Sorcerer
Base Class: Sorcerer

Inspired by the Daemon from Philip Pullman's Dark Materials trilogy, the Sentinel Soul is a Sorcerer that gains their magic from a powerful bond between them and an external physical manifestation of their Soul, called a Sentinel, that takes the form of an animal.

 

Soul Magic

You learn additional spells when you reach certain levels in this class, as shown on the Soul Magic Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. Intelligence is your spellcasting ability for your spells.

SORCERER LEVEL SPELLS
1st Detect Magic, Sanctuary
3rd Enhance Ability, Enlarge/Reduce
5th Haste, Tongues
7th Death Ward, Polymorph
9th Scrying, Telepathic Bond

Sentinel Soul

1st-level Sentinel Soul feature

You gain the service of a Sentinel. Sentinels are the external physical manifestation of your soul that takes the form of an animal. Sentinels have human intelligence, are capable of human speech—regardless of the form they take—and usually behave as though they are independent of their humans. The Sentinel assumes the form of the animal which the person most resembles in character. Sentinels are usually of the opposite sex to their human, though same-sex Sentinels do exist. If the Sentinel's person dies, the Sentinel fades into a cloud of golden dust, reforming only if the person is revived. 

All Sentinel's have the following traits: 

  • Your Sentinel is a Celestial of Small or Tiny size (Dependant on the species chosen.) 
  • You and your Sentinel both share the same pool of hit points. Any damage done to your Sentinel is also felt by you, and vice versa, all damage is taken from your hit points. If you both take damage from area effects, such as the explosion of a fireball, you only take one iteration of the damage. 
  • Your Sentinel also shares your Intelligence, Wisdom and Charisma scores as well as any skills and saving throws you have.
  • Darkvision with a range of 60 feet.
  • You have advantage on Intelligence and Wisdom checks while within 5 feet of your Sentinel and able to communicate with them. In addition you gain a +5 bonus to your passive Wisdom (perception) score. 
  • Your Sentinel can travel up to 100 feet away from you, anything above that causes a great pain to you both. For every round over you are both more than 100 feet from each other you take 1d10 force damage. 
  • In combat, your Sentinel moves on your initiative and you control how it acts.
  • Your Sentinel can serve as an arcane focus, allowing them to be a conduit for your spells, by using both your actions you can cast a spell from your Sentinel's location instead of yours.

 Your Sentinel uses a Sentinel Soul stat block depending on it's genus and species. (Determined at your DM's discretion. For example a House Cat could use the Land: Predator or Land: Rodent stat block.) You can select a type of Sentinel from the following list, by choosing a genus and a species: 

  • Amphibian Universal Traits: Amphibious, Poison Immunity. - Frog/Toad, Newt/Salamander.
  • Insect Universal Traits: Hidden. - Arachnid, Buzzing, Mantis, Scorpion, Scurrying, Snail, Stinging.
  • Land Universal Traits: Good Mobility, Pack Tactics. - Ape, Aquatic, Predator, Quadruped, Rodent, Spiked.
  • Reptile Universal Traits: Camouflage. - Crocodilian, Lizard, Snake, Tortoise.
  • Sea Universal Traits: Swim Speed, Underwater Breathing. - Cephalopod, Cetacean, Crustacean, Eel, Fish, Penguin, Predator, Seal, Toxic, Turtle.
  • Sky Universal Traits: Flight Speed. Flyby. - Aquatic, Bat, Owl, Predator, Songbird.
Amphibian - Frog/Toad

Sentinel Soul - Frog/Toad

Armor Class 11

Hit Points Your hit points.

Speed 20 ft., swim 30 ft.

STR
6(-2)
DEX
12 (+1)
CON
10(+0)
INT
1(-5)
WIS
1(-5)
CHA
1(-5)

Condition Immunity poisoned

Damage Immunity poison

Senses darkvision 60 ft., passive Perception yours

Languages Understands the languages you speak

Challenge — Proficiency Bonus equals your bonus

Amphibious. The Sentinel can breathe air and water.

Camouflage. The Sentinel has advantage on Dexterity stealth checks to hide.

Superior Jump. The Sentinel's jump distance is tripled.

Actions

Bite. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + your spellcasting modifier piercing damage.

Cast Spell. Cast the players spell from the Sentinel's location. 

Swallow. (Aspect of the Beast) Target a creature that is of a large size or smaller within 5ft. and force it to succeed on a Strength Saving Throw against your sell save DC or be blinded and restrained within the Sentinel's mouth. The creature has total cover against attacks and other effects outside the frog, and it takes 4d4 acid damage at the start of each of their turns. A creature can attempt to escape the Swallow by using it's action to attempt a Strength check against your spell DC. On a failure it remains trapped. Only one target can be Swallowed at a time.

Amphibian - Newt/Salamander

Sentinel Soul - Newt/Salamander

Armor Class 12

Hit Points Your hit points.

Speed 30 ft., swim 40 ft.

STR
6(-2)
DEX
14 (+2)
CON
10(+0)
INT
1(-5)
WIS
1(-5)
CHA
1(-5)

Condition Immunity poisoned

Damage Immunity poison

Senses darkvision 60 ft., passive Perception yours

Languages Understands the languages you speak

Challenge — Proficiency Bonus equals your bonus

Amphibious. The Sentinel can breathe air and water.

Camouflage. The Sentinel has advantage on Dexterity stealth checks to hide.

Actions

Bite. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + your spellcasting modifier piercing damage.

Cast Spell. Cast the players spell from the Sentinel's location. 

Swallow. (Aspect of the Beast) Target a creature that is of a large size or smaller within 5ft. and force it to succeed on a Strength Saving Throw against your sell save DC or be blinded and restrained within the Sentinel's mouth. The creature has total cover against attacks and other effects outside the frog, and it takes 4d4 acid damage at the start of each of their turns. A creature can attempt to escape the Swallow by using it's action to attempt a Strength check against your spell DC. On a failure it remains trapped. Only one target can be Swallowed at a time.


