This orb can be used by a creature after a 10 minute ritual. That creature then trades the levels they have taken in other classes, for levels in the Sentry class, described below. This creature can continue to take levels in the Sentry class as they level up. The orb is consumed upon use. The creature can replace their starting equipment with Sentry starting gear if the DM decides that is valid, such as at the beginning of a campaign/one-shot.
Hey all, the Sentry is a martial class that I've tested in a couple of games, and am still tuning. It's designed to give the player plenty of dynamic tactical options in combat without relying on spells, however there is an archetype that makes the Sentry a half-caster using Artificer spells. Currently, it's not designed to be used with multiclassing; but for testing purposes, go for it and leave a comment about how it broke the game (Remember to look at the greatbow section, which states they cannot benefit from Extra Attack). I have 5 different archetypes for it (the last one is just for the kicks), each offering additional abilities and combat options. I know it looks like a lot of text and rules, but I made it as straight-forward as I could. Have fun and let me know if anyone uses this in a game! (Always clear homebrew material with the DM before bringing it into a game)
-----Sentry-----
A rugged, combat oriented class that primarily utilizes the greatbow, which is a rare and exclusive weapon. Sentries are strong and wise, and work well both in teams and alone. Their combat style comes from an old order of dragon slayers that have since reformed to be guardians of the realm against monsters of all forms. Sentries tend to have a wandering phase, where they operate semi-independently from the order, with the intention to return when they are more experienced. A sentry's equipment tends to be expensive, but their fighting skill is complemented with magic to offer them direct solutions even when their gear is not up to par.
Hit Points-
Hit Dice: 1d10 per sentry level
Hit Points at 1st level: 10+Constitution modifier
Armor: Medium, heavy, shields.
Weapons: Simple weapons, martial weapons, greatbows.
Tools: None
Saving Throws: Strength, Wisdom
Skills: Choose two skills from animal handling, athletics, history, insight, intimidation, nature, perception, and survival.
Equipment-
Starting gear can be chosen with gold, or chosen from the following. Because of the class's focus on a rare/exotic weapon, the first item can belong to the player free of charge:
- A simple greatbow, 10 wood greatarrows
- (a) chain mail or (b) chain shirt
- (a) a light hammer and a handaxe, or (b) a mace and shield
- (a) a dungeoneer's pack or (b) an explorer's pack
(Greatbow rules are listed below class features)
_______________The Sentry Table_______________
Level |
Proficiency Bonus |
Features |
1st |
+2 |
Overdraw |
2nd |
+2 |
Point Blank |
3rd |
+2 |
Sentry Combat Form |
4th |
+2 |
Ability Score Improvement |
5th |
+3 |
Focused Attack, Spreadshot |
6th |
+3 |
Bow Mount |
7th |
+3 |
Quake Arrow |
8th |
+3 |
Ability Score Improvement |
9th |
+4 |
Combat Form Feature, Spreadshot and Focused Attack Improvements |
10th |
+4 |
Find Thy Mark, Overdraw and Point Blank Improvements |
11th |
+4 |
Form Reset |
12th |
+4 |
Ability Score Improvement |
13th |
+5 |
Combat Form Feature, Energy Arrows |
14th |
+5 |
Concussive Barrage |
15th |
+5 |
Explosive Energy Arrow |
16th |
+5 |
Ability Score Improvement |
17th |
+6 |
Combat Form Feature, Overdraw and Spreadshot Improvements |
18th |
+6 |
Rain of Energy Arrows |
19th |
+6 |
Ability Score Improvement |
20th |
+6 |
Dragon Piercer |
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__________________________Features and Traits___________________________
-Overdraw (Attack action AND bonus action): Effect: When making an attack, expend a bonus action to give the damage on a hit +2d4. If the hit creature (large or smaller) fails a STR saving throw (DC8 + Proficiency Bonus + STR modifier), they get pushed away 10ft. Also, the shot has +100ft of effective and maximum range. At level 10, bonus damage becomes 3d4, and 5d4 at level 17. Details: Must be using a greatbow. The user draws the greatbow to the maximum, improving the power of the shot. -Point Blank (attack action): Effect: With an attack action, draw a greatarrow to stab a creature within 5ft. Assume it is a melee weapon you are proficient with that deals 1d6 piercing damage. Your currently equipped weapon remains equipped after the attack, and this ability may be used as an opportunity attack if you are wielding a ranged weapon. At 10th level, the sentry is able to make ranged attacks at creatures within 5ft. without the disadvantage penalty. -Create Space (bonus action): Effect: The sentry can take a shove action as a bonus action. Whether they succeed or fail, they can choose to move back 5ft. as well, which does not provoke opportunity attacks. Details: With a directed