Sentinel Construct (5e Class)
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Sentinel Construct (Race)
"I thought it was dead, I swear, else I would've never touched it! I found it, me, just me. And the Eye. Oh gods, the Eye! I thought it was dead but when I tried to strip it, it saw me. I can't shake that feeling, like that thing knew me from just that single glance. Oh, gods, get it out! It's in my HEAD! THE EYE! THE EYE!"
-Author Unknown; excerpt from journal recovered by the 5th Reconnaissance Division at an abandoned scavenger camp.
Sentinel constructs share many characteristics with guardian constructs and shield guardians. Often created for specific purposes or tasks, their wooden frames vary from normal sized to extremely large. While always in a humanoid shape, frames will also sometimes crudely mimic the shape of specific humanoid creatures. Sentinel constructs' consciousness, or sentience, is believed to be bound to a magical substance at the core of the wooden frame which lends it complete control over its form. Metal plates were often fused to the wooden frame, adding significant bulk to its overall structure, although the exact amount varies from construct to construct. Both the armor and wooden frame are generally reinforced by runic enchantments engraved on their undersides. A common characteristic shared by all sentinels is a single ocular lens at the top center of their face, meticulously crafted from a large gem or stone, with a small light behind it emanating from inside their hollow head/helm. Occasionally, carved masks depicting features of various humanoid races and emotions are worn by sentinels to hide their eye.
Precursors of the more recently created shield guardians and guardian constructs, sentinel constructs were created long ago by powerful and skilled mages seeking. When a technique was discovered that allowed a humanoid consciousness to be bound to a magical flesh-like substance, profiteers were quick to sell newly created constructs to any guild, outfit or person who could afford the price. The meticulously crafted sentinel eye and matrix allowed the constructs to absorb and analyze complex information, such as determining the likely location of ore deposits in mines or finding the weakness of an enemy's formation or suit of armor. A flaw in the necrotic enchantment binding consciousness to the magical frame, however, caused many sentinels experienced unpredictable memory loss and malfunction. It was determined that these malfunctions stemmed from the ability of the bound consciousness to evolve or develop, which allowed for some sentinels to break free of their imposed tasks and commands. When these malfunctions became known to the greater public, demand for new constructs dried up. Production eventually ceased, and many sentinel constructs were abandoned where they collapsed.
Use in Society
Sentinel constructs were not created to last, and often performed a single express task such as locating ore veins, tracking animals, or analyzing threats. Seen purely as a tool, constructs were generally employed until they no longer functioned and then abandoned. Defunct sentinels are now highly sought after by scavengers due to their metal parts and large ocular gem. Sentinel constructs in cities or towns were often given carved masks to wear when not working to hide the intimidating single eye which dominates their visage.
Sentinel Construct Traits
Ability Score Increase. Your Constitution score increases by 2 and choose either your Strength score or your Wisdom score. That score increases by 1.
Age. The magically reinforced frame of a sentinel construct does not age, although years can still be measured from the time it was created.
Alignment. Most surviving sentinel constructs have developed independent consciousness allowing for any alignment, although most will be lawful.
Size. The height will depend entirely on your original job, ranging from 4 to 8 feet tall. Your size is Medium
Speed. Your base speed is 30 feet.
Constructed Resilience. You have advantage on saving throws against being poisoned, and you have resistance to poison damage. You don't need to eat, drink, or breathe. You are immune to disease. You don't need to sleep, and magic can't put you to sleep.
Sentinel's Rest. When you take a long rest, you must spend at least four hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn't render you unconscious, and you can see and hear as normal.
Modified Darkvision. Due to the exquisite craftsmanship of the sentinel eye, you can see in dim light up to 60 ft as if it were bright light, and in darkness as if it were dim light. You can discern colors in darkness.
Frame Modifications. Sentinel constructs use their frame and fused metal plating to protect themselves, and cannot equip armor.
Languages. You can speak, read, write and understand Common, along with two additional languages, most likely those used by previous owners or people you used to regularly interact with.