 

Insect - Arachnid

Sentinel Soul - Arachnid

Armor Class 11

Hit Points Your hit points.

Speed 20 ft., climb 20 ft.

STR
6(-2)
DEX
14 (+2)
CON
8(-1)
INT
1(-5)
WIS
1(-5)
CHA
1(-5)

 Senses darkvision 60 ft., passive Perception yours

Languages Understands the languages you speak

Challenge — Proficiency Bonus equals your bonus

Camouflage. The Sentinel has advantage on Dexterity stealth checks to hide.

Terrifying. (Aspect of the Beast) Each hostile creature that can see the Sentinel must succeed on a Wisdom Saving Throw or be frightened for the duration. While frightened in this way, a creature must take the Dash action and move away from your Sentinel by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to your Sentinel, the creature can repeat the saving throw. A creature that succeeds on this Saving Throw is immune to the feature for 24 hours.

Actions

Bite. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d4 + your spellcasting modifier piercing damage, and the target must make a Constitution saving throw against your spell DC or take 1d6 poison damage and be poisoned until the start of the Sentinel's next turn.

Cast Spell. Cast the players spell from the Sentinel's location. 

Bonus Actions

Hide. The Sentinel can make a Dexterity stealth check to hide as a bonus action. The Sentinel can also hide in the players space.

Insect - Buzzing

Sentinel Soul - Buzzing

Armor Class 11

Hit Points Your hit points.

Speed 20 ft., fly 30 ft.

STR
4(-3)
DEX
14 (+2)
CON
8(-1)
INT
1(-5)
WIS
1(-5)
CHA
1(-5)

 Senses darkvision 60 ft., passive Perception yours

Languages Understands the languages you speak

Challenge — Proficiency Bonus equals your bonus

Terrifying. (Aspect of the Beast) Each hostile creature that can see the Sentinel must succeed on a Wisdom Saving Throw or be frightened for the duration. While frightened in this way, a creature must take the Dash action and move away from your Sentinel by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to your Sentinel, the creature can repeat the saving throw. A creature that succeeds on this Saving Throw is immune to the feature for 24 hours.

Actions

Bite. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d4 + your spellcasting modifier piercing damage.

Swarm. Target a creature within 5ft., the Sentinel darts around the creature at high speed. The target must succeed on a Wisdom saving throw against your spell save DC or have disadvantage on attack rolls until the start of the Sentinel's next turn.

Cast Spell. Cast the players spell from the Sentinel's location. 

Bonus Actions

Hide. The Sentinel can make a Dexterity stealth check to hide as a bonus action. The Sentinel can also hide in the players space.

Insect - Mantis

Sentinel Soul - Mantis

Armor Class 13

Hit Points Your hit points.

Speed 20 ft., fly 10 ft. 

STR
6(-2)
DEX
16 (+3)
CON
8(-1)
INT
1(-5)
WIS
1(-5)
CHA
1(-5)

 Senses darkvision 60 ft., passive Perception yours

Languages Understands the languages you speak

Challenge — Proficiency Bonus equals your bonus

Camouflage. The Sentinel has advantage on Dexterity stealth checks to hide.

Terrifying. (Aspect of the Beast) Each hostile creature that can see the Sentinel must succeed on a Wisdom Saving Throw or be frightened for the duration. While frightened in this way, a creature must take the Dash action and move away from your Sentinel by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to your Sentinel, the creature can repeat the saving throw. A creature that succeeds on this Saving Throw is immune to the feature for 24 hours.

Actions

Multiattack. (Unlocked at 5th-level) The Sentinel makes two attacks with its claws.

Bite. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d4 + your spellcasting modifier piercing damage.

Claws. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + your spellcasting modifier piercing damage.

Cast Spell. Cast the players spell from the Sentinel's location. 

Bonus Actions

Hide. The Sentinel can make a Dexterity stealth check to hide as a bonus action. The Sentinel can also hide in the players space.

Insect - Scorpion

Sentinel Soul - Scorpion

Armor Class 12

Hit Points Your hit points.

Speed 20 ft.

STR
6(-2)
DEX
10 (+0)
CON
14(+2)
INT
1(-5)
WIS
1(-5)
CHA
1(-5)

 Senses darkvision 60 ft., passive Perception yours

Languages Understands the languages you speak

Challenge — Proficiency Bonus equals your bonus

Terrifying. (Aspect of the Beast) Each hostile creature that can see the Sentinel must succeed on a Wisdom Saving Throw or be frightened for the duration. While frightened in this way, a creature must take the Dash action and move away from your Sentinel by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to your Sentinel, the creature can repeat the saving throw. A creature that succeeds on this Saving Throw is immune to the feature for 24 hours.

Actions

Multiattack. (Unlocked at 5th-level) The Sentinel makes two attacks: one with its claws and one with it's sting.

Claws. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + your spellcasting modifier bludgeoning damage.  If the target is one size larger than you or smaller, it must succeed on a Strength saving throw against your spell DC or be grappled.

Sting. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + your spellcasting modifier piercing damage, and the target must make a Constitution saving throw against your spell DC or take 1d6 poison damage and be poisoned until the start of the Sentinel's next turn.

Cast Spell. Cast the players spell from the Sentinel's location. 

Bonus Actions

Hide. The Sentinel can make a Dexterity stealth check to hide as a bonus action. The Sentinel can also hide in the players space.

Insect - Scurrying

Sentinel Soul - Scurrying

Armor Class 11

Hit Points Your hit points.

Speed 20 ft., burrow 15 ft., climb 20 ft.

STR
6(-2)
DEX
14 (+2)
CON
8(-1)
INT
1(-5)
WIS
1(-5)
CHA
1(-5)

 Senses darkvision 60 ft., passive Perception yours

Languages Understands the languages you speak

Challenge — Proficiency Bonus equals your bonus

Camouflage. The Sentinel has advantage on Dexterity stealth checks to hide.