kick, bodyslam, or greatbow jab, knock away a close target. The user can push with enough force to recoil themselves back as well. -Focused Attack (passive): Effect: For greatbow attacks, 1d6 can be added to the attack roll. This effect is negated when the sentry is under the effects of a condition other than Charmed, Prone, or Invisible. Rolling a natural 1 on the d20 for attack also negates this effect. At 9th level, the bonus becomes 2d6. -Spreadshot (attack action AND bonus action): Effect: Using a bonus action, nock 3 arrows or greatarrows (4 at level 9, and 5 at level 17) and use an attack action to shoot in a 50ft. cone. A random creature in the cone (for each arrow) can be hit by one arrow, unless the target is larger than medium sized, which can take multiple hits. All arrows have the same attack rating from the weapon attack roll. Crit damage is only applied to one arrow. This ability can be used a number of times equal to the sentry's proficiency bonus before a long rest is needed to recharge. Must be using a greatbow. This ability cannot benefit from Quake Arrow, Find Thy Mark, or Explosive Energy Arrow, and cannot be used with the Dragon Piercer Greatarrow. -Bow Mount (bonus action): Effect: Become stationary with a greatbow, and able to make an attack with a bonus action. Use a bonus action to enable or disable this state. While in this state, the sentry cannot make attacks outside of the weapon's effective range. This state ends if the sentry is forcefully moved, grappled, or incapacitated. Additionally, the Point Blank level 10 improvement is negated while the bow is mounted. Details: Take a bonus action to firmly plant a greatbow or longbow on the ground. Movement is restricted while the weapon is mounted, and the effect ends if canceled with another bonus action, or if the sentry is displaced. While mount state is enabled, the user can attack with bonus actions. Cannot shoot at long range while mounted, and Point Blank level 10 improvement is negated. -Quake Arrow (attack action): Effect: Use an attack action to infuse a greatarrow with magic, and fire it at a point or creature. The arrow deals its normal damage, and causes a tremor at the point of impact. Each creature in a 10ft radius must make a DEX saving throw against the DC of 8+Proficiency Bonus+WIS modifier. On a failed save, creatures take 2d8 bludgeoning damage and are knocked prone. If a creature was hit by the greatarrow used in this attack, it has disadvantage on the save. If the tremor's area affects terrain, that area becomes difficult terrain until the start of the Sentry's next turn. If Overdraw is used with this attack, the quake effect happens either after or before the push effect, by the Sentry's choice. Can use (2*WIS modifier) times before a Long Rest is needed to recharge. The tremor damage increases to 3d8 at level11, and 4d8 at level17.
-Find Thy Mark (Effect): Effect: On your turn or with a held action, negate the disadvantage from targeting a prone, distant, dodging, or blurred target for one attack. Also gain blindsight within 30ft. until the start of your next turn. Gain advantage on the attack if an enemy of the target is within 5 ft. of it, and that enemy isn't incapacitated. Can use a number of times equal to your WIS modifier before a short rest is needed to recharge. -Form Reset (action): Effect: You can use your action to end one effect on yourself that is causing you to be Frightened, Blinded, or Deafened. Resist cold and poison damage until the end of your next turn. This ability can be used a number of times equal to your WIS modifier before a short rest is needed to recharge. Details: Sentry conditioning and light use of magic allows one to refresh their focus and combat form, and shrug off various effects. -Energy Arrows (passive): Effect: With two quivers, the user can designate individual arrows in one quiver to be magically copied in the other quiver during a long rest. Copies manifest as translucent energy arrows that emit little light. When an energy arrow is taken to be used, the first copy stays in the quiver, and another copy is taken from it. Energy arrows function just like the originals, but disappear shortly after finding their mark. If an arrow is magically enhanced, the energy copy does not carry the magical effect (For example, an arrow with an enchantment giving it +1d6 cold damage will only do the base physical damage of the arrow, not the extra cold damage). An energy arrow's damage type is the same as the arrow it copies, but is considered magical with regards to overcoming resistances. Details: An advanced sentry can create magic copies of their arrows, lowering the number they need to keep with them, and providing them with a virtually limitless ammunition supply. There is also no need to use and retrieve valuable greatarrows, and this allows a wide selection of arrow sizes and types to be carried in bulk. -Concussive Barrage (action): Effect: Hold the