Sentinel (5e Subclass)
Sentinel
Vanguard Subclass
The ultimate defender, the Sentinel is the pinnacle of what it means to be a Vanguard. Protecting your allies, through any means possible...if that means getting your hands dirty, who cares!
Super
- Starting at third level you can bend the weave to defend allies
- You may expend 3 Vanguard Points to activate your super
- You have two versions of your super
- With your super active you cannot regain any vanguard points.
Bubble
As an Action on your turn, you summon an indomitable bubble to protect yourself and your allies, the bubble has a radius of 15ft, and is stationary. While inside the bubble you and your allies gain the following benefits
- You gain +10 bonus to your AC while inside the radius of the bubble.
- When subjected to an effect that allows you to make a Saving Throw to take half damage you instead take no damage if you pass and half damage if you fail.
- You add your proficiency to damage rolls while inside the bubble.
Shield
As an action on your turn, you summon a shield that can be used to offensively attack enemies, or protect yourself from harm
- With the shield active you gain the following benefits
- As a reaction to being hit with an attack you may expend 2 Vanguard Point's to gain a +4 bonus to your AC
- As an action, you may throw your shield to attack an enemy within 60ft of you that you can see.
Make an attack roll using your Strength Modifier plus your Proficiency Bonus. Upon a hit the target takes does 1d8 Force damage, and the shield has a chance to bounce. Roll a Strength Check(athletics) with a dc of 10 if you pass the shield bounces to another target you must again make an attack roll and roll 1d10. The dc for this check increases by 2 every time the shield bounces.
Sentinel's Respite
Starting at 7th level your ability to shape the weave using your own will has changed your body and you gain the following benefits, and new options for your Unshakeable Will
- You gain resistance to Force damage
- Sentinal's Blow: When you hit a melee attack you may expend two Vanguard points to gain a +2 bonus to your AC for the next two rounds.(this ability does not stack)
Improved Super
At 10th level your super improves, and you gain the following benefits with your super active
Empowered Bubble
- You and your allies gain the following benefit with your bubble active
- If you start your turn while inside of the bubble your next attack is made with and deals an additional 1d6 extra force damage.
Empowered Shield
- You gain the following benefits with your shield active
- When an opponent is hit with your shield attack you and your allies gain advantage on attack rolls against them until your next turn.
Shielding Strikes
Starting at 15th level your ability to protect yourself and other's improves, and you gain the following benefits
- When you use Sentinel's Blow, you may expend a number of additional Vanguard Point to increase the armor class of up to 4 creatures within 30ft of you by 2
The Perfect Wall
At 18th level you become a mobile wall for your allies and yourself With your super active, you and any allies within 15ft of you gain resistance to Magical Damage.
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