Terrifying. (Aspect of the Beast) Each hostile creature that can see the Sentinel must succeed on a Wisdom Saving Throw or be frightened for the duration. While frightened in this way, a creature must take the Dash action and move away from your Sentinel by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to your Sentinel, the creature can repeat the saving throw. A creature that succeeds on this Saving Throw is immune to the feature for 24 hours.

Actions

Bite. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d4 + your spellcasting modifier piercing damage.

Swarm. Target a creature within 5ft., the Sentinel darts around the creature at high speed. The target must succeed on a Wisdom saving throw against your spell save DC or have disadvantage on attack rolls until the start of the Sentinel's next turn.

Cast Spell. Cast the players spell from the Sentinel's location. 

Bonus Actions

Hide. The Sentinel can make a Dexterity stealth check to hide as a bonus action. The Sentinel can also hide in the players space.

Insect - Snail

Sentinel Soul - Snail

Armor Class 16

Hit Points Your hit points.

Speed 10 ft., climb 10 ft.

STR
4(-3)
DEX
6 (-2)
CON
16(+3)
INT
1(-5)
WIS
1(-5)
CHA
1(-5)

Damage Resistances bludgeoning, cold, fire, piercing, slashing

Senses darkvision 60 ft., passive Perception yours

Languages Understands the languages you speak

Challenge — Proficiency Bonus equals your bonus

Amphibious. The Sentinel can breathe air and water.

Armoured. The Sentinel has an AC of 16 and resistance to bludgeoning, piercing and slashing damage.

Hearty. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Thick Fat. The Sentinel has resistance to Cold and Fire Damage.

Terrifying. (Aspect of the Beast) Each hostile creature that can see the Sentinel must succeed on a Wisdom Saving Throw or be frightened for the duration. While frightened in this way, a creature must take the Dash action and move away from your Sentinel by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to your Sentinel, the creature can repeat the saving throw. A creature that succeeds on this Saving Throw is immune to the feature for 24 hours.

Actions

Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d4 + your spellcasting modifier bludgeoning damage.

Cast Spell. Cast the players spell from the Sentinel's location. 

Bonus Actions

Hide. The Sentinel can make a Dexterity stealth check to hide as a bonus action. The Sentinel can also hide in the players space.

Insect - Stinging

Sentinel Soul - Stinging

Armor Class 11

Hit Points Your hit points.

Speed 20 ft., fly 30 ft.

STR
4(-3)
DEX
14 (+2)
CON
8(-1)
INT
1(-5)
WIS
1(-5)
CHA
1(-5)

Senses darkvision 60 ft., passive Perception yours

Languages Understands the languages you speak

Challenge — Proficiency Bonus equals your bonus

Terrifying. (Aspect of the Beast) Each hostile creature that can see the Sentinel must succeed on a Wisdom Saving Throw or be frightened for the duration. While frightened in this way, a creature must take the Dash action and move away from your Sentinel by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to your Sentinel, the creature can repeat the saving throw. A creature that succeeds on this Saving Throw is immune to the feature for 24 hours.

Actions

Sting. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d4 + your spellcasting modifier piercing damage, and the target must make a Constitution saving throw against your spell DC or take 1d6 poison damage and be poisoned until the start of the Sentinel's next turn.

Cast Spell. Cast the players spell from the Sentinel's location. 

Bonus Actions

Hide. The Sentinel can make a Dexterity stealth check to hide as a bonus action. The Sentinel can also hide in the players space.


 

Land - Ape

Sentinel Soul - Ape

Armor Class 12

Hit Points Your hit points.

Speed 30 ft., climb 30 ft.

STR
12(+1)
DEX
14(+2)
CON
10(+0)
INT
1(-5)
WIS
1(-5)
CHA
1(-5)

Senses darkvision 60 ft., passive Perception yours

Languages Understands the languages you speak

Challenge — Proficiency Bonus equals your bonus

 Pack Tactics. The Sentinel has advantage on attack rolls against a creature if at least one of it's allies is within 5 feet of the creature and the ally isn't incapacitated.

Opposable Thumbs. The Sentinel has opposable thumbs allowing it to use items such as a tool, weapon or magic item. 

Actions

Bite. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + your spellcasting modifier piercing damage.

Cast Spell. Cast the players spell from the Sentinel's location. 

Land - Aquatic

Sentinel Soul - Aquatic (land)

Armor Class 12

Hit Points Your hit points.

Speed 30 ft., burrow 15 ft., swim 30 ft.

STR
8(-1)
DEX
14(+2)
CON
12(+1)
INT
1(-5)
WIS
1(-5)
CHA
1(-5)

Senses darkvision 60 ft., passive Perception yours

Languages Understands the languages you speak

Challenge — Proficiency Bonus equals your bonus

Pack Tactics. The Sentinel has advantage on attack rolls against a creature if at least one of it's allies is within 5 feet of the creature and the ally isn't incapacitated.

Hold Breath. The Sentinel can hold is breath for 8 minutes.

Keen Senses. The Sentinel has advantage on Wisdom perception checks.

Actions

Bite. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + your spellcasting modifier piercing damage.

Cast Spell. Cast the players spell from the Sentinel's location. 

Land - Predator

Sentinel Soul - Predator (land)

Armor Class 14

Hit Points Your hit points.

Speed 40 ft.

STR
12(+1)
DEX
16(+3)
CON
12(+1)
INT
1(-5)
WIS
1(-5)
CHA
1(-5)

Senses darkvision 60 ft., passive Perception yours

Languages Understands the languages you speak

Challenge — Proficiency Bonus equals your bonus

 Pack Tactics. The Sentinel has advantage on attack rolls against a creature if at least one of it's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Multiattack. (Unlocked at 5th-level) The Sentinel makes two attacks: one with its bite and one with its claws.

