Base Class: Fighter
The Sentinels of Solace trace their origins to the ancient elven kingdom of Elaria, where the sacred groves were said to be blessed by Solara, the Goddess of Light and Healing. According to the oldest elven texts, during a time of great turmoil and war, Solara descended from the heavens and bestowed her divine blessing upon a group of elite elven archers. These archers, chosen for their unwavering commitment to protect their homeland, were gifted with the ability to channel Solara’s healing light through their bows.
Under Solara’s guidance, the first Sentinels of Solace established a secretive order dedicated to honing their newfound powers. They trained in the hidden Glade of Tranquility, a place infused with Solara’s celestial energy. Here, they learned to transform their arrows into conduits of divine healing, capable of mending the gravest wounds and restoring hope amidst despair.
Today, the Sentinels of Solace are revered across the lands. Each member undergoes rigorous training in both martial prowess and the sacred rites of Solara. They are known for their unparalleled archery skills, combined with the extraordinary ability to heal their allies from afar. Their arrows not only pierce the hearts of their enemies but also bring solace and rejuvenation to their companions.
Embodying the dual essence of warrior and healer, Sentinels of Solace stand as living embodiments of Solara’s mercy and might. They are the light in the darkness, the protectors of the weak, and the eternal guardians of hope.
Lifebringer Arrow
3rd Level Class Feature
Lifebringer Arrow
Starting at 3rd level, you can channel healing magic into your arrows.
Make a ranged weapon attack against another creature with your bow. On a hit, you roll the damage for the attack like normal, but the target doesn’t take this damage. Instead, the arrow evaporates away into healing light, and the target regains a number of hit points equal to the piercing damage you would have dealt + your Wisdom modifier. The arrow vanishes the instant after it hits or misses a target.
If you target a willing creature with a Lifebringer Arrow, you have advantage on the attack roll. If you score a critical hit, you double the damage dice as normal, but you heal the target for the maximum amount instead of rolling.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
Overcharging Divine Magic
When you use Lifebringer Arrow, you can also use a bonus action to overcharge the arrow or bolt with extra healing magic. When you do, you regain a number of hit points equal to 1d10 + your fighter level. You can only do this once on a turn.
Plentiful Quiver
7th Level Subclass Feature
Plentiful Quiver - Arrow Imbuements
At 7th level, you can imbue an arrow or bolt with deific magic. When you hit a target with a ranged weapon attack using a bow, choose one of the arrow imbuements below. Some imbuements can only be used at certain levels in this class.
Once you use any of these imbuements, you can’t do so again until you finish a short or long rest. At 15th level, you can use this feature twice, and you regain all expended uses of it after finishing a short or long rest.
Cleansing.
You imbue your arrow with the gift of cleansing, removing one of the following conditions afflicting the target: blinded, deafened, paralyzed, or poisoned.
Chromatic.
You imbue your arrow with elemental forces. The arrow transforms into a magical blast, dealing its normal damage to the target + your Wisdom modifier, and all damage dealt by the attack becomes your choice of either acid, cold, fire, or lightning damage.
Blessed (15th Level or Higher).
You imbue your arrow with divine radiance. The arrow bursts into searing light, dealing its normal damage to the target, and all creatures of your choice in a 20-foot radius sphere must succeed on a Constitution saving throw (DC equal to 8 + your proficiency bonus + your Wisdom modifier). On a failure, a creature takes 4d6 radiant damage and is blinded until the end of your next turn. On a success, it takes half as much damage and isn’t blinded.
Purifying (15th Level or Higher).
You imbue your arrow with the gift of purification, removing one of the following effects on the target:
One level of exhaustion
One effect that frightened, charmed, or petrified the target
One curse, including the target’s attunement to a cursed magic item
Any reduction to one of the target’s ability scores
One effect reducing the target’s hit point maximum
Divine Ammunition
7th Level Subclass Feature
Starting at 7th level, you gain the ability to infuse ammunition with magic. Whenever you fire a nonmagical arrow or bolt from a bow, you can make it magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The magic fades from the ammunition immediately after it hits or misses its target.
Soothing Arrowstorm
10th Level Subclass Feature
At 10th level, you can create a gentle, soothing wind to aid your allies. As a bonus action, you can use your Second Wind feature to create a 15-foot-radius area of healing winds for 1 minute. Creatures of your choice within this area regain hit points equal to your Wisdom modifier at the start of each of their turns.
Additionally, the winds provide advantage on Constitution saving throws to maintain concentration on spells. You can use this feature as often as your available Second Wind charges.
Bless this Shot
15th Level Subclass Feature
Starting at 10th level, you can magically bounce a healing arrow off of one creature to another nearby.
When you hit a creature with your Lifebringer Arrow, you can use a bonus action to heal a second creature within 20 feet of it. It regains a number of hit points equal to half of the amount that the first creature received. You can only do this once on a turn.
When you reach certain levels in this class, your ricochet can affect more creatures. At 15th level, you can heal a third creature within 20 feet of the second creature for the same amount of hit points. At 18th level you can heal a fourth creature within 20 feet of the third creature for the same amount of hit points.
Inner Wrath
18th Level Subclass Feature
By 18th level, you can unleash an enormous amount of sanctified energy in an act of desperation.
As an action, you release a burst of bright, white light in a 60-foot radius sphere centered on you. All creatures of your choice in the sphere must succeed on a Constitution saving throw (DC equal to 8 + your proficiency bonus + your Wisdom modifier) or take 10d8 radiant damage and be stunned until the end of your next turn.
On a successful save, a creature takes half as much damage and isn’t stunned, but has disadvantage on attack rolls and Strength and Dexterity saving throws until the start of your next turn.
Once you use this feature, you can’t do so again until you finish a long rest.
Previous Versions
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7/4/2024 5:52:56 PM
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7/5/2024 2:51:53 AM
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10
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Coming Soon
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