Base Class: Ranger
The Iron Sentinel is not a paladin, priest, or zealot—they are the unyielding will of the divine given form. Cloaked in heavy armor and calm resolve, these rangers act as the shield between the innocent and the darkness. Though they lack an oath or divine magic, they are not unguided: a spectral eagle, the manifestation of their deity’s watchful eye, guides their strikes and illuminates hidden threats. In battle, the Iron Sentinel stands tall and immovable, punishing those who would harm their companions and anchoring their party with grit, wisdom, and silent conviction.
Level 3: Warden’s Discipline
Your combat training emphasizes endurance and presence.
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You gain proficiency with heavy armor and shields.
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While wearing heavy armor, your movement speed is not reduced.
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You gain proficiency in Insight or Intimidation (your choice).
Warden’s Discipline - Insight
You gain proficiency in Insight
Warden’s Discipline - Intimidation
You gain proficiency in Intimidation
Level 3: Radiant Watcher
You are silently guided by your deity, who manifests as a spectral eagle.
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When you hit a creature marked by Hunter’s Mark, the eagle strikes as well, dealing an additional 1d6 radiant damage.
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This effect can trigger up to twice per turn.
(The eagle is not a creature, cannot be targeted or affected by spells, and always occupies your space)
Level 7: Sentinel’s Grace
Your unwavering focus allows you to pierce illusion and guard your allies from unseen threats.
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You learn the See Invisibility spell. It counts as a ranger spell for you and doesn't count against your spells known.
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While See Invisibility is active:
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Invisible creatures do not gain advantage on attack rolls against your allies.
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Invisible creatures have disadvantage on attack rolls against you.
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You are immune to the blinded condition.
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Level 11: Masterful Interception
Your strikes are swift, punishing those who dare harm your companions.
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When a creature within 5 feet of you hits an ally with an attack, you can use your reaction to make a weapon attack against that creature.
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If your attack hits, your ally takes half the damage they would have taken from the triggering attack.
Level 15: Ironclad Will
You become an immovable bulwark on the battlefield.
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You gain proficiency in Wisdom saving throws.
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While wearing heavy armor, you cannot be knocked prone or moved against your will, unless you are unconscious.
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When you reduce a favored enemy to 0 hit points, you and one ally within 30 feet each regain hit points equal to 1d8 + your Wisdom modifier.
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