greatbow horizontally and draw back five arcane arrows. Shoot the ground within 40ft., and create a wide line of explosions. In the 10x25ft zone, creatures become deafened for 3 of their turns. They are generally disoriented, and their speed is halved for 1 turn, and any "ready action" is canceled. They also lose spell concentration. This ability can be used a number of times equal to your proficiency bonus before a short rest is needed to recharge. -Explosive Energy Arrow (attack action): Effect: Nock an energy arrow and charge it with magic. You have (2*WIS modifier) charges of mana to infuse energy arrows with. Short rest to gain charges back. A single arrow can contain up to 4 charges, each charge giving the explosion 1d6 force damage. After the first charge, each additional charge adds a 5ft. radius of effect where creatures take half the explosion's damage. When an explosive arrow impacts, it deals the arrow's damage to the target it hits, and explodes for the force damage. -Rain of Energy Arrows (action): Effect: Fire an energy arrow into the air. At a location within normal range, copies of the fired arrow rain down from the sky in a 25ft radius. Each 5x5 space takes the damage of a single shot from the bow and arrow if creatures fail a DEX saving throw (DC8+Proficiency Bonus+WIS modifier), or half as much damage if successful. Can only be used if the fired arrow is able to fly its entire effective range into the air. Can be used three times, and recharges with a long rest. -Dragon Piercer (Action - Casting time 3 turns): Effect: Channel for 3 turns while maintaining concentration to summon an energy copy of the Dragon Piercer Greatarrow. This copy cannot be duplicated, and can only be fired once. The Dragon Piercer is a greatarrow with +10 magical piercing, and +20 lightning damage. Large enemies take +10 damage, huge take +half of the attack's total damage (independent of crit), and gargantuan takes double damage (independent of crit). If a dragon or giant is hit, it has disadvantage on all saving throws for 3 of its turns. Long rest to recharge. Details: The Dragon Piercer Greatarrow is a unique artifact kept by the Sentries since their first generation. It is the symbol of their original edict to eradicate all dragons, and carries a special enchantment that can be copied with their energy copy magic. Only the strongest and most qualified of sentries are allowed to summon an energy copy of this artifact. |
-
Greatbows-
-Greatbows are rare weapons that are usually custom ordered by wandering sentries. They are all heavy, two-handed weapons that use ammunition, and their attacks use STR instead of DEX. Longbow arrows can be fired with them for half the weapon's damage, but their primary ammunition is greatarrows. It takes time to set up each shot, so one attack with these weapons takes all attacks of the Extra Attack feature, provided the user has that feature. There, multiclassing fixed. Basic greatbows can be requested of blacksmiths, but Sentry greatbows need more attention. A sentry must take a full day to instruct the blacksmith to make all the components for a sentry greatbow, then take 1 hour to assemble the large compound bow. Different blacksmiths charge different amounts for custom jobs like this, but they are generally quite expensive. Sentries have a soft rule where they do not share the design of sentry bows, so they must assemble their own weapons once they have the components.
Basic Greatbows |
Cost |
Damage |
Weight |
Range |
Light Greatbow |
100 gp |
1d8 piercing |
4 lb |
(250/1000) |
Simple Greatbow |
150 gp |
1d10 piercing |
5 lb |
(250/1000) |
Heavy Greatbow |
200 gp |
1d12 piercing |
7 lb |
(300/1200) |
Advanced (Sentry) Greatbows |
General Component Cost |
Damage |
Weight |
Range |
Sentry Light Greatbow |
1200 gp |
2d10 piercing |
7 lb |
(350/1400) |
Sentry Greatbow |
1600 gp |
2d12 piercing |
10 lb |
(350/1200) |
Sentry Heavy Greatbow |
2000 gp |
3d10 piercing |
14 lb |
(400/1600) |
-Greatarrows are arrows that can only be fired by greatbows. They add damage depending on the type and quality, and are also made custom. Greatarrows do not break with normal use, but may be broken when fired with a critical miss. Other custom greatarrows can be created as well.
Type |
Cost |
Damage |
Weight |
Wood Greatarrow |
20 gp |
+2 |
3 lb |
Fine Greatarrow |
25 gp |
+3 |
3 lb |
Iron Greatarrow |
30 gp |
+4 |
5 lb |
Black Iron Greatarrow |
35 gp |
+5 |
5 lb |
Fine Metal Greatarrow |
40 gp |
+5 |
4 lb |
Mastercraft Greatarrow |
60 gp |
+6 |
3 lb |
-
--Sentry Combat Forms-- (Archetypes) |
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--Bulwark Form-- A frontline fighting form that favors defense and disruption of enemies. These sentries are the toughest and most capable of taking the brunt of powerful onslaughts. -At 3rd level, gain Stand Strong. -At 9th level, gain Tethering Arrow. -At 13th level, gain Energy Armor Coating. -At 17th level, gain Walking Bastion.