Sentinel Construct Names
As their consciousness developed and overcame the enchantments that bound them to specific tasks, many sentinels found meaning and purpose in work of their own choosing. Often, their names stem from this work. Those with a shape or mask carving of a certain humanoid may have a name used by that species. Names are often old or currently unused, as nearly all sentinels have existed for a very long time.
The Sentinel class is a unique class, meant to be played by those using the sentinel construct race. Those using a normal class with the sentinel construct race should disregard the "Frame Modifications" trait above. sentinel constructs were originally created for a variety of tasks, mostly centered around use of their extraordinary eye and analysis abilities. The majority of sentinel constructs were created long ago, however, meaning that those still alive today have either survived working in society or have just recently (for some reason) been reactivated.
Creating a Sentinel
There are three important questions to think about when creating a Sentinel. First, what was your construct created for? Did it locate ore veins in a dusty mine, help track elusive prey through forests or city streets, or did it keep watch over something important? Second, what person, or group of people, originally owned your sentinel? This will determine the look and construction, and perhaps even treatment of your construct earlier in its existence. Third, how did the sentinel survive this long? Was it abandoned in a mine, where it lived until being finally discovered? Did it malfunction and shut down, only to return to consciousness recently?
- Quick Build
Here are some suggestions for creating a quick sentinel character. Ability scores should be chosen based on
As a Sentinel Construct you gain the following class features.
- Hit Points
Armor: N/A. Cannot use armor. Has an innate AC which is increased by leveling up but, can still equip a shield.
Weapons: Simple weapons
Tools: Any one artisan tool
Saving Throws: Strength, Constitution
Skills: Gain proficiency in the Perception and History skills, and as well as two of the following: Arcana, Intimidation, Investigation, Insight, or Survival.
You start with the following equipment, in addition to the equipment granted by your background:
- (a) A Simple weapons and a shield or (b) two Simple weapons
- (a) A Explorer's Pack or (b) A Dungeoneer's Pack
- Creator's Sigil: An object, or mark upon the body, given to the construct by its creator. Identifies the sentinel as being made by said creator.
- Repair kit: Contains any simple objects that might be used by the construct to repair or tune its frame.
- Starting wealth of 1d4x10
|1st||+2||Fused Plating, Ocular Illumination, Reactive Frameweaving||16|
|3rd||+2||Optical Attunement Choice, Two Attunement Features||16|
|4th||+2||Ability Score Improvement||17|
|6th||+3||Pierce the Shroud||18|
|8th||+3||Ability Score Improvement||18|
|9th||+4||Enhanced Ocular Illumination, Reactive Frameweaving Charge||18|
|11th||+4||Enhanced Fused Plating||19|
|12th||+4||Ability Score Improvement||19|
|14th||+5||Soul of Steel||20|
|16th||+5||Ability Score Improvement||20|
|17th||+6||Feat of Endurance||21|
|19th||+6||Ability Score Improvement||21|
As fighting techniques and areas of weakness on the frame are identified and analyzed, a sentinel's survival instinct will compel it to fuse stronger and more numerous plates on its body. This makes the sentinel unable to wear armor, but causes its AC to increase as it levels up. Other protective equipment such as gauntlets, rings, shields, belts or boots etc... may still be worn. This ability gains additional features at the 11th level.
Your eye can emit a continuous cone of light extending 15ft infront of you. It does not obscure your vision in any way. Additionally, as a bonus action you can magically overload your eye's light emitter to produce a blinding flash ("Flash") of light: all creatures within 60ft who have eyes and are facing in your direction have disadvantage on their next attack roll and must make a Concentration check if maintaining a spell. You have charges for this ability equal to your Constitution modifier. Charges refresh after a long rest. This ability has a cooldown of 6 seconds, and cannot be used in consecutive rounds of combat. This ability gains additional features at the 9th level.
The runes etched into the woodwork and metal plating that protects the construct allows it to draw on magical energies to help repair damage. You gain the following benefits: During short and long rests you may use hit die to heal the construct the same as any other race would. Starting at 1st level: once immediately after taking damage from an enemy, you may regain 1d8 + your Sentinel Construct level hit points as a reaction. You regain use of this feature after you finish a short or long rest. You gain another charge of this (two maximum) at level 9.