Bite. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + your spellcasting modifier piercing damage.

Claws. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + your spellcasting modifier piercing damage.

Cast Spell. Cast the players spell from the Sentinel's location. 

Land - Quadruped

Sentinel Soul - Quadruped

Armor Class 14

Hit Points Your hit points.

Speed 40 ft.

STR
14(+2)
DEX
10 (+1)
CON
14(+2)
INT
1(-5)
WIS
1(-5)
CHA
1(-5)

Senses darkvision 60 ft., passive Perception yours

Languages Understands the languages you speak

Challenge — Proficiency Bonus equals your bonus

 

Pack Tactics. The Sentinel has advantage on attack rolls against a creature if at least one of it's allies is within 5 feet of the creature and the ally isn't incapacitated.

Hearty. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Actions

Bite. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + your spellcasting modifier piercing damage.

Gore. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + your spellcasting modifier piercing damage. If the target is one size larger than you or smaller, it must succeed on a Strength saving throw against your spell DC or be knocked prone.

Cast Spell. Cast the players spell from the Sentinel's location. 

Land - Rodent

Sentinel Soul - Rodent

Armor Class 13

Hit Points Your hit points.

Speed 30 ft., burrow 15 ft., climb 30 ft.

STR
6(-2)
DEX
16(+3)
CON
12(+1)
INT
1(-5)
WIS
1(-5)
CHA
1(-5)

Senses darkvision 60 ft., passive Perception yours

Languages Understands the languages you speak

Challenge — Proficiency Bonus equals your bonus

 

Pack Tactics. The Sentinel has advantage on attack rolls against a creature if at least one of it's allies is within 5 feet of the creature and the ally isn't incapacitated.

Keen Senses. The Sentinel has advantage on Wisdom perception checks.

Silent Movement. The Sentinel has advantage on Dexterity stealth checks.

Actions

Bite. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + your spellcasting modifier piercing damage.

Cast Spell. Cast the players spell from the Sentinel's location. 

Land - Spiked

Sentinel Soul - Spiked

Armor Class 16

Hit Points Your hit points.

Speed 40 ft., burrow 15 ft.

STR
8 (-1)
DEX
12 (+1)
CON
16(+3)
INT
1(-5)
WIS
1(-5)
CHA
1(-5)

Damage Resistances bludgeoning, piercing, slashing

Senses darkvision 60 ft., passive Perception yours

Languages Understands the languages you speak

Challenge — Proficiency Bonus equals your bonus

Pack Tactics. The Sentinel has advantage on attack rolls against a creature if at least one of it's allies is within 5 feet of the creature and the ally isn't incapacitated.

Armoured. The Sentinel has an AC of 16 and resistance to bludgeoning, piercing and slashing damage.

Spiked. When an attacker misses the Sentinel with a melee attack roll they take 1d4 piercing damage.

Actions

Bite. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + your spellcasting modifier piercing damage.

Cast Spell. Cast the players spell from the Sentinel's location. 


 

Reptile - Crocodilian

Sentinel Soul - Crocodilian

Armor Class 12

Hit Points Your hit points.

Speed 20 ft., swim 40 ft.

STR
16(+3)
DEX
10 (+0)
CON
14(+2)
INT
1(-5)
WIS
1(-5)
CHA
1(-5)

Senses darkvision 60 ft., passive Perception yours

Languages Understands the languages you speak

Challenge — Proficiency Bonus equals your bonus

Camouflage. The Sentinel has advantage on Dexterity stealth checks to hide.

Hold Breath. The Sentinel can hold is breath for 30 minutes.

Actions

Bite. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + your spellcasting modifier piercing damage.  If the target is one size larger than you or smaller, it must succeed on a Strength saving throw against your spell DC or be grappled.

Cast Spell. Cast the players spell from the Sentinel's location. 

Fire Breath. (Aspect of the Beast) Creatures in a 30-foot cone of the Sentinel must succeed on a Dexterity Saving Throw or take 5d6 fire damage.

Reptile - Lizard

Sentinel Soul - Lizard

Armor Class 12

Hit Points Your hit points.

Speed 30 ft., burrow 15 ft., climb 30 ft.

STR
6(-2)
DEX
14 (+2)
CON
10(+0)
INT
1(-5)
WIS
1(-5)
CHA
1(-5)

Senses darkvision 60 ft., passive Perception yours

Languages Understands the languages you speak

Challenge — Proficiency Bonus equals your bonus

Camouflage. The Sentinel has advantage on Dexterity stealth checks to hide.

Actions

Bite. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + your spellcasting modifier piercing damage.

Swarm. Target a creature within 5ft., the Sentinel darts around the creature at high speed. The target must succeed on a Wisdom saving throw against your spell save DC or have disadvantage on attack rolls until the start of the Sentinel's next turn.

Cast Spell. Cast the players spell from the Sentinel's location. 

Fire Breath. (Aspect of the Beast) Creatures in a 30-foot cone of the Sentinel must succeed on a Dexterity Saving Throw or take 5d6 fire damage.

Reptile - Snake

Sentinel Soul - Snake

Armor Class 12

Hit Points Your hit points.

Speed 30 ft., climb 30 ft., swim 30 ft.

STR
6(-2)
DEX
14 (+2)
CON
10(+0)
INT
1(-5)
WIS
1(-5)
CHA
1(-5)

Senses darkvision 60 ft., passive Perception yours

Languages Understands the languages you speak

Challenge — Proficiency Bonus equals your bonus

Camouflage. The Sentinel has advantage on Dexterity stealth checks to hide.

Actions

Bite. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + your spellcasting modifier piercing damage, and the target must make a Constitution saving throw against your spell DC or take 1d6 poison damage and be poisoned until the start of the Sentinel's next turn.