-Stand Strong (passive, action): Effect: When wearing armor, and no melee weapon or shield is equipped, +1AC. As an action, increase this bonus to +3AC, and lower your move speed by 10 for 1 minute, or until you use a bonus action to cancel this effect. This feature can be used once before a short rest is needed to recharge. Details: The Bulwark Form sentry reacts with strong, decisive motions, with a focus on fully utilizing their armor. By slowing their pace and committing more focus to their surroundings, they can adapt to potential threats with greater efficiency. -Tethering Arrow (on-hit effect): Effect: Infuse a greatarrow with magic and fire at a point or a creature with an attack action. This greatarrow forms a link between the point/creature hit, and the previous greatarrow fired by the Sentry. If the previous greatarrow was an energy arrow, then the link is formed at the point/creature it hit. The link's maximum length is 40ft, and the effect applies to the creature/point affected, not the arrow itself, so the effect works even if the arrow is removed. The tether lasts for 1 minute, keeping an affected creature from moving further than their current distance from the other end of the link, unless they succeed a STR saving throw (DC8 + Proficiency Bonus + WIS modifier) at the end of their turn, which ends the effect. Another use of this ability can be applied to another arrow, and tether to either end of the link, forming a new link with a maximum length of 40ft. This can be used a number of times equal to your WIS modifier before a short rest is needed to recharge. If a tether is linked between 2 points, the effect is up to the DM's discretion. For instance, if a link is made between a door and the adjacent wall, it could be held shut or open by the tether unless a creature forces it by beating the DC with a raw STR check, which would take the creature's action. Details: The Bulwark Form sentry can restrict enemy movement with magic, to give the party better control over a fight. -Energy Armor Coating (action): Effect: Touch a creature and give them 1d6+WIS modifier temporary HP, and +2AC until the temp HP is removed. Only one creature can gain the effects of this at a time. Details: The Bulwark Form specialist can make a one-time copy of their own, or another creature's armor and apply it as a coating, providing minimal resistance until the spell's effect is broken by force or wears off. -Walking Bastion (action): Effect: Your size increases by 5ft in each dimension from the large, flashy energy armor that forms around you. Larger enemies especially tend to aggro towards the sentry while Walking Bastion is active. For a duration of 1 minute, gain 3d8+WIS modifier temporary HP and +5AC, and also gain extra attack. While the effect is active, Tethering Arrow can be used up to 3 times with energy arrows, and the maximum distance between tethers is extended to 150ft, and the STR save DC for breaking the effect becomes DC24+WIS modifier. While Walking Bastion is active, you can use an action to give creatures of your choice within 60 ft. disadvantage on attacks against all creatures except yourself until the start of your next turn. Long rest to recharge. Details: The Bulwark Form specialist can pour their reserve energy into a powerful magic defense that also increases their lethality. A large suit of energy armor forms around the sentry that is designed to attract attention and punishment. The armor is complete with a full energy quiver conveniently placed while the sentry's mana reserves are open, allowing them to launch arrows more frequently. |
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--Artillery Form-- This long ranged fighting form rains physical and magical damage onto groups or individual targets from distant positions. Works best when coordinating with a forward team, but can operate well independently as a sniper. -Attacks with greatbows, heavy crossbows, and heavy guns gain +2 bonus damage. Heavy crossbows and heavy guns can use Wisdom for their attack and damage modifiers. -Overdraw can be applied to heavy crossbows by adding another stage to the crank, and to guns by giving the chamber an adjustable seal. Additionally, all abilities that require the use of a greatarrow or greatbow can be used with crossbows and guns with the heavy property and their respective ammunition, as magic is used to enhance the ammunition to produce the effects. The Sentry may also be able to fabricate for themselves, or have made for them, Heavy Ammunition for their weapons, which function like greatarrows. -At 9th level, long range no longer has a penalty when targeting stationary targets or locations. Gain Living Beacon and Transmission Arrow. -At 13th level, gain Scatter Shot. Regular, and Heavy Ammunition can have energy copies and be used like energy arrows. -At 17th level, gain Living Beacon and Scatter Shot improvements. -At 20th level, summoning the Dragon Piercer copy also summons a +2 energy greatbow that deals 3d12 magical piercing damage. -Living Beacon (action - cantrip): Effect: Mark a target within 100ft. The caster can know the target's exact location at any distance for up to 1 hour, as long as concentration is maintained, and they are both on the same plane of existence. Only one target can be marked at a time. At level 17, the range of this cantrip becomes 200ft. Additionally, the cantrip can be recast from the target's location once