Sentry (5e Subclass)
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Sentry
“ | As long as I'm on guard, we shall not be compromised. | ” |
—Julian Tembo, half-elf Sentry, Night Watchman's Oath, city of Kabine |
A warrior who has learned to keep one eye behind him and two in front, a Sentry is particularly adept at denying stealthy opponents the advantage of subtlety. Some spend months training as watchmen or guards, and develop their sense of vigilance out of a sense of duty. Others spend a great deal of time with those they cannot trust and turn their attention to learning the tricks of such individuals. Others still pursue dishonest means themselves and through possibly reasonable paranoia become uncommonly alert. However they come to this profession, they all specialize in seeing that which does not wish to be seen, and responding with force.
Becoming a Sentry
By and large, one becomes a Sentry to focus one's attention on combating rogues and other stealthy characters. Fighters, barbarians, and paladins generally take well to this, but anyone from any class may become Sentries without too much difficulty.
Base Attack Bonus: | +5. |
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Skills: | Spot 4, Search 4, Listen 4. CQB 4. Knife 4. |
Feats: | Alertness |
Level | Base Attack Bonus |
Saving Throws | Special | ||||||||||||||||||||||||||||||||||||||
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Fort | Ref | Will | |||||||||||||||||||||||||||||||||||||||
1st | +1 | +2 | +2 | +0 | Uncanny Dodge, Trapfinding, Trap Sense +1 | ||||||||||||||||||||||||||||||||||||
2nd | +2 | +3 | +3 | +0 | Blind-Fight, Notice Attention | ||||||||||||||||||||||||||||||||||||
3rd | +3 | +3 | +3 | +1 | Poison Resistance, Improved Uncanny Dodge | ||||||||||||||||||||||||||||||||||||
4th | +4 | +4 | +4 | +1 | Subtlety, Trap Sense +2 | ||||||||||||||||||||||||||||||||||||
5th | +5 | +4 | +4 | +1 | Wariness, Sturdy Stance | ||||||||||||||||||||||||||||||||||||
6th | +6/+1 | +5 | +5 | +2 | Attentiveness, Double Take 1/day | ||||||||||||||||||||||||||||||||||||
7th | +7/+2 | +5 | +5 | +2 | Read Movements, Trap Sense +3 | ||||||||||||||||||||||||||||||||||||
8th | +8/+3 | +6 | +6 | +2 | Feign Inattention | ||||||||||||||||||||||||||||||||||||
9th | +9/+4 | +6 | +6 | +3 | Draw Attention | ||||||||||||||||||||||||||||||||||||
10th | +10/+5 | +7 | +7 | +3 | Poisonsense, Trap Sense +4, Double Take 2/day | ||||||||||||||||||||||||||||||||||||
Class Skills (6 + Int modifier per level) |
Level | Special |
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11th | |
12th | |
13th | |
14th | |
15th | |
16th | |
17th | |
18th | |
19th | |
20th |
Class Features
All of the following are class features of the Sentry.
Uncanny Dodge (Su): A Sentry gains the Uncanny Dodge as a Barbarian at level 1.
Trapfinding (Ex): A Sentry is accustomed to the intrigues of those who would harm him less directly, and can locate magical and nonmagical traps with the Search skill, as well as disable them with the Disable Device skill, as a rogue.
Trap Sense (Ex): A Sentry has developed a sixth sense in regards to underhanded means of defeating himself and others, and even when unaware of a trap tends to dodge just in the nick of time. At level 1, and every 3 levels thereafter, he gains a +1 to his Reflex save against traps, and a +1 to AC against attacks dealt by traps.
Blind-Fight: A Sentry gains Blind-Fight as a bonus feat at level 2.
Notice Attention: After a relatively short time of training as a Sentry, one is able to notice what those around them are focusing on. At level 2, in addition to receiving a +2 to Sense Motive checks and various other roleplaying benefits, the Sentry becomes able to detect that an Assassin that he can see is preparing a Death Attack.
Poison Resistance: At level 3, a Sentry has developed a resistance to poisons, and gains a +5 bonus to any save vs. poison.
