Fighter
Base Class: Fighter

Krondorian Sentinels are the backbone of the Western Realm's defense, paragons of discipline forged in the rigorous, unforgiving training yards of the Krondor Garrison and tested on the often-perilous borders of the principality. Whether serving in the elite, blue-and-silver clad Prince's Guard, as grim-faced officers in the city's hardened regiments, or as stalwart protectors of vital strongholds against Nighthawk incursions or pirate raids, they are defined by their unwavering loyalty to Crown and comrade, their mastery of defensive tactics that can turn a single shield into a fortress wall, and their unyielding commitment to holding the line against any foe, no matter how dire the odds. Their training emphasizes coordinated action, keen battlefield awareness, and the selfless protection of their charges and companions above any thought of personal glory. A Sentinel is a living bulwark, their shield an emblem of Krondor's resilience, their blade dedicated to preserving the peace and security of the city and the wider Kingdom.

Sentinel's Training

When you choose this archetype at 3rd level, your rigorous Krondorian training and countless hours on watch have honed your instincts for impending danger and battlefield flow.

  • Bonus Proficiencies: You gain proficiency in one of the following skills of your choice: Athletics, Insight, Intimidation, or Perception.
  • Battle-Honed Instincts: You can give yourself a bonus to your initiative rolls equal to your Constitution modifier (minimum of +1). Additionally, you cannot be surprised while you are conscious, provided you are not incapacitated.
  • Intuitive Reposition: On your turn, if you take the Attack action, you can use your bonus action to signal an ally. One friendly creature you can see within 30 feet of you can immediately use its reaction to move up to half its speed without provoking opportunity attacks, guided by your instinctive read of the battle's ebb and flow.

Shield of Krondor

Also at 3rd level, when you are wielding a shield, you can use it not only to protect yourself but to actively control engagements.

  • Warding Shield: While wielding a shield, your AC gains an additional +1 bonus. Increases to +2 at level 18.
  • Shield Bash: When you take the Attack action on your turn, you can use a bonus action to make a special melee attack with your shield. If the attack hits, the target takes bludgeoning damage equal to 1d4 + your Strength modifier, and you can choose one of the following:
    • The target must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + your Strength modifier) or be knocked prone.
    • The target has disadvantage on its next attack roll against a creature other than you until the start of your next turn.
  • You can use this Shield Bash a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short rest.

Hold the Line!

Starting at 7th level, your inspiring presence and sheer tenacity can turn the tide of battle.

  • When you use your Second Wind feature, you can choose up to two friendly creatures (including yourself if desired) within 30 feet of you that can see or hear you. Each chosen creature gains temporary hit points equal to 1d10 + your fighter level (these last for 10 minutes) and has advantage on the next saving throw they make within the next minute.
  • Additionally, when an ally within 10 feet of you is forced to make a saving throw, you can use your reaction to shout a visceral warning or make a bolstering gesture. That ally gains a bonus to their saving throw equal to your Constitution modifier (minimum of +1). You must be conscious to grant this bonus.

Krondorian Discipline

At 10th level, your ingrained discipline and unwavering spirit make you an unshakeable force on the battlefield.

  • You have advantage on saving throws against being charmed or frightened.

Unbreakable Focus: Your sheer grit allows you to shrug off effects that would fell lesser warriors. If you fail a saving throw while you are conscious, you can choose to expend one use of your Indomitable feature (if available) to succeed instead. If you do not have a use of Indomitable available, or choose not to use it, you can expend 3 Hit Dice to succeed on the saving throw instead. When you expend Hit Dice in this way, you do not regain hit points from them; you are drawing upon your deepest reserves of stamina.

Spearpoint of the Guard

Starting at 15th level, your instinctive leadership and combat prowess allow you to spearhead assaults or intercept critical threats with decisive impact.

  • Lead the Charge: When you use your Action Surge feature, your surging vitality inspires those around you. You can choose a number of friendly creatures up to your Constitution modifier (minimum of one) within 30 feet of you that can see or hear you. Each chosen creature can immediately use its reaction to either move up to its speed or make one weapon attack.

Guardian's Intercept: If an enemy moves within 5 feet of an ally who is within your reach, your protective instincts flare. You can use your reaction to make a melee weapon attack against that enemy. If you hit, the enemy's speed becomes 0 until the end of its current turn as your blow checks their advance, and the attack deals an extra 2d8 damage of the weapon's type.

Bulwark of the West

At 18th level, you become an almost indomitable symbol of Krondor's strength and resilience, your very presence a bastion against despair.

  • Your Warding Shield AC bonus (from the Shield of Krondor feature) increases to +2.
  • Indomitable Defense: At the start of each of your turns if you have no uses of your Indomitable feature left, your unyielding spirit grants you one use of Indomitable.
  • Rallying Cry: As a bonus action, you can unleash a powerful, gut-wrenching rallying cry, drawing upon your deepest reserves of courage and resolve. You and each friendly creature within 30 feet of you that can hear you regain hit points equal to your Fighter level, and each affected creature gains advantage on all attack rolls, ability checks, and saving throws until the start of your next turn. Once you use this feature, you can't use it again until you finish a long rest.
Krondorian Sentinel Image

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