Orb Sentinel (5e Subclass)
Orb Sentinel[edit]
Fighter Subclass
Within the endless mechanized expanse of Mundus Dipathis Mechabutzia, a rare few stand vigilant, their fates entwined with the arcane and inscrutable Non-Euclidian Orb-eyes. These guardians, known as the Orb Sentinels, embody the convergence of martial prowess and the enigmatic forces that pulse through the mechanical underbelly of their world. Tasked with the stewardship of reality's fabric in the face of the Orb-eye's ceaseless consumption, they alone navigate the complexities of its infinite sharpness, wielding its power as both shield and weapon in the sprawling gears of Mechabutzia.
- Orb Pact
At 3rd level, an Orb Sentinel forms a bond with a number of floating, pulsing Orbiad orbs. You begin with 2 Orbiad orbs. You gain another orb at 7th level, and one more at 15th level. You can expend Orbiad orbs to create a non-euclidan effect. You regain all of your expended orbs when you finish a short rest or long rest.
You begin knowing two non-euclidian effects: orb shield and warp step.
Orb Shield. As a reaction when you or an ally within 30 feet of you takes damage, you can use your reaction and expend an Orbiad orb to reduce the damage by 1d10 + your Fighter level.
Warp Step. You can use your bonus action to expend an Orbiad orb to teleport up to 15 feet to an unoccupied space you can see.
- Spatial Disruption
From 7th level onwards, your orbs have disorienting effect on your foes. If you have at least 1 unexpended Orbiad orb, enemies within 10 feet of you have disadvantage on attacks against targets other than you.
Furthermore, you know the following non-euclidian effect.
Extend Spatial Disruption. You can use a bonus action to expend 1 Orbiad orb, extending the range of your spatial disruption to 60 feet until the start of your next turn.
- Orb Infusion
At 10th level, you know the following non-euclidian effects.
Orb-Forged Weapon. As a bonus action you imbue a weapon you are wielding, expending 1 Orbiad orb. For 1 minute, your attacks with that weapon deal an additional 1d8 force damage.
Orb-Forged Armor. As a bonus action you imbue the armor you are wearing, expending 1 Orbiad orb. For 1 minute, you gain resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder. The effect ends if you doff the armor.
- Orb Ascendance
From 15th level, you gain a bonus to saving throws against spells and other magical effects. The bonus is equal to the number of your unexpended Orbiad orbs.
Furthermore, you know the following non-euclidian effects.
Phase Shift. You can expend 1 Orbiad orb to cast etherealness (with a duration of 1 minute).
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