



Fighter: Sentinel
There are many reasons that one would fight. Freedom, power, money, or fame. Sentinel's are a different breed, fighting to protect others. They are watchful guardians, moving in to defend and guard individuals from threats much greater than them. They are towering warriors, with broad shields and thick armour that few can match.
Sentinel Features
| Fighter Level | Feature |
|---|---|
| 3rd | Guardian's Ward, Shared Experience |
| 7th | Watchful Sentry |
| 10th | Synergy with the Protected |
| 15th | Defender's Vow |
| 18th | Army of Two |
Guardian's Ward
When you choose this archetype at 3rd level, as a bonus action, you can designate an ally you can see as your ward. When you declare a creature as your ward, you can move up to half your speed towards the ally, without spending any movement. You must end this move closer to the ward than you started. The target remains your ward until you use this bonus action to target a different creature, you end the ward on your turn (no action required), you die, or your ward dies. You gain the following benefits while you have a ward:
- While you are within 5 feet of your ward, your ward gains the benefits of half cover. At 15th level, this benefit increases to three-quarters cover.
- You have advantage on ability checks made to spot threats to your ward.
- When you and your ward roll initiative, you can choose to take your ward's initiative roll instead of your own.