Venom Spit. Range Weapon Attack: your spell attack modifier to hit, reach 15 ft., one target. Hit: 1d6 poison damage

Constrict. Target a creature that is one size larger than you or smaller within 5ft. and force them to succeed on a Strength Saving Throw or be grappled and restrained. A creature can attempt to escape the grapple by using it's action to attempt a Strength check against your spell DC. Only one target can be constricted at a time.

Cast Spell. Cast the players spell from the Sentinel's location. 

Fire Breath. (Aspect of the Beast) Creatures in a 30-foot cone of the Sentinel must succeed on a Dexterity Saving Throw or take 5d6 fire damage.

Bonus Actions

Hide. The Sentinel can make a Dexterity stealth check to hide as a bonus action. The Sentinel can also hide in the players space.

Reptile - Tortoise

Sentinel Soul - Tortoise

Armor Class 16

Hit Points Your hit points.

Speed 15 ft.

STR
8 (-1)
DEX
6 (-2)
CON
16(+3)
INT
1(-5)
WIS
1(-5)
CHA
1(-5)

Damage Resistances bludgeoning, cold, fire, piercing, slashing

Senses darkvision 60 ft., passive Perception yours

Languages Understands the languages you speak

Challenge — Proficiency Bonus equals your bonus

Camouflage. The Sentinel has advantage on Dexterity stealth checks to hide.

Armoured. The Sentinel has an AC of 16 and resistance to bludgeoning, piercing and slashing damage.

Hearty. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Thick Fat. The Sentinel has resistance to Cold and Fire Damage.

Actions

Bite. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + your spellcasting modifier bludgeoning damage.

Cast Spell. Cast the players spell from the Sentinel's location. 

Fire Breath. (Aspect of the Beast) Creatures in a 30-foot cone of the Sentinel must succeed on a Dexterity Saving Throw or take 5d6 fire damage.


 

Sea - Cephalopod

Sentinel Soul - Cephalopod

Armor Class 12

Hit Points Your hit points.

Speed 10 ft., swim 30 ft.

STR
8(-1)
DEX
14 (+2)
CON
10(+0)
INT
1(-5)
WIS
1(-5)
CHA
1(-5)

Senses darkvision 60 ft., passive Perception yours

Languages Understands the languages you speak

Challenge — Proficiency Bonus equals your bonus

Underwater Breathing. The Sentinel and it's player can breath underwater.

Camouflage. The Sentinel has advantage on Dexterity stealth checks.

Hold Breath. While out of water, the Sentinel can hold its breath for 30 minutes.

Squeeze. The Sentinel can move through any space as narrow as 1 inch without squeezing, and you can spend 5 feet of movement to escape from nonmagical restraints or being grappled.

Actions

Constrict. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d4 + your spellcasting modifier bludgeoning damage.  If the target is one size larger than you or smaller, it must succeed on a Strength saving throw against your spell DC or be grappled.

Cast Spell. Cast the players spell from the Sentinel's location. 

Whirlpool. (Aspect of the Beast) Target a creature that is of a large size or smaller within 5ft. And force them to succeed on a Strength Saving Throw or take 2d10 bludgeoning damage and be restrained within the Whirlpool. A creature can attempt to escape the Whirlpool by using it's action to attempt a Strength check against your spell DC. On a failure it takes another 2d10 bludgeoning damage and remains trapped. The area of the Whirlpool is heavily obscured. Only one target can be Whirlpooled at a time.

Bonus Actions

Ink Cloud. The Sentinel can Disengage as a bonus action.

Sea - Cetacean

Sentinel Soul - Cetacean

Armor Class 12

Hit Points Your hit points.

Speed 0 ft., swim 40 ft.

STR
14(+2)
DEX
10 (+0)
CON
14(+2)
INT
1(-5)
WIS
1(-5)
CHA
1(-5)

Senses darkvision 60 ft., blindsight 60 ft., passive Perception yours

Languages Understands the languages you speak

Challenge — Proficiency Bonus equals your bonus

Underwater Breathing. The Sentinel and it's player can breath underwater.

Echolocation. The Sentinel can't use its blindsight while deafened.

Hearty. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Actions

Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + your spellcasting modifier bludgeoning damage.

Cast Spell. Cast the players spell from the Sentinel's location. 

Whirlpool. (Aspect of the Beast) Target a creature that is of a large size or smaller within 5ft. And force them to succeed on a Strength Saving Throw or take 2d10 bludgeoning damage and be restrained within the Whirlpool. A creature can attempt to escape the Whirlpool by using it's action to attempt a Strength check against your spell DC. On a failure it takes another 2d10 bludgeoning damage and remains trapped. The area of the Whirlpool is heavily obscured. Only one target can be Whirlpooled at a time.

Sea - Crustacean

Sentinel Soul - Crustacean

Armor Class 16

Hit Points Your hit points.

Speed 20 ft., swim 20 ft.

STR
8(-1)
DEX
10 (+0)
CON
16(+3)
INT
1(-5)
WIS
1(-5)
CHA
1(-5)

Damage Resistances bludgeoning, piercing, slashing

Senses darkvision 60 ft., passive Perception yours

Languages Understands the languages you speak

Challenge — Proficiency Bonus equals your bonus

Underwater Breathing. The Sentinel and it's player can breath underwater.

Armoured. The Sentinel has an AC of 16 and resistance to bludgeoning, piercing and slashing damage.

Actions

Claws. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + your spellcasting modifier bludgeoning damage.  If the target is one size larger than you or smaller, it must succeed on a Strength saving throw against your spell DC or be grappled.

Cast Spell. Cast the players spell from the Sentinel's location. 

Whirlpool. (Aspect of the Beast) Target a creature that is of a large size or smaller within 5ft. And force them to succeed on a Strength Saving Throw or take 2d10 bludgeoning damage and be restrained within the Whirlpool. A creature can attempt to escape the Whirlpool by using it's action to attempt a Strength check against your spell DC. On a failure it takes another 2d10 bludgeoning damage and remains trapped. The area of the Whirlpool is heavily obscured. Only one target can be Whirlpooled at a time.

