 feet roll a dexterity saving throw (using your strength mod for the DC), or take bludgeoning damage equal to 1d6 for every 5 feet you moved during the shoulder bash.

At 14th level, you may knock a target back a number of feet equal to the distance you moved during the shoulder bash, and you can now shove huge creatures.

At 17th level, your shoulder bash deals double damage to structures, and can destroy up to 10 cubic feet of material, as if you were casting the disintegrate spell.

At 20th level, you may choose to treat your attack roll as a natural 20 once per long rest, and can shove gargantuan creatures.

Dodge Roll[edit]

At 2nd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.

Discipline[edit]

At 3rd level, you chose a Discipline. Choose between Warden and Hospitaller, both detailed at the end of the class description. You may alternatively choose a fighter archetype. Your choice grants you features at 7th level and again at levels 10, 15, and 18.

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 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.

Recovery[edit]

At 4th level, you may spend any number of resilience up to your proficiency to spend that many hit dice and regain hitpoints equal to their rolls.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn, and again at 11th level (3 attacks).

Extra Reaction[edit]

At 6th level, you may take 2 reactions in a round instead of 1.

Unbreakable[edit]

At 9th level, you may spend 4 resilience as a free action to gain immunity to any single condition until the end of your turn. You may do this even if you can't normally take actions like if you were affected by incapacitated, and if Last Stand is active, the immunity lasts for the rest of its duration instead. You can only have one condition immunity active at a time.

Unyielding[edit]

Beginning at 12th level, your unrelenting spirit allows you to add your constitution modifier to all saving throws.

Spirited Advance[edit]

At 13th level, once a turn as a free action, if a creature is moved against their will and they are adjacent to you at any point during their movement, you may move to a space adjacent to them.

Always Ready[edit]

At 19th level, you regain 6 resilience whenever you roll initiative.

Undying Champion[edit]

At 20th level, you embody the spirit of those behind you. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.

Warden[edit]

A warden embodies the more martial aspects of Sentinels, dominating the battlefield with perseverance and force.

Overhead Strike

At 3rd level when you attack a creature that is prone, you double your strength modifier on damage rolls.

Pillar of Hope

At 7th level, you cannot be moved against your will.

Unbending Will

At 10th level, you have immunity to the charmed and frightened condition.

Persistent Last Stand

Beginning at 15th level, your last stand is so defiant that you cannot fall unconscious and have advantage on death saves until it ends.

Break Those Chains That Bind You

At 18th level, your vengeance burns bright if your flock is harmed. If an allied player character is dropped below 0 hitpoints during combat, you take an additional turn after the current one ends. You can only use this feature once per long rest.

Hospitaller[edit]

Hospitallers embody the care and protective mercy of sentinels, making sure to care for the weak after defending them from harm.

Foreward Aid

At 3rd level, if when you protect an ally using the protection fighting style, they may roll up to half their proficiency hit die and regain that many hitpoints.

Undo Harm

At 7th level, you may use recovery on an adjacent ally instead of yourself.

Resilient Body

At 10th level, you are immune to disease, poison damage, and when you suffer a level of exhaustion, you may roll a d20. On a 10 or higher, you do not suffer that level of exhaustion.

Aura of Vitality

At 15th level, any die within 30 feet rolled to heal allies rolls again if it rolls the maximum possible result on a die, Further maximum rolls will also add more die.

Stave Off Death

At 18th level, allies within 30 feet of you are automatically stabilized when they drop below 0 hitpoints and do not roll death saves.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites: Strength and Constitution 13

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