Identity
Sentinels are warriors who measure their work in the wounds others did not take. Aurelion Houses keep them as House Guards; Halcyion command staffs assign them to flag officers; Drownside chapter-houses raise them as bonded protectors of the chapel-elders. The training emphasizes positioning, anticipation, and the willingness to receive a blow meant for someone else. A good Sentinel ends a fight without distinction. A great Sentinel ends a fight with their charge still talking.
Features
- L3 Sentinel's Vow
When an ally within 5 ft of you is targeted by an attack you can see, you can use your reaction to redirect the attack against yourself. The attack roll is made against your AC instead of the ally's; on a hit, you take the damage and any rider effects. You can use Sentinel's Vow once per round and a number of times equal to your CON modifier per short rest (minimum 1). You must be conscious and not incapacitated to use this feature.
- L7 Bulwark
While you are wielding a shield and wearing heavy armor, allies within 5 ft of you gain a +1 bonus to AC and saving throws against attacks and effects that originate from creatures you can see. The bonus does not stack with the Phalanx Soldier doctrine if both are present in the same party (allies benefit from the higher of the two). Additionally, you can use the Help action as a bonus action while wielding a shield.
- L11 Defender's Counter
When an ally within 5 ft of you is hit by an attack (whether or not you used Sentinel's Vow to redirect it), you can use your reaction to make a single melee attack against the attacker if it is within your reach. On a hit, both you and the ally gain temporary HP equal to your Warrior level / 2 (rounded up) + your CON modifier. If you have already used your reaction this round on Sentinel's Vow, this feature does not trigger; choose one per round. You can use Defender's Counter a number of times equal to your proficiency bonus per long rest.
- L15 Resolute Guard
Your discipline is what your charge leans on. You have advantage on Wisdom and Charisma saving throws. Additionally, allies within 5 ft of you have advantage on saving throws against being charmed or frightened, and they cannot be put to sleep by any effect that allows a saving throw while you are conscious and within 5 ft of them.
- L18 Last Line
Once per long rest, when an ally within 5 ft of you is reduced to 0 HP by an attack or effect that allows a saving throw, you can use your reaction to interpose yourself: the ally instead drops to 1 HP, and you take the damage that would have reduced them to 0 (applied to your HP after any of your own resistances and reductions). If this damage would reduce you to 0 HP, you may immediately make a single death save with advantage as part of the same reaction; on a success, you instead drop to 1 HP. This feature can be used against effects that bypass HP entirely (instant kill, disintegration, banishment, and similar) at the GM's discretion, with you suffering the original effect's full consequence.