Improved Uncanny Dodge (Su): A Sentry practically has eyes in the back of his head, and gains Improved Uncanny Dodge as a Barbarian at level 3.
Subtlety: A Sentry learns by level 4 how to read people and discover those with knowledge, gaining +2 to Sense Motive checks and +2 to Gather Information checks.
Wariness: A Sentry trains to notice things that others don't, and at level 5 acquires +2 to all Listen checks, +2 to all Spot checks, and +2 to all Search checks.
Sturdy Stance: A Sentry that cannot stay on his feet is a poor Sentry indeed. At level 5, a Sentry who is about to become forced into a prone position for any reason, be it a spell effect or a Trip, the Sentry makes a Reflex save or a Balance check (whichever is higher) vs. DC 20 to remain on his feet, denying his attacker any advantage of the Sentry being on the ground.
Attentiveness: Even the most nondescript do not escape a Sentry's notice, particularly past level 6 when he gains a +5 bonus to Spot someone that is attempting to Hide In Plain Sight.
Double Take: A Sentry may notice something nearly at the very same moment that he first missed it. At level 6, he becomes able to reroll one Search or Spot check one time per day. At level 10, he gets two such rerolls per day.
Read Movements: An experienced Sentry learns to read the movements of his opponents during a battle by level 7, developing an Immunity to Feints.
Feign Inattention: As a Sentry reaches level 8, he is so accustomed to detecting hidden opponents that he no longer exhibits any outward signs of doing so. Opponents who fail to sneak around him do not discover this until he starts swinging at them, and find themselves caught off guard, less able to dodge or roll with an attack. The Sentry gains +1 to hit and +1 to damage an opponent that has failed to Hide or Move Silently against him.
Draw Attention (Su): A hiding opponent will find regaining a stealthy vantage point difficult when facing an experienced Sentry, who, using a variety of body language and audible techniques, becomes able at level 9 to draw such attention to a target that that target has great difficulty hiding for a time; the target suffers a -10 to all Hide checks for 3 rounds. Drawing Attention is a move-equivalent action.
Poisonsense (Sp): The best Sentries can intuitively determine whether or not a substance contains poison. A level 10 Sentry can cast detect poison at will as a swift action.
gains a bonus feat (selected from the list of epic feats) every levels after .
Epic Bonus Feat List:
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Ex-Sentries
Campaign Information
Playing a Sentry
Combat: A Sentry will typically act as a basic fighter, often preferring to wade into melee. A Sentry also makes an excellent rear guard, as he is more likely than most to spot an ambush.
Advancement: A Sentry will often develop his combat skills further as a Fighter. A Sentry who himself enters the shadowy world of the Assassin is sure to be a powerful player in the intrigues of the underworld.
Resources: Sentries have very little association with one another. One Sentry can often recognize another by observing reactions to the subtler events around them that many characters fail to notice.
Sentries in the World
“ | You gotta pick 'n' choose your targets. Some're just more trouble 'n their worth. | ” |
—Cale Lome, human Rogue, discussing a Sentry |
Sentries are often found working as city guardsmen, as the night watch in a caravan, as the rear guard in an adventuring party, or as criminals fearing an absence of honor among thieves. There's always work for a Sentry, and his talents are always appreciated by someone and hated by someone else.
NPC Reactions: Sentries are not immediately obvious as such to most people in the world. To those who can identify them and are being watched over by them, they are often a source of comfort, as their presence reassures their wards of safety. To those who would employ stealth against them, of course, Sentries are much less comforting.
Sentry Lore
Characters with ranks in Gather Information can research Sentries to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
DC | Result |
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11 | A good Sentry is difficult to sneak past. |
16 | Many Sentries are proficient in fighting that which they cannot see. |
21 | Sentries develop a sort of sixth sense regarding poison. |
26 | Even some sneaky toe-to-toe maneuvers will fail against a skilled Sentry. |
Sentries in the Game
Adaptation: Sentries should fit easily enough into any campaign setting with little to no modification.
Sample Encounter: A Sentry watches over a prison, which holds a convict whose aid the PCs require.
EL whatever:
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