Sentinel (5e Class)

From D&D Wiki

Jump to: navigation, search
Broom Icon.svg.png This page needs grammatical help. Reason: See the talk page and Help:When to Italicize and Capitalize.

You can help D&D Wiki by improving the grammar on this page. When the grammar has been changed so that this template is no longer applicable please remove this template. If you do not understand the English language please leave comments on this page's talk page before making any edits.
Edit this Page | All pages needing grammatical help

Stub Logo.png This page is incomplete and/or lacking flavor. Reason: This class is not completed.

You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

The Sentinel[edit]

An armored human stands by the exit to the palace, deflecting the masses of arrows launched by yuan-ti warriors. Every arrow clangs off her shield, allowing her fellow adventures to exit the temple unharmed.

A nomad runs through the bushes with a sword in hand, stalking the sentinel who lays in the open. He quickly sprints behind the plated warrior and swings his deadly longsword. The sword deflects off the armor and flies out from the nomad’s hand onto the ground. The sentinel turns around and slices the nomad’s head off, and will do the same to whoever invades his lands.

The masked combatant sprints ahead of their peers into the darkness jumping over the deep crevasse. On the other side stand two clueless orcs, they turn around as the mysterious warrior blinks above them and slams their sword downwards, cleaving one of them completely in half.

Protector of All[edit]

The sentinel is an elite warrior disciplined by the shield and art of the guard. Through their conquests and expeditions, they learn to use it to defend themselves from harm, as well as defend those who they’re allied with. Sentinels are masters with armor. The very sight of them can strike fear into their enemy. These soldiers sometimes wear so much armor that it's difficult to identify who or even what race they are.

Creating a Sentinel[edit]

By ArtofTy

Sentinels are usually stalwart and staunch figures that stand their ground at the worst of times whilst others may flee. They are not afraid of getting hurt and taking hits to protect others. Is your character one sanctioned and trained in the way of the guard within an organized military? Or are they rugged survivors from outside, having grown survival instinct from experience? What is it your character wishes to protect? Is it what drove them to become sentinels?

Quick Build

You can make a sentinel quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Intelligence. Second, choose the Soldier or Outlander background, depending on the direction you give your character.

Class Features

As a Sentinel you gain the following class features.

Hit Points

Hit Dice: 1d10 per Sentinel level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Sentinel level after 1st


Armor: All armor, shields
Weapons: Simple and martial melee weapons
Tools: None
Saving Throws: Constitution, Intelligence
Skills: Choose two from Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Religion


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

Table: The Sentinel

Level Proficiency
1st +2 Sound Body, Prepared
2nd +2 Bolster Defense
3rd +2 Guard Path
4th +2 Ability Score Improvement
5th +3 Lightmail
6th +3 Frontline
7th +3 Guard Path Feature
8th +3 Ability Score Improvement
9th +4 Warden
10th +4 Guard Path Feature
11th +4 Awareness
12th +4 Ability Score Improvement
13th +5 Blockade
14th +5 Non Pass
15th +5 Guard Path Feature
16th +5 Ability Score Improvement
17th +6 Remise
18th +6 Guard Path Feature
19th +6 Ability Score Improvement
20th +6 Iron Wall

Sound Body[edit]

You have a strong body, able to withstand effects that might force you to back down. You have advantage in saving throws against being frightened, charmed and being knocked prone.


As the guard of the battlefield, you cannot always be a brute. You have to be alert as a sentinel. You can Dodge as a bonus action.

Bolster Defense[edit]

Armor works better on you due to your knowledge of how to best use it. When you wear armor or have a shield, you may add your Intelligence modifier to your Armor Class.

Guard Path[edit]

At 3rd level, you choose a way of the guard. Choose between Atregan Wanderer, Gravitas Watcher and Arcane Shield, all detailed at the end of the class description. Your choice grants you features at 3rd, and again at 7th, 10th, 15th and 18th levels.

Ability Score Increase[edit]

When you reach 2nd level, and again at 4th, 8th, 12th, 14th, 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.


Starting 5th level, you are so adept with armor that moving stealthily and masking your presence is not a burden to you in it. You do not have disadvantage on Dexterity (Stealth) checks while wearing armor.


At the 9th level, Do two handed damage with any versatile weapon when using one hand.


At the 10th level Have an advantage on initiative.



At the 13th level Enemies have a disadvantage on attack rolls on you when your shield is equipped.

Non Pass[edit]


At the 18th level If an enemy gets an attack roll lower than 11 on you while you’re wearing armor, you can make an attack of opportunity.

Iron Wall[edit]

At the 20th level resistance to all incoming slashing, piercing, and bludgeoning damage when your shield is equipped.

Atregan Wanderer[edit]

The atregan wanderer actively runs alongside allies, taking hits and guarding them at close quarters rather than a range.

First Expedition

At the 6th level advantage on Intimidation and Investigation checks, but disadvantage on Arcana and Religious checks.

Second Expedition

At the 9th level Automatically save any saving throw 1 time per long rest, have advantage on spell saving throws.

Third Expedition

At the 12th level Two additional shield ac.


At the 16th level When an enemy misses you they take 1d6 antimagic* (force) damage, Second Expedition auto saving throw saves increase by 1 (2).

  • this form of antimagic is just a purple version of force magic, not tied to traditional antimagic abilities or the antimagic forcefield spell.

Gravitas Watcher[edit]

As a watcher, you protect your allies from afar. Sometimes you can stop attacks from a distance by shooting them down. Other times, you can make them gravitate towards you instead.

Arcane Shield[edit]

Using the magical arts, the sentinels of the arcane shield use abjurations and other effects to keep themselves and others safe.

Arcane Sentinel Spellcasting
— Spell Slots per Spell Level —
Level 1st 2nd 3rd 4th
1st - - - -
2nd - - - -
3rd 2 - - -
4th 3 - - -
5th 3 - - -
6th 3 - - -
7th 4 2 - -
8th 4 2 - -
9th 4 2 - -
10th 4 3 - -
11th 4 3 - -
12th 4 3 - -
13th 4 3 2 -
14th 4 3 2 -
15th 4 3 2 -
16th 4 3 3 -
17th 4 3 3 -
18th 4 3 3 -
19th 4 3 3 1
20th 4 3 3 1

Arcane Shield Spell List[edit]

You can learn the following spells as part of the Arcane Shield Subclass.

1st Level

<!-1st level spell list->

2nd Level

<!-2nd level spell list->

3rd Level

<!-3rd level spell list->

4th Level

<!-4th level spell list->


Prerequisites. To qualify for multiclassing into the sentinel class, you must meet these prerequisites:

Proficiencies. When you multiclass into the sentinel class, you gain the following proficiencies:

Back to Main Page5e HomebrewClasses

Home of user-generated,
homebrew pages!

admin area
Terms and Conditions for Non-Human Visitors