Warlock
Base Class: Warlock

The multiverse is composed of countless creatures from a multitude of planes and dimensions. Celestials, fiends, elementals, and aberrations are all spread across different realms and ideologies. Your patron may even be considered one of these entities, or something entirely in its own category. Regardless of what allegiance your patron falls under, it has been tasked with the responsibility as some sort of guardian. Perhaps a fey that has protected a mystical forest for centuries, a warden of an otherworldy prison that restrains alien entities, or perhaps even a being that is focused on the integrity of the planes themselves; a sentinel watching all extraplanar entities that may dare attempt to disrupt the very fabric of reality. In all cases, your patron is a sentinel against some external foes and has inducted you to help stave off these forces in its name. Armed with magic based in warding, restraining, banishing, or otherwise sealing creatures away, warlocks of the pact of the Sentinel are powerful casters capable of holding the balance of their dimensions together... or capable of tearing them apart. 

Expanded Spell List

1st-level Sentinel feature

The Sentinel lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Sentinel Expanded Spells
Spell Level Spells
1st   entangle, heroism
2nd   aid, arcane lock
3rd   glyph of warding, slow
4th   private sanctum, resilient sphere 
5th   dispel evil and good, planar binding

Protector's Ward

1st-level Sentinel feature

You can magically attempt to shield yourself or others from direct harm. You learn the sanctuary spell. It counts as a warlock spell for you, and it doesn’t count against the number of warlock spells you learn. You can cast the sanctuary spell without expending a spell slot. You can do so a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Sight of the Sentinel

1st-level Sentinel feature

Your patron gifts you the sight needed to see into a creature's true nature. When you hit a creature with an attack roll or a creature fails against one of your saving throws, you may learn one of the following pieces of information about the creature:  

  • An ability score of your choice, along with its corresponding saving throw bonus 
  • Damage resistances, vulnerabilities, or immunities 
  • The type of creature it is classified as (for example: humanoid, undead, elemental, etc)  

A creature can only be affected by this ability once per turn.

Relentless Chains

6th-level Sentinel feature

You have imbued your magic with abjuration that can bind and entrap your enemies. Whenever you hit a creature with an attack roll, you may force the creature to make a Strength saving throw against your warlock spell DC or be restrained until the end of your next turn. A creature can only be subject to this ability once per turn.

 

Scrutinous Gaze

10th-level Sentinel feature

You can weaken a creature's influence by peering into its true nature. After you use Sight of the Sentinel on a creature, you may choose an ability score of your choice. Until the end of your next turn, or until you use this feature again on the same creature, the affected creature must subtract 1d4 from every saving throw, attack roll, or ability check that uses the chosen ability score. 

Otherworldly Bindings

14th-level Sentinel feature

You have mastered how to seal creatures away and can imprison creatures in the realm of your patron. As an action, choose a creature within 60 ft of you. That creature must make a charisma check against your warlock spell DC. On a success, the creature's movement is halved until the end of its next turn. On a failure, the creature is paralyzed. At the end of the creature's turns, it may make an additional charisma check and end the effect on a success. Maintaining this paralyzed condition effect also requires concentration, like concentrating on a spell. 

If a creature is still paralyzed by this feature when it is brought to 0 hit points, it is banished immediately to the realm of your patron and is incapacitated.

(While banished in this way, a creature cannot be freed by any means less than a wish spell, unless your patron allows it to leave)

Once you use this feature you can’t use it again until you finish a long rest.

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