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The Sentinel is a formidable warrior class, specializing in shield-based combat and protection tactics. Sentinels are the steadfast guardians of the battlefield, utilizing their shields not just as defensive tools, but as weapons and strategic assets.

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Ver. 3.0.0.0
The Sentinel Class


Masters of defence and guardians of the battlefield, Sentinels are expert shield wielders who prioritize protecting allies and disrupting enemies. Their unwavering resolve and specialized techniques make them formidable opponents, especially against those who underestimate the power of a well-placed shield. Whether standing as bulwarks against arcane threats, guardians of their comrades, or emulating the disciplined tactics of ancient warriors, Sentinels define the frontline, ensuring safety and stability amidst the chaos of combat.

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Class Features

Hit Points: 10 at Level 1, +10 for each level thereafter
Armour: Light Armour, Medium Armour, Heavy Armour
Weapon: Shields, Dual Shields, Simple Weapons, Martial Weapons, Spears
Saving Throws: Strength, Constitution

Level 1

  • Shield Master: You gain the shield master feat.

  • Offensive Shield Mastery: You are proficient in dual-shielded combat. When unarmed, your shields act as weapons, dealing 1d6 + strength modifier bludgeoning damage. +1 AC

  • Shield Toss: You may toss your shield to deal 1d6 + strength modifier + superiority die damage to an enemy. 

Level 2

  • Defensive Stance: Once per short rest, assume a defensive stance, granting you an advantage on all physical and charismatic saving throws and resistance to all damage for one round.
Level 3

  • Choose a subclass: Bulwark, Mage's Bane, or Guardian.

  • Shielded Resilience: Gain immunity to disease and resist poison and radiant damage.

Level 4

  • Feat Selection

Level 5

  • Extra Attack

Level 6

  • Feat Selection

Level 7

  • Subclass Feature

Level 8

  • Feat Selection

Level 9

  • Subclass Feature

  • Shielded Mind: Gain advantage on saving throws against being charmed and immunity to being feared.

  • Superior Offensive Shield Mastery: Your shield attacks now do 1d8+Strength modifier Bludgeoning damage. +2 bonus AC

Level 10


Level 11

  • Aura of Shielding: Allies within 6m of you gain a +1 bonus to their AC.


Level 12

  • Feat Selection

Level 13


Level 14

  • Feat Selection

Level 15

  • Indomitable

Level 16

  • Feat Selection
Level 17


Level 18

  • Aura of Shielding improvement: Allies within 8m of you gain a +4 bonus to their AC.

Level 19

  • Feat Selection

Level 20

  • Subclass Feature

Subclass Features

Bulwark
An unbreakable defender, using their shield to absorb blows and protect their allies, standing firm where others would fall. They specialize in enduring the onslaught of enemies and providing a haven for their companions in the heat of battle.


Level 3

  • Armoured Fortress: Wielding a shield provides temporary HP equal to your Sentinel level when starting combat.

  • Goading Attack: Gain a shield-based version of the Fighter Goading Attack, dealing shield-based damage and taunting your enemy. 

Level 7

  • Steel Bastion: Once per short rest, as an action, become an immovable bastion of defence until the start of your next turn. Attacks against you and allies within 10 feet have a disadvantage, and you all have an advantage on saving throws.

Level 9

  • Unyielding: Once per long rest, drop to 1 hit point instead of 0.

Level 20

  • Shield of the Ages: Once per long rest, become immune to damage until the start of your next turn.


Mage's Bane
The Mage's Bane is a relentless pursuer of arcane wielders, striking fear in those trained in the mystic arts. You are trained to disrupt and reflect spells and to withstand magical assaults.


Level 3

  • Arcane Intercept: Twice per short rest. When a target casts a spell within your range, you can cast as a reaction an enhanced counterspell which deals radiant damage back at the source.

Level 7

  • Aura of Silent Warding: You can emanate a magical aura of silence in a 6m radius around you as an action. The aura lasts 6 turns and can be used once per short rest.

Level 9

  • Spellbreaker: You gain an advantage on saving throws against spells.

  • Arcane Recovery: After a long rest or after using your Arcane Intercept ability, you store arcane energy. This energy can be unleashed using Arcane Retaliation.

  • Arcane Retaliation: As an action, you can release stored arcane energy in a focused beam, dealing massive radiant damage.

Level 20

  • Arcane Nullifier: Expend your absorbed arcane energy to massively damage and silence a single target, dealing 6d8 Radiant damage and silencing the enemy.

  • Arcane Intercept: You gain two additional charges of arcane interception.

Guardian
The Guardian is a dedicated protector, vowing to shield their allies from harm and always ready to sacrifice themselves to ensure their companions' safety. They excel in deflecting attacks away from their allies and quickly intervene when danger looms.


Level 3

  • Guardian's Vow: Once per long rest, vow to protect an ally within 9m, granting them an advantage on saving throws and resistance to the damage of attacks against them.

Level 7

  • Safeguard: Once per short rest, as a bonus action, select two allies within 9m. They gain a temporary bonus to their Dexterity saving throws and a +2 bonus to their AC.

Level 9

  • Guardian's Sacrifice: Once per short rest, as an action, envelop an ally in a protective aura for 1 minute. While enveloped, the ally gains resistance to all damage. If the ally is reduced to 0 hit points while this aura is active, the aura is dispelled, and the ally is instead reduced to 4.

Level 20

  • Guardian's Mass Cure Wounds: Once per long rest, as an action, cast an improved Mass Cure Wounds, healing 8d8 health points.