at any range, as long as it is still active. Recasting tags all creatures around the initial mark in a 30 ft. radius, and the cantrip cannot be recast from these creatures. Additional marks are tagged for 10 minutes. The caster knows only the size of each creature tagged when the cantrip affects them. Details: The Artillery Form sentry uses magic to track targets to their home base, and can rain fire at that location without even seeing the targets. -Transmission Arrow (action): Effect: Link up to 4 arrows or greatarrows with magic. Noises that can be heard within 40ft of one arrow will be replicated at the same volume from each other arrow, potentially allowing for communication. Arrows can be launched, and you can deactivate them by touch. The effect lasts 3 hours. This feature can be used a number of times equal to your WIS modifier before a short rest is needed to recharge. -Scatter Shot (action): Effect: Fire an energy arrow that splits into multiple arrows 10ft before reaching the target, and scatter in a 25ft cone. At long range, the area becomes a 15ft radius from a chosen point. Roll 1d4 for each creature in the area, which determines the number of arrows that hit the creature. Each arrow that hits a creature deals damage equal to twice your Wis modifier in magical piercing damage. Regardless of the number of arrows that hit, this is considered one source of damage. This ability can be used once before a short rest is needed to recharge. At 17th level, the number of arrows that hit a creature becomes 1d6, the damage type can be either piercing or force, and this feature can be used twice before a short rest is needed to recharge. Details: The Artillery Form specialist can make a special energy arrow that splits into several duplicates shortly before reaching its target. |
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--Swift Form-- This form is generally adopted by sentries with smaller builds or lower physical strength. The lightest and most mobile combat form favors taking positions of advantage, and leveraging the situation into a party's favor. -Lose heavy armor proficiency from this class, but gain light armor proficiency. -At 3rd level, gain Conditioned Awareness -At 9th level, gain Watching All Angles and Mine Arrow. -At 13th level, gain Pinning Energy Arrow. -At 17th level, gain Pinning Energy Arrow Improvement.
-Conditioned Awareness (passive): Effect: Base move speed is increased by 5, and gain +3 to initiative rolls. You gain proficiency in DEX saving throws. Details: The Swift Form sentry has honed their reflexes to react to threats quickly and efficiently.
-Watching All Angles (passive): Effect: Bows and greatbows can be used to make opportunity attacks, as if they were melee weapons with a reach of 15ft.
-Mine Arrow (action): Effect: Charge any greatarrow (bot not energy greatarrow) with magic and launch it at a point within range. Wherever it lands, it stays until retrieved. With a bonus action, the sentry can defuse the magic arrow from a range. While active, if a creature enters a 5ft radius around the arrow, the arrow's magic charge is released as 2d6+WIS modifier force damage in a 15ft radius. This ability can be used (2*Wisdom modifier) times before a long rest is needed to recharge. Details: A greatarrow is infused with magic and sealed with a proximity based spell to set an explosive trap after it is fired.
-Pinning Energy Arrow (attack action): Effect: Attack with an energy arrow within normal range and on a hit, stake a creature to the ground, a wall, or other stationary object. Harder surfaces may need overdraw to break the arrow into. A pinned creature is restrained, and it takes the use of an action to make a STR check to unpin itself. Another creature that grapples the pinned creature may make a STR check to break the effect. If a pinned creature is immune to being restrained, it makes a CON save and on a failure becomes stunned until the end of its next turn. The DC is 8+Proficiency+Wisdom modifier. Pinning energy arrows last up to 1 minute, or until they are no longer pinning a creature. You can use this ability a number of times equal to your WIS modifier before a short rest is needed to recharge. At 17th level, you can manifest up to 6 additional energy arrows that track up to 6 additional creatures, provided the attack roll beats their AC. It takes 2 of these additional arrows to pin a creature other than the primary target. Only the primary target takes damage from the attack. For each pinning arrow in a creature after the first, the DC to unpin increases by 1. Details: The Swift Form specialist can quickly put an enemy at a disadvantage by precisely targeting an appendage that is on or near a solid surface, and stapling the two together with an energy arrow… or seven. |
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--Onslaught Form-- The most advanced sentry combat form that utilizes magic to torrent enemy positions with close range barrages. -Gain Arcane Punishment, and gain Onslaught Spellcasting. -At 9th level, learn Linked Lashes. -At 13th level, learn Arcane Sunder. -At 17th level, learn Arcane Revenge. -Spellcasting: -You prepare the list of spells that are available for you to cast, choosing from the artificer spell list. When you do so, choose a number of artificer spells equal to your Wisdom modifier + half your sentry level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. -You can change your list of prepared spells when you finish a long rest. -Wisdom is your spellcasting ability for your Sentry spells. -Your spellcasting focus is a Greatbow or an Arcane Focus. -Your magical capability is that of a half spellcaster. Half Spellcaster Table: Spell Slots Per Level
