Base Class: Fighter
The battlefield is a living storm of steel and chaos, but some fighters do not merely survive it—they command it. Polearm Sentinels are masters of reach and control, wielding long-hafted weapons to dictate the flow of combat with relentless discipline and brutal efficiency. Whether standing firm against a charging foe or carving down multiple enemies in a single sweeping arc, these warriors use precision, timing, and leverage to hold the line and break their enemies.
Unlike reckless berserkers or nimble duelists, the Polearm Sentinel thrives on positioning and patience. Each step the enemy takes brings them closer to the edge of a whirling blade. With every swing, the Polearm Sentinel demonstrates that range does not mean weakness—it means dominance. From disciplined phalanx formations to lone guardians holding a bridge against a horde, Polearm Sentinels are the tip of the spear and the shield behind it.
Level 3: Master of the Reach
While you are wielding a polearm (such as a glaive, halberd, pike, or quarterstaff), you gain the following benefits:
-
You gain proficiency in the Athletics skill if you don’t already have it.
-
When you make an opportunity attack with a polearm, you add your proficiency bonus to the damage roll.
-
When a creature enters your reach, it provokes an opportunity attack from you, even if it hasn’t left another creature’s reach.
Level 3: Sweeping Precision
When you take the Attack action on your turn and hit a creature with a melee weapon attack using a polearm, you can use a bonus action to make a second attack against a different creature within 5 feet of the original target and within your reach. The second attack uses the same weapon.
Level 7: Hook and Halt
-
When a creature you can see moves within 10 feet of you, you can use your reaction to force it to make a Strength saving throw (DC = 8 + your proficiency bonus + your Strength modifier). On a failure, its speed becomes 0 until the end of its turn.
-
When you hit a creature with a polearm attack, you can choose to pull it 5 feet closer to you or push it 5 feet away (no save). You can do this once per turn.
Level 10: Whirlwind Discipline
When you take the Attack action with a polearm, you can choose to forgo one weapon attack to make a sweeping strike. Each creature of your choice within 5 feet of you and within your weapon’s reach must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Strength modifier). On a failed save, they take weapon damage and are knocked prone. On a success, they take half damage and aren’t knocked prone.
You can use this feature a number of times equal to your Strength modifier (minimum 1), regaining all uses on a short or long rest.
Level 15: Sentinel's Fury
Your reflexes are honed to punish any opening.
-
You can make two opportunity attacks per round, not just one.
-
When you take the Attack action and hit a creature with a polearm, your next opportunity attack before the start of your next turn has advantage.
Level 18: Spearhead of the Line
You become the immovable center of any battle line.
-
While wielding a polearm, you can’t be moved against your will unless you are incapacitated.
-
Whenever you reduce a creature to 0 HP or score a critical hit with a polearm attack, you can immediately make one additional weapon attack as part of the same action.







Comments