Fighter
Base Class: Fighter

Member of the Hearth Sentinels of Pyorleth in the Un'Phael Mountains. The Hearth Sentinels act as protectors of the Great Hearths of Pyorleth, giant fortresses carved directly into the stone of the mountains. Those who join the Sentinels are either nobility of the Hearths or vouched for by the head of one of the Houses.

Hearth Sentinels take their oath in secrecy, deep within the inner sanctums of the Great Hearths and when they emerge, their hands and forearms are covered in inky black runes which grant them access to certain powers and cold magic. Sentinels specialize in Great Weapon fighting, using large swords, axes, scythes, and hammers in conjunction with cold and necrotic magics to drain their foes of life and energy.

The Sentinels are secretly tasked with destroying, expelling, or imprisoning outsiders from the Void. The Great Hearths were actually created as giant prisons for ancient beings trying to cross over from the Void into this world. The Sentinel's oath is to the Hearth and to its protection and is sword for life. Those who take this oath are recognized by all the Great Hearths as great warriors and are treated accordingly, providing lodging and fare for these warriors and providing for their basic needs.

The Shapers' Guild will provide each Hearth Sentinel with a Blackened Iron suit of Plate Armor and Two-Handed weapon and train them in the art of inscribing Entropic runes as they gain mastery over their power.

Spellcasting

Upon taking the Hearth Sentinels' oath, you augment your martial prowess with the ability to cast certain spells. See Spells Rules for the general rules of spellcasting.

Cantrips

You gain access to the  [Tooltip Not Found] cantrip.  You also learn an additional cantrip, which can be either Frostbite or Ray of Frost.  You learn the remaining cantrip at 10th level.

Spell Slots

The Hearth Sentinel Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell Ice Knife and have a 1st-level and a 2nd-level spell slot available, you can cast Ice Knife using either slot.

Spells Known of 1st-Level and Higher

Upon taking the Hearth Sentinels' oath, you gain access to two 1st-level spells, Armor of Agathys and Ice Knife.

As you gain levels in this class, more spells will become available to you:

Spellcasting Ability

Constitution is your spellcasting ability for your cold and necrotic spells, focusing the power of your spells through runes inscribe upon your flesh.  You use your Constitution whenever a spell refers to your spellcasting ability. In addition, you use your Constitution modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Constitution modifier

Spell attack modifier = your proficiency bonus + your Constitution modifier

Hearth Sentinel Spellcasting

Fighter Level

— Spell Slots per Spell Level —

1st

2nd

3rd

4th

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

Frostbite

Learn the Frostbite cantrip.

Ray of Frost

Learn the Ray of Frost cantrip.

Frost Rune - Frost Rimed Weapon

Upon taking the Hearth Sentinels' oath, you learn how to inscribe a weapon with a frost rune, performing a ritual that creates a magical bond between yourself and the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.  The weapon becomes rimed in a thin layer of ice and can be summoned into and out of existence at will.

Once you have bound a weapon to yourself, you can’t be disarmed of that weapon unless you are incapacitated. If the weapon is not summoned into existence, you can summon that weapon as a bonus action on your turn, causing it to immediately appear in your hand.

You can have up to two bonded weapons, but only one can be summoned into existence at a time.  If you attempt to bond with a third weapon, you must break the bond with one of the other two.

Mountain Native

Years of experience moving through the snow and ice of the mountains allows you to move at normal speed in snow or ice-covered ground normally considered difficult terrain.

Sentinel Magic

Beginning at 7th level, when you use your action to cast a spell or cantrip, you can make one weapon attack as a bonus action.

Dark Rune - Branding of Frost

At 10th level, you learn how to inscribe a frost rimed weapon with a dark rune.  You perform the inscription over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual.  The weapon becomes rimed in a thicker layer of darkened ice and gains the properties of a Frost Brand weapon.

Frost Rune - Hoarfrost Armour

Starting at 15th level, you learn how to inscribe your armour with a frozen rune.  You perform the inscription over the course of 1 hour, which can be done during a short rest.  The armour must be within your reach throughout the ritual.  The armour becomes rimed in a layer of hoarfrost, and grants the following benefits while worn:

  • You become immune to cold damage.
  • Bludgeoning, piercing, and slashing damage that you take is reduced by 1.

Entropic Survival

At 18th level, your Cold and Necrotic spells attain the ability to drain your foes of energy and increase your own resilience. Whenever one of your spells or abilities deals Cold or Necrotic damage to a creature, you regain hit points equal to 5+ your Constitution modifier (minimum of 1 hit point).

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