_ -Arcane Punishment (spell): 1st-level evocation Casting time: 1 action Range: touch Components: (Ranged Weapon) (Somatic) Duration: Instantaneous Effect: Gather energy in your ranged weapon and slam it on a target creature. That creature and all adjacent creatures (except you) must succeed a constitution saving throw, or be pushed 5ft away with the target. After this, utilize the energy flow in your weapon to launch three arcane missiles, each landing on a 5x5ft. area of your choice no farther than 20ft away. Upon impact, missiles explode for 1d6 force damage each. When casting this with a higher level spell slot, add 2 missiles for each level above first. -Linked Lashes (spell): 1st-level evocation Casting time: 1 bonus action Range: 40ft. Components: (Arrow) Duration: 1 minute (concentration) Effect: Take an arrow and temporarily enchant it. If it is fired at a creature, the creature becomes tagged and the spell activates. As long as the caster is within the spell's range of the tagged creature, strings of arcane energy periodically launch from the caster to the creature, dealing 1d4 force damage to the creature at the end of each of your turns. When casting this with a higher level spell slot, +1d4 damage per round for each level above first. -Arcane Sunder (spell): 1st-level evocation Casting time: 1 action Range: 15x100ft. line Components: (Weapon) (Somatic) Duration: Instantaneous Effect: Charge your weapon with arcane energy and launch it in a straight line from the caster. All creatures in the 15x100ft. line must make a constitution saving throw. If successful, they take half damage. All affected creatures take 3d6 force damage. When casting this with a higher level spell slot, +1d6 damage for each level above first. -Arcane Revenge (spell): 4th-level evocation Casting time: 1 action Range: 150ft Components: (Somatic) Duration: 45 seconds Effect: Surround yourself in a field of visible arcane energy, making you a more enticing target. Gain 2d12+level temporary HP and -5AC for 45 seconds (~7 rounds). During the duration, all damage you take is also stored in the arcane field. If you are still conscious when the effect ends, you can use a bonus action on your next turn to convert the arcane field into a large homing missile, and launch it at a target creature within range. The creature takes double the damage you took over the duration as force damage. When casting this with a higher level spell slot, +1d12 temporary HP, and +1d12 force damage for each level above fourth. |
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--Berserk Form-- This subclass is a melee conversion of the Sentry, inspired by Guts from Berserk. The Berserk Form Sentry cleaves their way through opponents, no matter how large, using massive weapons and overpowering blows. It's really just for fun; I have not tested this, so don't expect it to be balanced. -Instead of greatbows, the Berserk Form specialist utilizes oversized weaponry. For the purposes of this subclass, the Powerful Build trait increases the size of weapon you may wield by 1, without the usual disadvantage penalty. While this negation of the penalty remains, one attack takes a full attack action, even with the Extra Attack feature. If the Sentry multiclasses and gains Extra Attack, they may make each attack as usual, at disadvantage, and with a -5 attack penalty for each size the weapon is over large. Attacks made with a hasted action while using oversized weapons are always at disadvantage. As a refresher: "If a monster wields a manufactured weapon, it deals damage appropriate to the weapon. For example, a greataxe in the hands of a Medium monster deals 1d12 slashing damage plus the monster’s Strength modifier, as is normal for that weapon. Big monsters typically wield oversized weapons that deal extra dice of damage on a hit. Double the weapon dice if the creature is Large, triple the weapon dice if it’s Huge, and quadruple the weapon dice if it’s Gargantuan. For example, a Huge giant wielding an appropriately sized greataxe deals 3d12 slashing damage (plus its Strength bonus), instead of the normal 1d12. A creature has disadvantage on attack rolls with a weapon that is sized for a larger attacker. You can rule that a weapon sized for an attacker two or more sizes larger is too big for the creature to use at all." Dungeon Master's Guide (p. 277) This means a Berserk Form Sentry with Powerful Build may comfortably wield a large two-handed weapon, or dual wield 2 large one-handed weapons.
-Being a class conversion, this archetype can be chosen at level 1. Replace the greatbow and arrows starting equipment with (a) One large 2-handed simple or martial weapon of your choice, or (b) Two large 1-handed simple or martial weapons of your choice.
-Subclass Features, and Class Feature Replacements: The leveling progression remains the same, but many of the sentry abilities have amended functionality.
-Struggle On (reaction): Berserk Form 1st level feature Effect: As a reaction, you can use a large or larger weapon to parry a ranged attack that hits you. Make a melee attack roll, and if your roll was higher than the attack's, then the attack misses.