Sea - Eel

Sentinel Soul - Eel

Armor Class 11

Hit Points Your hit points.

Speed 0 ft., swim 40 ft.

STR
4 (-3)
DEX
12 (+1)
CON
10(+0)
INT
1(-5)
WIS
1(-5)
CHA
1(-5)

Senses darkvision 60 ft., passive Perception yours

Languages Understands the languages you speak

Challenge — Proficiency Bonus equals your bonus

Underwater Breathing. The Sentinel and it's player can breath underwater.

Lightning Aura. When the Sentinel is hit my a melee attack the attacker must succeed on a Constitution Saving Throw against your spell save DC or take 1d6 lightning damage and be stunned until the beginning of it's next turn. This effect can only happen once per round.

Actions

Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d4 + your spellcasting modifier bludgeoning damage.

Cast Spell. Cast the players spell from the Sentinel's location. 

Whirlpool. (Aspect of the Beast) Target a creature that is of a large size or smaller within 5ft. And force them to succeed on a Strength Saving Throw or take 2d10 bludgeoning damage and be restrained within the Whirlpool. A creature can attempt to escape the Whirlpool by using it's action to attempt a Strength check against your spell DC. On a failure it takes another 2d10 bludgeoning damage and remains trapped. The area of the Whirlpool is heavily obscured. Only one target can be Whirlpooled at a time.

Sea - Fish

Sentinel Soul - Fish

Armor Class 12

Hit Points Your hit points.

Speed 0 ft., swim 60 ft.

STR
4 (-3)
DEX
14 (+2)
CON
10(+0)
INT
1(-5)
WIS
1(-5)
CHA
1(-5)

Senses darkvision 60 ft., passive Perception yours

Languages Understands the languages you speak

Challenge — Proficiency Bonus equals your bonus

Underwater Breathing. The Sentinel and it's player can breath underwater.

Actions

Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d4 + your spellcasting modifier bludgeoning damage.

Swarm. Target a creature within 5ft., the Sentinel darts around the creature at high speed. The target must succeed on a Wisdom saving throw against your spell save DC or have disadvantage on attack rolls until the start of the Sentinel's next turn.

Cast Spell. Cast the players spell from the Sentinel's location. 

Whirlpool. (Aspect of the Beast) Target a creature that is of a large size or smaller within 5ft. And force them to succeed on a Strength Saving Throw or take 2d10 bludgeoning damage and be restrained within the Whirlpool. A creature can attempt to escape the Whirlpool by using it's action to attempt a Strength check against your spell DC. On a failure it takes another 2d10 bludgeoning damage and remains trapped. The area of the Whirlpool is heavily obscured. Only one target can be Whirlpooled at a time.

Sea - Penguin

Sentinel Soul - Penguin

Armor Class 12

Hit Points Your hit points.

Speed 20 ft., swim 40 ft.

STR
10 (+0)
DEX
12 (+1)
CON
12 (+1)
INT
1(-5)
WIS
1(-5)
CHA
1(-5)

Damage resistances cold, fire

Senses darkvision 60 ft., passive Perception yours

Languages Understands the languages you speak

Challenge — Proficiency Bonus equals your bonus

Underwater Breathing. The Sentinel and it's player can breath underwater.

Thick Fat. The Sentinel has resistance to Cold and Fire Damage.

Actions

Beak. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + your spellcasting modifier piercing damage.

Cast Spell. Cast the players spell from the Sentinel's location. 

Whirlpool. (Aspect of the Beast) Target a creature that is of a large size or smaller within 5ft. And force them to succeed on a Strength Saving Throw or take 2d10 bludgeoning damage and be restrained within the Whirlpool. A creature can attempt to escape the Whirlpool by using it's action to attempt a Strength check against your spell DC. On a failure it takes another 2d10 bludgeoning damage and remains trapped. The area of the Whirlpool is heavily obscured. Only one target can be Whirlpooled at a time.

Sea - Predator

Sentinel Soul - Predator (sea)

Armor Class 13

Hit Points Your hit points.

Speed 0 ft., swim 40 ft.

STR
14 (+2)
DEX
10 (+0)
CON
12 (+1)
INT
1(-5)
WIS
1(-5)
CHA
1(-5)

Senses darkvision 60 ft., passive Perception yours

Languages Understands the languages you speak

Challenge — Proficiency Bonus equals your bonus

Underwater Breathing. The Sentinel and it's player can breath underwater.

Actions

Multiattack. (Unlocked at 5th-level) The Sentinel makes two attacks with its bite.

Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + your spellcasting modifier bludgeoning damage.

Bite. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + your spellcasting modifier piercing damage.

Cast Spell. Cast the players spell from the Sentinel's location. 

Whirlpool. (Aspect of the Beast) Target a creature that is of a large size or smaller within 5ft. And force them to succeed on a Strength Saving Throw or take 2d10 bludgeoning damage and be restrained within the Whirlpool. A creature can attempt to escape the Whirlpool by using it's action to attempt a Strength check against your spell DC. On a failure it takes another 2d10 bludgeoning damage and remains trapped. The area of the Whirlpool is heavily obscured. Only one target can be Whirlpooled at a time.

Sea - Seal

Sentinel Soul - Seal

Armor Class 13

Hit Points Your hit points.

Speed 10 ft., swim 40 ft.

STR
12 (+1)
DEX
12 (+1)
CON
14 (+2)
INT
1(-5)
WIS
1(-5)
CHA
1(-5)

Damage resistances cold, fire

Senses darkvision 60 ft., passive Perception yours

Languages Understands the languages you speak

Challenge — Proficiency Bonus equals your bonus

Underwater Breathing. The Sentinel and it's player can breath underwater.

