Base Class: Ranger
Sentinel Rangers are the stalwart protectors of a cause, a place, an ideal, or even another living being. They devote themselves to something that needs to be protected and focus their efforts to seeing that goal through. Their abilities focus on dealing with the unknown in the service of their devotion.
Sentinel Features
Ranger Level | Feature |
---|---|
3rd | Sentinel Awareness, Sentinel's Mark |
7th | Empowering Vision |
11th | Improved Sentinel's Mark |
15th | Sentinel's Stand |
Sentinel Awareness
Upon becoming a Sentinel at 3rd level, your awareness of your surroundings becomes nearly unmatched. While you are not blinded and deafened you cannot be surprised. You also get to add your proficiency bonus to your initiative rolls.
Sentinel's Mark
At 3rd level, you gain the ability to mark an ally to protect them from future attacks.
As a bonus action you choose a creature that you can see and mark them. Your mark lasts for 1 minute and while it is active you can use your reaction in response to another creature you can see targeting the marked creature with an attack. If you are within range to attack the attacking creature with the weapon you are wielding you can perform an attack against them. You deal your normal weapon damage if you hit and regardless of whether or not you hit they have disadvantage on their attack roll against the creature you marked.
You can only have one creature marked at a time. If you use your mark while another mark is active the prior mark is removed.
You can use this ability a number of time per day equal to your Wisdom modifier +1.
Empowering Sight
At 7th level, you have learned to focus your vision for a short time. Once per short rest, as a bonus action, you can gain truesight out to 120 feet for 1 minute.
Improved Sentinel's Mark
At 11th level, when you use your reaction to attack a creature attacking your current mark target they suffer disadvantage on all attacks on their turn. In addition your reaction can trigger when a creature you can see casts a spell that only targets your current mark target. If the spell requires an attack roll the caster suffers disadvantage on the attack; if it requires a saving throw from your mark target they have advantage on the roll.
Sentinel's Stand
At 15th level, while you have a mark active and are at less than half of your maximum hit points you gain resistance to all damage and have advantage on all saving throws.
Had a chance to help play-test this at Toronto's Breakout 2019 and really liked the Sentinel's Mark feature. Works really well in-game but also as a good element to help bolster party harmony and co-operation.