Base Class: Fighter
Rip and tear.. until it's done.
Bonus Proficiency
When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: History, Insight, Performance, or Survival. Alternatively, you learn one language of your choice.
You gain proficiency with firearms.
Rip
Starting at 3rd level, your ferocity in battle can shield you and help you strike true. As a bonus action on your turn, you can give yourself advantage on weapon attack rolls until the end of the current turn. When you do so, you also gain 10 temporary hit points. The number of temporary hit points increases when you reach certain levels in this class, increasing to 20 at 10th level and 30 at 15th level.
You can use this feature four times, and you regain all expended uses of it when you finish a long rest.
Armblade
The Armblade, is the inherent initial weapon of any Sentinel. As such, it scales with the Sentinel as they grow, increasing to 2d6 at level 5, 3d6 at level 10, 4d6 at level 15, and 5d6 at level 20. The weapon counts as magical for the purpose of overcoming resistance.
Armed to the Nines
Starting at 7th level, your equipment is upgraded. You receive the Flame Belch, allowing you to immolate targets as a reaction, as well as a Shoulder Launcher to propel objects as a bonus action.
Perpetual Torment
If you drop to 0 hit points and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.
Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.
Tear
Starting at 15th level, your ferocity and constant peril force you to sacrifice accuracy for finality. If you take the Attack action on your turn and have advantage on an attack roll against one of the targets, you can forgo the advantage for that roll to make an additional weapon attack against that target, as part of the same action. You can do so no more than once per turn.
Keep What You Kill
Starting at 18th level, you develop resistance to Poison, and Cold damage, and gain Immunity to Fire Damage. If you are already resistant, you can choose another resistance in its place.
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