Beginning at the 2nd level, you have become used to being the one tasked with carrying all of the equipment for your party. You count as one size larger when determining your carrying capacity and the amount you can push, drag, or lift. Additionally, you have advantage when using the "Grapple" action on any creature within one size tier of yourself. Any grapple or effect which attempts to displace or move you automatically has disadvantage; if such an effect succeeds in moving you the distance you are displaced is halved.
At 3rd level, your eye unconsciously begins to retune itself based on your past duties and present situation. Choose between the Locus, Venator, Judge, or Bulwark (details below) attunement. The attunement you choose grants you features at 3rd level, 5th, 10th, 15th, and 18th level.
Ability Score Improvement
When you reach 4th level, and again at the 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Beginning at the 5th level your consciousness has greatly adapted to the form of the construct, granting you increased mastery over its abilities. When you take an Attack action on your turn, you may make an another attack as a part of the same action.
Pierce The Shroud
Beginning at the 6th level, changes in the magical material at the core of your frame have led to a focusing of power at your eye. Double your proficiency bonus when making Perception checks. Additionally, your passive perception is increased by +10.
Enhanced Ocular Illumination
At the 9th level, your eye has become capable of emitting light strong enough to damage your enemies. When using the active portion of Ocular Illumination, you may use an extra charge (2 total) to inflict the following additional effects: Creatures within 30ft that have eyes and are facing you take 3d8 fire damage, and must make a Constitution check equal to 14 + your CON modifier. On a failure they are blinded for fifteen seconds or one round, whichever is shorter.
Enhanced Fused Plating
Starting at the 11th level, your core has completed its gradual magical strengthening of your plating. Gain resistance to piercing and slashing damage.
Beginning at the 13th level your core has developed a way to constantly recharge, allowing your eye to always be active. You no longer need to sleep, although you require sitting still for 4 hours to recharge abilities normally regained over a long rest.
Soul of Steel
Beginning at the 14th level, your soul/being is no longer recognizable as belonging to the race you once were. Fused to your core and frame, your self has warped to the material which confines it. Any ability or spell which would reveal your purpose, thoughts, future actions, state of mind etc... automatically fails. Additionally, you have advantage on saving throws against any spell that would attempt to influence your mind or actions.
Feat of Endurance
Beginning at the 17th level, you have learned to harness the physical abilities of your frame to their maximum potential. When you would fail on an ability or skill check using your Strength, Constitution or Dexterity (and associated skill checks), you may choose to succeed instead. If you do, you succeed in such a spectacular fashion that those around you cannot help but remember you are an extraordinary being far more physically capable than normal creatures of flesh. You may use this ability once every two days.
At the 20th level, your consciousness has completely adapted to the form of the construct, granting you absolute mastery over its abilities. Add +2 to all of your ability scores; the maximum for each score becomes twenty-two (22).
(To be used with the special Sentinel Construct class) At the 3rd level, your core begins to subconsciously recall its past duties and tune your eye accordingly. Choose one of the following attunements: Locus, Venator, Judge, Bulwark. This attunement will grant you features at the 3rd, 7th, 10th, 15th and 18th levels, and will greatly modify how your sentinel construct character interacts with the world around it.
Your body was sturdily constructed to withstand combat. As Locus sentinel construct, you were regularly used to breach walls or doors and help subdue assailants while being controlled by a mage. As such, your bound consciousness began to develop aggressive tendancies that once again begin to manifest in your character. Such sentinels that still exist today are often mercenaries, bounty hunters or are employed by different military groups. Damaged Locus sentinels can often be found in ruined buildings or old battlefields, abandoned by their owners where they fell.
- Lean And Mean...
Beginning at the 3rd level, you begin to modify your frame and plating to resemble how you remember it looking in the past. This change makes others immediately recognize you as a physically capable warrior. Gain proficiency in Strength and Dexterity saving throws. Additionally, when you or your party attempt to negotiate a fee for a service or other retainer potentially involving physical labor or combat, you may charge 50% extra without imposing any negative effects on the chances of striking a bargain.