Hearty. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Thick Fat. The Sentinel has resistance to Cold and Fire Damage.

Actions

Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + your spellcasting modifier bludgeoning damage.

Cast Spell. Cast the players spell from the Sentinel's location. 

Whirlpool. (Aspect of the Beast) Target a creature that is of a large size or smaller within 5ft. And force them to succeed on a Strength Saving Throw or take 2d10 bludgeoning damage and be restrained within the Whirlpool. A creature can attempt to escape the Whirlpool by using it's action to attempt a Strength check against your spell DC. On a failure it takes another 2d10 bludgeoning damage and remains trapped. The area of the Whirlpool is heavily obscured. Only one target can be Whirlpooled at a time.

Sea - Toxic

Sentinel Soul - Toxic

Armor Class 12

Hit Points Your hit points.

Speed 0 ft., swim 40 ft.

STR
4 (-3)
DEX
12 (+1)
CON
12 (+1)
INT
1(-5)
WIS
1(-5)
CHA
1(-5)

Senses darkvision 60 ft., passive Perception yours

Languages Understands the languages you speak

Challenge — Proficiency Bonus equals your bonus

Underwater Breathing. The Sentinel and it's player can breath underwater.

Toxic Spines. When the Sentinel is hit my a melee attack the attacker takes 1d4 poison damage and must succeed on a Constitution Saving Throw against your spell save DC or be poisoned until the beginning of it's next turn. 

Actions

Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d4 + your spellcasting modifier bludgeoning damage.

Cast Spell. Cast the players spell from the Sentinel's location. 

Whirlpool. (Aspect of the Beast) Target a creature that is of a large size or smaller within 5ft. And force them to succeed on a Strength Saving Throw or take 2d10 bludgeoning damage and be restrained within the Whirlpool. A creature can attempt to escape the Whirlpool by using it's action to attempt a Strength check against your spell DC. On a failure it takes another 2d10 bludgeoning damage and remains trapped. The area of the Whirlpool is heavily obscured. Only one target can be Whirlpooled at a time.

Sea - Turtle

Sentinel Soul - Turtle

Armor Class 16

Hit Points Your hit points.

Speed 10 ft., swim 30 ft.

STR
8 (-1)
DEX
10 (+0)
CON
16(+3)
INT
1(-5)
WIS
1(-5)
CHA
1(-5)

Damage Resistances bludgeoning, piercing, slashing

Senses darkvision 60 ft., passive Perception yours

Languages Understands the languages you speak

Challenge — Proficiency Bonus equals your bonus

Underwater Breathing. The Sentinel and it's player can breath underwater.

Armoured. The Sentinel has an AC of 16 and resistance to bludgeoning, piercing and slashing damage.

Hearty. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Actions

Bite. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + your spellcasting modifier bludgeoning damage.

Cast Spell. Cast the players spell from the Sentinel's location. 

Whirlpool. (Aspect of the Beast) Target a creature that is of a large size or smaller within 5ft. And force them to succeed on a Strength Saving Throw or take 2d10 bludgeoning damage and be restrained within the Whirlpool. A creature can attempt to escape the Whirlpool by using it's action to attempt a Strength check against your spell DC. On a failure it takes another 2d10 bludgeoning damage and remains trapped. The area of the Whirlpool is heavily obscured. Only one target can be Whirlpooled at a time.


 

Sky - Aquatic

Sentinel Soul - Aquatic (Sky)

Armor Class 12

Hit Points Your hit points.

Speed 10 ft., fly 60 ft., swim 30 ft.

STR
10(+0)
DEX
14(+2)
CON
12(+1)
INT
1(-5)
WIS
1(-5)
CHA
1(-5)

Senses darkvision 60 ft., passive Perception yours

Languages Understands the languages you speak

Challenge — Proficiency Bonus equals your bonus

 Flyby. The Sentinel doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Actions

Beak. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + your spellcasting modifier piercing damage.

Cast Spell. Cast the players spell from the Sentinel's location. 

Gust. (Aspect of the Beast) Creatures in a 30-foot cone of the Sentinel must succeed on a Strength Saving Throw or be pushed 15-feet back.

Sky - Bat

Sentinel Soul - Bat

Armor Class 12

Hit Points Your hit points.

Speed 10 ft., fly 30 ft.

STR
6(-2)
DEX
14(+2)
CON
12(+1)
INT
1(-5)
WIS
1(-5)
CHA
1(-5)

Senses darkvision 60 ft., blindsight 60 ft., passive Perception yours

Languages Understands the languages you speak

Challenge — Proficiency Bonus equals your bonus

 Flyby. The Sentinel doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Echolocation. The Sentinel can't use its blindsight while deafened.

Actions

Bite. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + your spellcasting modifier piercing damage.

Cast Spell. Cast the players spell from the Sentinel's location. 

Gust. (Aspect of the Beast) Creatures in a 30-foot cone of the Sentinel must succeed on a Strength Saving Throw or be pushed 15-feet back.

Sky - Owl

Sentinel Soul - Owl

Armor Class 12

Hit Points Your hit points.

Speed 10 ft., fly 60 ft.

STR
6(-2)
DEX
14(+2)
CON
10(+0)
INT
1(-5)
WIS
1(-5)
CHA
1(-5)

Senses darkvision 60 ft., passive Perception yours

Languages Understands the languages you speak

Challenge — Proficiency Bonus equals your bonus

 Flyby. The Sentinel doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Keen Senses. The Sentinel has advantage on Wisdom perception checks.

Silent Feathers. The Sentinel has advantage on Dexterity stealth checks to fly quietly.

Actions

Beak. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d4 + your spellcasting modifier piercing damage.

Cast Spell. Cast the players spell from the Sentinel's location. 

Gust. (Aspect of the Beast) Creatures in a 30-foot cone of the Sentinel must succeed on a Strength Saving Throw or be pushed 15-feet back.

