Fighter
Base Class: Fighter

Sentinel Guards is not jut a name for a person, who fights demons and ventures in the Abyss, but also the name of a whole organization. Some say, the first sentinels were knights, who adopted and later modified the techniques of elvish bladesingers. The go to the Abyss for years and when they return, they continue to hunt demons in the Material Plane, as well as any other world. Relentless, unstoppable force, projected from a single individual.

Abyss Survivior

Starting at 3rd level, when you choose this subclass, You can pick 3 Arcane Techniques from the Arcane Technique list, avaliable at 3rd level. You can choose additional 2 when you get to 7nth., 11nth. and finally 17nth. levels in this subclass. You can use these techniques as an action twice per day, regaining all expended uses after a long rest, this number increases according to your level, which is shown at the Arcane Techniques Table. Additionally, at 3rd level, your speed increases by 5ft and you get a +1 to your AC.

Fiend Slayer

Starting at 7th level, you can scare fiends with an aura of power, which eminates from you. Each fiend in a 30-foot radius must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for 1 minute. While frightened by you, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the effect ends for that creature.

Arcane Techniques

Arcane Techniques:

Ocean Wave Slash (3rd level) : You make a series of strikes with your melee weapon, each of which creates a powerful wave of water in the air. Make a weapon attack against a target, on a hit it takes 3d8 slashing damage (the damage is magical).

North Wind Blast (3rd level) : You strike the ground under your feet, creating a blast of air, poweful enough to rip flesh. Every creature in a 10 ft. radius needs to make a Dexterity saving throw or recieve 1d8 piercing damage (the damage is magical) and become blinded till the end of your turn.

Rising Sun Flare (3rd level) : You make a melee weapon attack against one target, as your weapon bursts into radiant flames. Make a weapon attack against a target, on a hit it takes 2d8 radiant damage and has disadvantage on their next attack, as the fire eats away at their skin.

Thunderclap and Flash (3rd level) : You charge at a target at blinding speed, moving up to 20 ft. in a straight line and immediatly making a weapon attack, due to the extreme speed you are moving at, the target can`t prepare for the attack, giving you advantage on this attack. Additionally, it recieves 1d6 thunder damage.

Blizzard Wave (3rd level) : You strike with your weapon, creating a wave of snow and hale . Each creature in a 15-foot cone originating from you must make a Constitution saving throw. On a failed save, a creature takes 1d8 cold and 1d8 piercing damage (the damage is magical) and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.

Blazing Earth (7th level) : A line of roaring flame 30 feet long and 5 feet wide emanates from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d10 radiant damage on a failed save, or half as much damage on a successful one.

Geyser Blast (7th level) :You create three rays of water with 3 strikes of your weapon in the air and hurl them at targets within 60ft. of you . You can hurl them at one target or several. Make a ranged attack for each ray. On a hit, the target takes 2d6 bludgeoning damage (the damage is magical).

Raging Snowstorm (7th level) :A snowsorm erupts from a you in a 30 ft. cone. Each creature in the cone must make a Dexterity saving throw. A creature takes 3d8 cold damage on a failed save, or half as much damage on a successful one.

Distant Thunder (7th level): A wave of thunderous force erupts in a 30 ft. cone. Each creature in the cone must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. 

Stormfront Wind (7th level): A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for 1 minute. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line. Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you. The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them. As a bonus action on each of your turns before the technique ends, you can change the direction in which the line blasts from you. You need to concetrate, in order to maintain this wind.

Flame Tiger (11th level): A bright flame from your weapon to a point within 150 ft. and then blossoms with a low roar into an explosion of flame, which takes the form of a huge tiger. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 radiant damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.

Heat Lightinig (11th level): A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out as you strike with your weapon. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one. The lightning ignites flammable objects in the area that aren't being worn or carried.

Storm Wind (11th level): A wall of strong wind rises from the ground in front of you in a direction you choose. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration. When the wall appears, each creature within its area must make a Strength saving throw. A creature takes 4d8 slashing damage (the damage is magical) on a failed save, or half as much damage on a successful one. The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can't pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.) Creatures in gaseous form can't pass through it.

Ocean Tide (11th level) : You create a wave of water with a swift strike from your weapon that crashes down on an area within 120 ft.. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 4d8 bludgeoning damage (the damage is magical) and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. The water then spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 30 feet of it, and then it vanishes. 

