Base Class: Ranger
In a world where the forces of chaos and destruction are ever-looming, some Rangers find themselves called to become protectors not just of the wilds, but of their allies. The Sentinel stands as a beacon of defense, drawing on their mystical and powerful energy to form sturdy barriers and retaliatory strikes that shield their companions from harm.
Whether it’s reducing the damage taken by a friend, empowering their attacks with ethereal might, or calling forth a shining bastion to defend their allies, the Sentinel is a master of battlefield defense, standing as an foremost line between danger and safety.
Sentinel's Path
When rangers reach 3rd level, they choose which path they want to focus on: Warden or Peacekeeper. Their chosen specialization will change and affect what their features can do. Whenever you gain a level in this subclass, you may swap your current path for another.
Peacekeeper Sentinel
These sentinels focus more on gambling with their safety for the chance prevent damage and deal more damage.
Warden Sentinel
These sentinels focus more on protection with their bigger shields and reactive strikes.
Sentinel's Ward
You have learned to harness the power of your will and martial prowess, a mystical energy that allows you to create protective barriers for yourself and your allies. The shimmering energy forms a faint aura around you when you activate your shield, symbolizing your duty and beliefs. Your Sentinel's Ward acts as a safeguard, offering resistance to force damage and granting temporary protection to those you defend, while your path emphasizes the direction of your protection.
Ward Charges: When you finish a long rest, you gain a number of d6s equal to your Wisdom modifier (minimum 1). Whenever you reach higher levels in this subclass, the die size increases to a d8 when you reach level 5, a d10 at level 9, a d12 at level 13 and a d20 at level 17. You can expend one Ward Charge to activate the following effects:
- Sentinel's Ward (Bonus Action): You or an ally within 30 feet gains temporary hit points equal to 1 roll of your Ward Die + your Wisdom modifier. Whenever you roll the maximum of your Ward Die size, you may roll your ward die an additional time adding the result to the Temporary hit points generated. You may repeat this a number of times equal to your Wisdom Modifier. This barrier lasts for 1 minute or until depleted. While the ward is active, the protected creature has resistance to force damage.
You regain all expended Ward Charges when you finish a long rest.
Your paths grant you additional reactions to use:
Peacekeeper: Parrying Ward (Reaction)
When you or a creature within 30 feet of you is targeted by an attack, you can expend and roll a Ward Charge;
- On a roll of 1, the parry fails and you take the damage instead.
- On a roll of 2-5, the parry fails.
- On a roll of 6-11, the attack's damage is reduced by 1/4th
- On a roll of 12-19, the attacks damage is reduced by half
- On a roll of a 20, the attack is parried and rendered harmless.
If the parry fails the defended creature gains temporary hit points equal to half your Ranger level instead. While the ward is active, the protected creature has resistance to force damage.
Warden: Reactive Shielding (Reaction)
When you or a creature within 30 feet of you is targeted by an attack, you can expend and roll a Ward Charge subtracting the number rolled from the attack's roll and grant them temporary hit points equal to your Ranger level. While the ward is active, the protected creature has resistance to force damage.
Vengeful Strike
When a creature under the protection of your Sentinel's Ward is harmed, your bond with the protected empowers you to retaliate with force. You instinctively channel your wrath through your weapon, striking back at those who would harm your allies. The force behind your attack pulses with the magical force of your will, dealing additional damage to punish those who dare to strike the protected.
Vengeful Strike (Reaction): When a creature damages a creature protected by your Sentinel's Ward (including Reflexive shielding, Parrying Ward and Warden's Vengeance), you can use your reaction to make a weapon attack against that enemy if they are within range.
Vengeful Retribution: When you hit a creature with Vengeful Strike and after the damage has been dealt, you can choose to cast Hunter's Mark on the target without needing concentration. Hunter's Mark cast this way cannot be moved or transferred to another creature. You can only have 1 creature affected by any version of the Hunter's Mark Spell (Normal Cast, Vengeful Retribution Cast or otherwise).
Your paths further augments your Vengeful Strike:
Peacekeeper's Vengance
On a roll of a 20 for your Vengeful Strike, you deal additional force damage equal to two rolls of your Ward die.
Warden's Vengance
On a roll of a 20 for your Vengeful Strike, you or an ally within 30ft may gain temporary hit points equal to two rolls of your Ward die.
Growing Resonance
Your mastery over your will and magic grows stronger, and the power of your wards extends to your allies. You learn to synergize your protection, using the same energy that surrounds you to fortify others or make your strikes resonate when you attack enemies while you are near those protected by your wards, striking with even greater precision and force.
Peacekeeper's Resonance
When you use Vengeful Strike, you deal additional force damage equal to a roll of your Ward die.
Warden's Resonance
When you use Sentinel's Ward, you can target a second creature within 30 feet of you.
Bastion
Your mastery of wards are steadily growing. Now, the barriers you create are not just protective walls, but powerful fortifications that can turn the tide of battle. Your connection to your wards grants you the ability to redirect damage away from your allies, acting as a true guardian. As you draw upon your potential, you can choose to regain additional uses of your power, but at a cost, leaving you vulnerable to attacks and weakened in defense as the energy flows through you.
Regain Ward Charges: As a bonus action, you can exert your mind and/or body to regain up to half of your Wisdom modifier (rounded down) expended Ward Charges. For each charge regained, you must choose one of the following penalties, which lasts for a number of rounds equal to the charge regained (minimum 1):
- Armor Class Reduction: Your Armor Class is reduced by 2 per charge regained.
- Saving Throws Reduction: All your saving throws are reduced by 1 per charge regained.
Both penalties are magical in nature and cannot be negated or ignored by any spells, features, resistances, or immunities. You can mix and match these penalties when regaining more than one charge.
Peacekeeper's Bastion
Your Sentinel's Ward (including Parrying Ward) now grants additional resistance to one damage type of your choice when activated: bludgeoning, piercing, slashing, or radiant.
Warden's Bastion
When a creature with an active Sentinel's Ward (including Reflexive shielding and Warden's Vengeance) takes damage, they can use their reaction to redirect a portion to take half damage and you take the same amount of damage.
Eternal Sentinel
Your Ward becomes an inseparable part of you, enveloping you in an unbreakable defensive shell. You can create a bulwark of energy that shields not just yourself but all those you choose to protect. When you use this ability, the very air around you seems to crackle with power, and a shimmering aura envelops your allies.
Eternal Sentinel: You can expend two Ward Charges to activate Eternal Sentinel as an action:
- All creatures of your choice within 30 feet gain temporary hit points equal to twice your Ranger level.
- Eternal Sentinel lasts for 1 minute, during which you may temporarily swap paths at the start of your turn. When Eternal Sentinel ends you return to your original path.
- While Eternal Sentinel is active, creatures with temporary hit points from your Sentinel features cannot fall prone.
Once per long rest, you can use Eternal Sentinel without expending Ward Charges.
Vengeful Reprisal
As you gain greater control over your wards, you learn to strike back swifter when your allies are threatened. With your increased mastery, you can retaliate more than once in between your turns, channeling your fury whenever your ward is challenged. Your strikes are empowered by the energy surrounding you, and when you use them, you feel the protective essence of your will flowing through you, ready to strike again in defense of your allies.
Vengeful Reprisal: You can make additional Vengeful Strikes without expending a reaction. You gain additional uses of Vengeful Strike equal to half your proficiency bonus (rounded down).
These additional Vengeful Strikes do not consume your reaction if it was used for Vengeful Strike before the start of your next turn. You can only use Vengeful Strikes once per turn.
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