Base Class: Ranger
Sentinels are usually guardians of forgotten temples or abandoned forts, they were the snipers of their squadrons, abdicating the life of incessant struggles to live in communion with nature in places forgotten by other species. Long and shortbows only.
Heightened Senses
At 3rd level, the time the sentry spent in the calm heightened his senses, making him more aware of his surroundings. You gain proficiency in perception.
Double Shot
At 3rd level, your reflexes are quick and your aim is true. When choosing to take the attack action, the sentinel fires two arrows instead of one, dealing 2d6 dmg. This trait can only occur on the first attack of your turn.
Guardian
At 7th level, The sentinel takes a quick, defensive action stance to protect its allies. As a bonus action, you can choose to take a guard stance. In this state you can use your reaction to shoot a swift arrow at the weapon of an enemy that has hit an ally of yours, decreasing the power of your attack. When this happens you must roll an attack die, if it hits, roll the damage, and the rolled value is reduced by the damage the enemy would deal. You additionally deal half damage rolled. You can make this action a number of times equal to your proficiency bonus and regain all uses when you finish a short or long rest.
Hold Your Ground
At 11th level, the sentinel remains firmly in his position on the combat field, giving up his movement to achieve the following feats:
• Your attacks become more accurate and lethal. You gain +1 in attacks and damage rolls.
• Attacks made against enemies who are prone or 5 feet away are not disadvantageous.
• All your attacks are made with the Double Shot trait.
Triple Shot
At 15th level, The sentinel raised his aim and reflexes to a new level. When choosing to take the attack action, the sentinel fires three arrows instead of one, dealing 3d6 damage. This trait can only occur on the first attack of your turn.
Previous Versions
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11/4/2021 2:20:30 PM
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1.0
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Coming Soon
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