-Overpower (Attack action AND bonus action): Replaces Overdraw Effect: When making a melee attack, expend a bonus action to give the damage on a hit +2d4 for each size above Medium your weapon is (Huge gives +4d4, and Gargantuan gives +6d4). If you are able to make a dual wielding bonus attack, then you may use this bonus action to also make that attack, but it does not benefit from this feature's damage bonus. At level 10, bonus damage becomes 3d4, and 4d4 at level 17.
-Mighty Throw (attack action): Replaces Point Blank Effect: With an attack action, throw a melee weapon you are wielding. Make a ranged attack with the weapon, assuming it has a range of 30/60ft. If the attack misses, it pieters off and lands 15ft past the target. If a medium or smaller creature is hit, the weapon lands on the space the creature is occupying. If a large or larger creature is hit, the same may happen, or the weapon may get lodged into the creature if appropriate. If a creature starts its turn with a weapon lodged in it, its speed is halved for the turn. A lodged weapon can be removed by any creature within 5ft using a free action. This ability can be used a number of times equal to your STR modifier before a short rest is needed to recharge. At 10th level, the sentry may draw an additional weapon after the attack is made, as part of the action. The range of this ability becomes 60/90 ft.
-Unyielding Fury (bonus action): Berserk Form 3rd level feature Effect: For one minute, become a force of pure willpower and might. For the duration, you can wield one size of weapon class higher without penalty. Your speed is increased by 20ft, and your jump height and distance is doubled. Gain advantage on STR skill checks and saving throws. Your AC is lowered by 3, and the damage of your weapon hits gains a bonus equal to your STR modifier. While in this state, having 0 hit points or lower does not knock you unconscious. You continue to track overflow damage, and damage you take while below 0 HP. If the value of this damage below your HP exceeds your maximum HP, you die instantly. If this effect ends and you are below 0 HP but not dead outright, then you roll all your death saves immediately and take the result. This feature can be used once before a long rest is needed to recharge. This ability gets an upgrade at 17th level.
-Focused Attack is now usable with any weapon type, not just greatbows.
-Herculean Cleave (attack action AND bonus action): Replaces Spreadshot Effect: Using a bonus action, ready your melee weapon for dispensing maximum pain, and use an attack action to deliver a swing, spinning in a full circle. You may choose where the swing begins and ends, which may remove a wedge or a semicircle of the affected area, in case you have allies that are crazy enough to fight next to you. The radius of the affected area is determined by your weapon's reach. Roll an attack, and each creature on each 5x5 tile affected takes the damage of the attack, provided the attack roll would hit an affected creature. For instance, a large creature cleaved through with a reach weapon may have all 4 tiles it occupies affected. If the attack beats the AC of the large creature, it takes damage for each of the 4 tiles it occupies, which are in the area of effect. A critical hit's extra damage only applies to a single 5x5 space of the sentry's choice. This ability can be used a number of times equal to the sentry's proficiency bonus before a long rest is needed to recharge.
-Disarming Fury (attack action): Berserk Form 9th level feature Effect: Using an attack action, grapple with a creature. If you win the opposed check, then instead of grappling the creature, you take the weapon they are using, and make your own attack against them with it. You have advantage on the attack, and on a hit, the weapon becomes lodged in the creature. No other creature may dislodge the weapon except for the creature itself. On a miss, the creature wrangles the weapon back into its possession. This ability may be used a number of times equal to your proficiency bonus before a long rest is needed to recharge.
-Roaring Cyclone (bonus action): Replaces Bow Mount Effect: Become stationary with a weapon in-hand, and able to make an attack with a bonus action. Use a bonus action to enable this state. While in this state, the sentry gains +5 reach with melee weapons. If the sentry is dual wielding, they may make two bonus attacks instead of the usual one. This state ends if the sentry is forcefully moved, grappled, or incapacitated. The state also ends at will, or if the Sentry willingly moves, or is no longer wielding the weapon(s) they had equipped when they entered the state. For instance, if the sentry uses Mighty Throw, or is disarmed, Roaring Cyclone ends.
-Quaking Slam (attack action): Replaces Quake Arrow Effect: Use an attack action to infuse your melee weapon with stored kinetic force, and hit a point or creature within reach. The attack deals its normal damage, and causes a tremor at the point of impact. If the attack misses a creature, it hits the ground on the creature's space. Excluding you, each creature in a 10ft radius of the point or affected creature must make a DEX saving throw against the DC of 8+Proficiency Bonus+WIS modifier. On a failed save, creatures take 2d8 bludgeoning damage and are knocked prone. If a creature was hit by the weapon attack, it has disadvantage on the save. If the tremor's area affects terrain, that area becomes difficult terrain until the start of the Sentry's next turn. Can use (2*WIS modifier) times before a Long Rest is needed to recharge. The tremor damage increases to 3d8 at level11, and 4d8 at level17.
