Iron Sentinel (5e Subclass)
Iron Sentinel[edit]
Fighter Subclass
A steel-clad elf felling enemies left and right with her lightning fast halberd, laughing at their incompetence. A single dragonborn atop a mountain, fending off legions of demons with his glaive, bathing in their blood. A decorated human laying waste to entire armies with precise strikes, wading through the corpses of the slain. The Iron sentinel wields polearms with ease and grace, wading into combat and not only keeping enemies at bay, but unleashing a brutal vengeance on attackers, striking them down where they stand. Iron sentinels become true masters of their weapons, as if they were extensions of their own body. Such power strikes fear and awe into those who witness it on the battlefield.
- Grace and Ease
At 3rd level, you begin to learn the more intricate ways of polearm weapons. When you take the Attack action and attack with only a glaive, halberd, pike, quarterstaff, or spear, you can use a bonus action to make a melee attack with the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon’s damage die for this attack is a d4, and the attack deals bludgeoning damage.
In addition, while you are wielding a glaive, halberd, pike, quarterstaff, or spear, other creatures provoke an opportunity attack from you when they enter your reach.
- Adaptive reflexes
At 7th level, when you hit a creature with an opportunity attack, the creature’s speed becomes 0 for the rest of the turn.
In addition, creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
Finally, when a creature within 5 feet of you makes an attack against a target other than you (and that target doesn’t have this feature), the attacking creature provokes an opportunity attack from you.
- Powerful strikes
You have begun to truly master your weapons, and you can wield them nigh effortlessly, delivering crushing blows with ease. At 10th level, when someone makes a melee attack against you, you may use your reaction to cause that attack to be made at disadvantage. If the attack misses, you can make an attack against that creature with advantage.
You can use this feature a number of times equal to your Strength modifier, regaining all spent uses after a long rest.
In addition, you score critical hits with polearms with a 19-20 on the d20.
- Hurricane Strike
At 15th level, you have mastered your weapons and you can use them to inflict mass casualties on a battlefield. You can use your bonus action to sweep across the battlefield, charging relentlessly up to twice your speed without provoking opportunity attacks. You can make a melee attack with advantage against any creature of your choice that enters your reach at any point during the charge. You may not move normally on your turn if you choose to do this.
Additionally, until the start of your next turn, melee attacks against you have advantage, and you have disadvantage on all Strength and Dexterity saving throws.
Once you use this feature, you can't use it again until you finish a long rest.
- Steel Fortress
At 18th level, you gain an additional reaction. This reaction can only be used to make opportunity attacks.
Additionally, you can ignore the two-handed property of glaives, halberds, and pikes. Also, whenever you take the Attack action and attack with a glaive, halberd, pike, quarterstaff, or spear you are wielding, you can use your bonus action to make an attack with another glaive, halberd, pike, quarterstaff, or spear you wield.
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