Sky - Predator

Sentinel Soul - Predator (Sky)

Armor Class 13

Hit Points Your hit points.

Speed 10 ft., fly 60 ft.

STR
10(+0)
DEX
16(+3)
CON
12(+1)
INT
1(-5)
WIS
1(-5)
CHA
1(-5)

Senses darkvision 60 ft., passive Perception yours

Languages Understands the languages you speak

Challenge — Proficiency Bonus equals your bonus

Flyby. The Sentinel doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Actions

Multiattack. (Unlocked at 5th-level) The Sentinel makes two attacks: one with its beak and one with its talons.

Beak. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d4 + your spellcasting modifier piercing damage.

Talons. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + your spellcasting modifier piercing damage.

Cast Spell. Cast the players spell from the Sentinel's location. 

Gust. (Aspect of the Beast) Creatures in a 30-foot cone of the Sentinel must succeed on a Strength Saving Throw or be pushed 15-feet back.

Sky - Songbird

Sentinel Soul - Songbird

Armor Class 12

Hit Points Your hit points.

Speed 10 ft., fly 60 ft.

STR
6(-2)
DEX
14(+2)
CON
10(+0)
INT
1(-5)
WIS
1(-5)
CHA
1(-5)

Senses darkvision 60 ft., passive Perception yours

Languages Understands the languages you speak

Challenge — Proficiency Bonus equals your bonus

Flyby. The Sentinel doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Mimicry. The Sentinel can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful Wisdom insight check against your spell save DC.

Actions

Beak. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d4 + your spellcasting modifier piercing damage.

Cast Spell. Cast the players spell from the Sentinel's location. 

Gust. (Aspect of the Beast) Creatures in a 30-foot cone of the Sentinel must succeed on a Strength Saving Throw or be pushed 15-feet back.


 

Coordinated Attack

6th-level Sentinel Soul feature

The bond between you and your Sentinel is strong, giving you an advantage of the battlefield. You gain the following features:

  • When you cast a spell you can chose for your Sentinel to be immune to the damage or effects of that spell.
  • Creatures have disadvantage on Saving Throws against your spells while within 5 feet of your Sentinel.   

In addition your Sentinels attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Shared Survival

14th-level Sentinel Soul feature

As your bond with your sentinel grows you find it easier to survive during a fight. You have advantage on Intelligence, Wisdom and Charisma Saving Throws against spells and other magical effects as well as advantage on death Saving Throws.

Together as One

14th-level Sentinel Soul feature 

You gain the ability to merge with your Sentinel. As an action when you are within 5ft of your Sentinel, your body merges with its form. While merged, you take on the statistics of your Sentinel but your minds are still separate. You can end this effect as an action.

Aspect of the Beast

18th-level Sentinel Soul feature

 As a bonus action you can magically empower you and your Sentinel. For 10 minute or until cancelled you and your Sentinel gain the following traits dependant on the Sentinel's genus. 

You take on the following aspect of your Sentinel for the duration: 

  • Land: You gain the Pack Tactics feature, your movement speed increases to 40 feet and you don't take attacks of opportunity.
  • Sky: You gain a Flying speed of 60 feet.
  • Sea: You gain a Swim speed of 60 feet and resistance to all damage except psychic damage while in water. 
  • Reptile: You become invisible for the duration. Anything you are wearing or carrying is invisible as long as it remains on your person.
  • Amphibian: Your jump height is tripled, you can breathe in air and water and you gain a long tongue with a range of 30 feet, As a bonus action you can use your tongue to make a spell attack roll against a a target, on a hit you drag the target 15 feet towards you.
  • Insect: You are surrounded by a swarm of insects in a 10-foot radius from you, making the area heavily obscured for creatures other than you. Any creature that enters the radius takes 4d4 poison damage or if they start of their turn there. The swarm moves with you, remaining centered on you.  

Your Sentinel grows to Large is size, gains a +2 to it's Strength modifier, advantage on Strength checks, it's movement speeds are doubled and it can be used as a mount. It also gains the following feature for the duration:

  • Land: Your Sentinel gains 50 temporary hit points and enemies within 5-feet of it have disadvantage on attacks against anything that isn't the Sentinel.
  • Sky: Your Sentinel gains the Gust action, forcing creatures in a 30-foot cone to succeed on a Strength Saving Throw or be pushed 15-feet back.
  • Sea: Your Sentinel gains the Whirlpool action, forcing a creature that is of a large size or smaller to succeed on a Strength Saving Throw or take 2d10 bludgeoning damage and be restrained within the Whirlpool. A creature can attempt to escape the Whirlpool by using it's action to attempt a Strength check against your spell DC. On a failure it takes another 2d10 bludgeoning damage and remains trapped. The area of the Whirlpool is heavily obscured. Only one target can be Whirlpooled at a time.
  • Reptile: Your Sentinel gains the Fire Breath action, forcing creatures in a 30-foot cone to succeed on a Dexterity Saving Throw or take 5d6 fire damage.
  • Amphibian: Your Sentinel Gains the Swallow action, forcing a creature that is of a large size or smaller to succeed on a Strength Saving Throw or be blinded and restrained within the Sentinel's mouth. The creature has total cover against attacks and other effects outside the frog, and it takes 4d4 acid damage at the start of each of their turns. A creature can attempt to escape the Swallow by using it's action to attempt a Strength check against your spell DC. On a failure it remains trapped. Only one target can be Swallowed at a time.
  • Insect: Your Sentinel gains the Terrifying feature. Each hostile creature that can see the Sentinel must succeed on a Wisdom Saving Throw or be frightened for the duration. While frightened in this way, a creature must take the Dash action and move away from your Sentinel by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to your Sentinel, the creature can repeat the saving throw. A creature that succeeds on this Saving Throw is immune to the feature for 24 hours.

Once you use this action, you can’t use it again until you finish a long rest, unless you spend 7 sorcery points to use it again.

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