Sentinel

Dragon Magazine issue #89 has proven to be a deep source.  I still have a few shields and a handful of monsters to finish up, but today I’m going to convert a NPC class into a new fighter archetype, the Sentinel, originally by Andy Pierce.

Sentinel
The sentinel is a fighter whose job it is to defend against both open and surprise attacks.  Their primary purpose is to detect approaching invaders or assailants, and to then sound an alarm and hold off the enemy until help arrives. To accomplish this, sentinels have trained themselves to be exceptionally alert.  An inner sense sharpened by years of practice, a veteran sentinel will notice a sharp intake of breath, or the position of a weapon or the stance of a would-be opponent.


Defensive Superiority

When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.


Maneuvers.  You learn two maneuvers of your choice, which are detailed under “Maneuvers” below.  Many maneuvers enhance an attack in some way.  You can only use one maneuver per attack.


You learn an additional maneuvers of your choice at 7th, 10th and 15th level.  Each time you learn new maneuver, you can also replace one maneuver you know with a different one.


Superiority Dice.  You have three superiority dice, which are d8s.  A superiority die is expended when you use it.  You regain all of your superiority dice when you finish a short or a long rest.


You gain another superiority die at 7th level and one at 15th level.


Saving Throws.  Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects.  The saving throw DC is calculated as follows:


Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).


Alertness

At 3rd level, you gain proficiency in your choice of Wisdom (Perception) or Intelligence (Investigation).  You can also use either proficiency to detect lies, such as if someone were to use Charisma (Deception) or Charisma (Persuasion), giving them disadvantage on those skill checks.


Blindsight
Starting at 7th Level, you gain blightsight 60 ft.


Improved Alertness

At 10th level, you can no longer be surprised.  In addition, you gain advantage on all Wisdom (Perception) and Intelligence (Investigation) checks.

Truesight

Starting at 15th level, you gain truesight 60 ft.


Maneuvers

The maneuvers are presented in alphabetical order.


Disarming Attack.  When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it is holding.  You add the superiority die to the attack’s damage roll and the target must make a Strength saving throw.  On a failed save, it drops the object you choose.  The object lands at its feet.

Intimidating Stance. You enter the intimidating stance by spending a superiority die when you make an attack. Roll the number, and set it aside. While you are in this stance, the target of your attack must make a successful Wisdom save to move. If the save succeeds, your stance is also broken (though you can adopt it again). If the stance is broken, the creature that breaks it takes damage equal to the number you rolled on your superiority die. If the triggering attack was a melee attack, add Strength to this damage; if it was ranged, add Dexterity. While you are in this stance, you cannot be in any other stance.1


Parry.  When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.

Protector’s Stance. You enter the protector’s stance by spending a superiority die on your turn and selecting a target ally. Roll the number, and set it aside. While you are in this stance, your ally cannot be attacked directly unless the attacker makes a successful Wisdom save to do so. If the save succeeds, your stance is also broken (though you can adopt it again). Even if your stance is broken, your ally has an AC bonus against the attack that breaks it equal to the number you rolled on your superiority die.1


Trip Attack.  When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down.  You add the superiority die to the attack’s damage roll, and if the target is size Large or smaller, it must make a Strength saving throw.  On a failed save, you knock the target prone.



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