Fighter Martial Archetype: Sentinel

by FrostBladestorm

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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.

Shared Experience

Also at 3rd level, you've been trained to assist your ward and anticipate their needs. If your ward makes a skill or tool check while they are within 15 feet of you, you may use your reaction to allow them to use your skill bonus instead.

Once you use this feature you cannot use it again until you have finished a short or long rest.

Watchful Sentry

At 7th level, when you are within 5 feet of your ward, and a creature you can see enters within 5 feet of your ward, you can use your reaction to swap places with your ward and make an opportunity attack against that creature. This movement doesn't provoke opportunity attacks.

Furthermore, creatures provoke an opportunity attack from you when they enter within 5 feet of you.

Synergy with the Protected

Beginning at 10th level, you have advantage on any attacks you make against creatures that your ward has damaged since the end of your last turn.

Also, if you hit a creature that has made an attack against your ward since the end of your last turn, you can add an additional weapon damage die to the attack. You can do so no more than once per turn.

Defender's Vow

Starting at 15th level, as a bonus action, you can position yourself in front of your ward and brace incoming strikes. You gain temporary hit points equal to twice your Fighter level, which last until the beginning of your next turn. While these temporary hit points persist, your ward gains the benefits of total cover while they remain within 5 feet of you.

You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain any expended uses when you finish a long rest.

Army of Two

Finally, at 18th level, when you and your ward make a Strength, Dexterity, or Constitution ability check or saving throw against the same effect while within 5 feet of each other, you can substitute your ward's d20 roll for your own. You can wait until after both of you roll the d20 before deciding to use this feature, but you must decide before the DM says whether the roll succeeds or fails.


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