Midwinter Blizzard (11th level) : You create a whirling snowstorm in a range of 30 ft. in any direction, by striking multiple times with your wepon. This lasts for 1 minute and you need to maintain concentration. Until the storm ends, freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured, and exposed flames in the area are doused. The ground in the area is covered with slick ice, making it difficult terrain. When a creature enters the storm's area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, it falls prone and takes 1d12 cold damage. If a creature starts its turn in the sorm's area and is concentrating on a spell, the creature must make a successful DC 16 Constitution saving throw or lose concentration.

Ultimate Purgatory (17th level) : You create a wall of fire with a powerful slash of you weapon, on a solid surface extending from you. The wall is 60 feet long, 20 feet high, and 1 foot thick. The wall is opaque and lasts for 1 minute. When the wall appears you instantly dissapear and reappear at the end of it, taking no damage whatsoever and not provoking opportunity attacks, after that you can make one melee attack as a bonus action. Additionally, each creature within the wall`s area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 radiant damage, or half as much damage on a successful save. The wall also deals 5d8 radiant damage to each creature that ends its turn within 5 feet of the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. In order for the wall to stay, you need to concentrate.

Flaming Thunder God (17th level) : You create a bolt of lightning with a quick weapon attack that arcs toward a target of your choice that you can see within 120ft .When the lighning strikes you instantly dissapear and reappear at the end of it, taking no damage whatsoever and not provoking opportunity attacks, after that you can make one melee attack as a bonus action. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts. A target must make a Dexterity saving throw. The target takes 6d8 lightning damage on a failed save, or half as much damage on a successful one.

Devouring Blizzard (17th level) : A hail of rock-hard ice spikes pounds to the ground in a 60 ft cone in any direction, extending from you, as you make several strikes with your weapon. Each creature in the cone must make a Dexterity saving throw. A creature takes 4d8 piercing damage (the damage is magical) and 3d8 cold damage on a failed save, or half as much damage on a successful one. Hailstones turn the storm's area of effect into difficult terrain until the end of your next turn.

Invisible Wind Stlaker (17th level) : You become invisible in a short gust of wind for 1 minute. Anything you are wearing or carrying is invisible as long as it is on your body.

Stillwater (17th level) : You eminate an aura of stillness and purity, opposing all the chaos and evil of the universe. For the next minute, every creature that attacks you, halves it`s damage and natural 20 don`t count as critical. In order for that effect to work, the attacker must be whithin 30 ft. of you.

 

 Arcane Techniques Table:

Character Level   Use (per day, for 3rd level techniques)   Use (per day, for 7th level techniques)   Use (per day, for 11th level techniques)   Use (per day, for 17th level techniques) 

3rd                        2                                                                                                                                                                                                            

4rth                      2                                                                                                                                                                                                               

5th                       2                                                                                                                                                                                                          

6th                       2                                                                                                                                                                                                         

7th                       2                                                                      2                                                                                                                                       

8th                       2                                                                      2                                                                                       

9th                       3                                                                       2

10th                    3                                                                        3

11th                    3                                                                        3                                                                  1

12th                    3                                                                        3                                                                 1

13th                    3                                                                        4                                                                  2

14th                   4                                                                         4                                                                  2

15th                   4                                                                         4                                                                  2

16th                   4                                                                         4                                                                  3

17th                   5                                                                         5                                                                  3                                                                        1

18th                   5                                                                         5                                                                  3                                                                        1

19th                   5                                                                         5                                                                  4                                                                        1

20th                   5                                                                         5                                                                  4                                                                        2                                     

Abyss Powers

Starting at 10th level,due to your time spend in the Abyss, your speed increases by 15ft. , you get a +3 bonus to your Strength score and a +2 to Constitution score. Addititonally, your AC equals 10+your Str. modifier + you PB. You cannot wear armor, though, because it prevents you from using your Arcane Techniques.

Superiour Attack

Starting at 15th level, your weapon attacks score a critical hit on a roll of 18–20. Additionally, all your melee and ranged attacks are magical, as you learn to weave your arcane powers in your strikes.

Ultimate Slayer

Starting at 18th level, you gain the followinf benefits. You have immunity to fire damage, you get a +3 to your AC, your speed increases by 10 ft. and you get a free action, which can be used on ly to Dash or Disengage. Additionally, once per long rest, you can use one of the Arcane Techniques (one that is available at level 3) as a bonus action, without expending a use for it, but you must know the technique in order to preform it.

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