-Rip and Tear (Effect): Replaces Find Thy Mark Effect: On your turn or with a held action, your next attack has advantage, and rolling a 19 or 20 on the attack roll is a critical hit. Also gain blindsight within 30ft until the start of your next turn. Can use a number of times equal to your WIS modifier before a short rest is needed to recharge.
-Energy Resonance (passive): Replaces Energy Arrows Effect: Run magic through whatever melee weapon you are wielding. Its damage is considered magic with regards to overcoming resistances. You may temporarily attune to non-sentient magic melee weapons for one turn without utilizing an attunement slot. Once you temporarily attune to a magical weapon this way, you cannot do so again with the same weapon until the next dawn.
-Special Place (passive): Berserk Form 13th level feature Effect: You can create a small space that leads to a pocket dimension which follows you around, and can be accessed at will. The pocket dimension can only store weapons. With a free action, you may draw a weapon of your choice from the pocket dimension. You may also stow a weapon in your possession in the pocket dimension with an action.
-Concussive Gale (action): Replaces Concussive Barrage Effect: With a mighty swing that picks up the wind, launch a disorienting gust at foes with your large or larger weapon. Choose an area within 40ft to receive the gale's full force. In a 10x25ft zone, creatures become deafened for 3 of their turns. They are generally disoriented, and their speed is halved for 1 turn, and any "ready action" is canceled. They also lose spell concentration. This ability can be used a number of times equal to your proficiency bonus before a short rest is needed to recharge.
-Obliterate (attack action): Replaces Explosive Energy Arrow Effect: Charge a ball of raw energy at the end of your weapon, and blast a target by launching it at them. Using your melee weapon, make a ranged attack against a creature within 60ft. This is the target of the blast, and on a hit, it takes the weapon damage. Whether the attack is a hit or a miss, the ball of energy explodes on the nearest 5x5 tile of the creature's space, affecting it and nearby creatures. You have (2*WIS modifier) charges of mana to shunt into an energy blast. Short rest to gain charges back. A single blast can contain up to 4 charges, each charge giving the explosion 1d6 force damage. After the first charge, each additional charge adds a 5ft radius of effect where creatures take the explosion's damage. This attack can easily be reflavored to be other things, like a cannon on your arm…
-Unyielding Fury Enhancement (bonus action): Berserk Form 17th level feature Effect: The size class of weapon you can use without penalty increases by 2 sizes. You no longer have reduced AC from using Unyielding Fury. The speed bonus becomes +40ft, and your jump height and distance is tripled. When you make a melee attack against a creature and hit, you don't provoke opportunity attacks from that creature for the rest of the turn. You can use Unyielding Fury up to three times before a long rest is needed to recharge. -Blade Geyser (action): Replaces Rain of Energy Arrows Effect: Because why not Darksiders? Magic copies of your weapon shoot up from the ground, or fall from the sky at a location within 120ft. In a 25ft radius, each 5x5 space takes the damage of a single weapon attack if creatures fail a DEX saving throw (DC8+Proficiency Bonus+WIS modifier), or half as much damage if successful. Can be used three times, and recharges with a long rest.
-Dragon Slayer (Action - Casting time 3 turns): Replaces Dragon Piercer Effect: Alright, back to Berserk. Channel for 3 turns while maintaining concentration to summon a temporary copy of the Dragon Slayer Slab Sword. This copy lasts up to 10 minutes, and disappears after hitting a creature once. This weapon has a siege effect, doubling its damage to constructs and structures. The Dragon Slayer is a huge greatsword with a 10ft reach, +10 magical slashing, and +20 lightning damage. Large enemies take +10 additional damage, huge take +half of the attack's total damage (independent of crit), and gargantuan takes double damage (independent of crit). If a dragon or fiend is hit, it has disadvantage on all saving throws for 3 of its turns. The use of Herculean Cleave with this weapon is up to the DM's discretion. The player wielding this great game-breaking, boss-smashing power has the responsibility to ask the DM if Herculean Cleave can be used with this single-hit weapon. The player shall not feel bummed out when the DM says no to this option, because it was ludicrous from the start. Long rest to recharge. |
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Previous Versions
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10/29/2022 2:23:36 AM
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10/31/2022 12:07:10 AM
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10/31/2022 12:14:40 AM
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42
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0
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1.4
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10/31/2022 7:36:41 PM
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49
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11/11/2022 12:48:08 AM
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51
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