- Combat Instincts
Beginning at 3rd level, you begin to recall your past training. Add +1 to your attack and damage rolls with melee weapons. Gain proficiency with martial weapons.
- Breaching Beam
At the 7th level, your eye has become capable of emitting a strong magical beam which can cut through most materials. On your turn you may use a bonus action to initiate one of the following actions:
1) Breach Structure: Face an object or structure within 5 feet of you. Make an Intelligence check against a DC determined by the Dungeon Master representing the durability/complexity of the targeted object or structure and the size of the hole you wish to create. If you succeed, you spend one round cutting a hole in the object or structure. If you fail, the difference between the DC and your roll is the number of rounds it takes to cut through the object or structure.
2)Beam Attack: Face a creature within 5 feet of you and make an attack roll. On a hit, they take 4d6 fire damage. If the creature is grappled or otherwise incapacitated, double the amount of damage dealt by this attack.
You may use this ability a number of times equal to 1+ your Wisdom modifier. Charges refresh after a short rest.
- Capture and Subdue
At the 10th level your frame has become exceedingly sturdy, allowing you to overcome even the largest of opponents. Starting at the 10th level, you count as one size larger when using a Grapple action. If an enemy begins their turn grappled by you, you may inflict 2d10 force damage to them (without using any actions/reaction).
- Perfect Soldier
At the 15th level you fully recall all combat tactics and training you received in the past. Choose two Maneuvers from the Fighter's list of Maneuvers and learn them. Gain two d8 Superiority dice which recharge after a long rest. Your DC for checks made by enemies against applicable Maneuvers is equal to 6 + your proficiency bonus + your Strength modifier.
- Ocular Zenith: Incinerate
Starting at the 18th level your magic core has become supercharged, focusing at your eye. On your turn, you may use a bonus action to charge your eye and hold it (using concentration). On your following turn, you may use your Action to discharge this power in a fiery beam 10 feet wide, 40 feet long, and as tall as you are in the direction you are facing. All creatures in the area must make a Dexterity saving throw. This attack does 8d10 + your Wisdom modifier fire damage on failure, and half damage on a success. While charging, you have disadvantage on all Dexterity saving throws. You may use this ability once between long rests.
Your frame was expertly crafted to allow maximum mobility and stealth. Venator sentinel constructs were often used by hunters, trackers and mercenaries to track prey or find paths through tough terrain. As a Venator sentinel, you had limited interaction with your owners and others. Such constructs that exist today are often live as hermits deep in the wilderness. Damaged Venator constructs are sometimes found abandoned deep in forests or jungles, surrounded by the bones of those they guided.
- Wellcrafted Joints
Beginning at the 3rd level, you begin to modify your frame and plating to resemble how you remember it looking in the past. Your frame and plating soon possesses special joints that allow maximum speed and to reduce noise during movement. Gain proficiency in Dexterity saving throws. Double your proficiency bonus when you make Stealth checks.
- Survival Instincts
Beginning at the 3rd level, you begin to remember your training. Add +1 to attack and damage rolls using a ranged weapon.
- Tracking Module
Beginning at the 7th level, your eye has become capable of seeing through small obstacles and most normal material. You may activate this ability using a bonus action to see through up to 10ft of any non-magical obstacle, wall or material as if it were not there in a circle with a diameter of 10 feet.
- Danger Close
Beginning at the 10th level, your eye has become hypersensitive to the proximity and behavior of tracked prey or hostile enemies. Gain advantage on Initiative rolls. Tracked or hostile creatures within 60-feet of you automatically have disadvantage on Stealth checks; on a failed Stealth check, you become aware of their location.
Beginning at the 15th level, your core instinctively tracks and predicts the destination of projectiles. If a projectile or ranged spell attack is made against you, roll a d4 and subtract that amount from the attack roll before determining if it hit. Additionally, if you would take damage from an AOE spell or effect and still have movement, you may use the remainder of your movement before determining if you take damage.
- Ocular Zenith: Reveal
Beginning at the 18th level your magic core has become supercharged, focusing at your eye. On your turn you may use a bonus action to discharge this power, creating a magical aura emanating from a target of your choice that you can see. This aura is invisible and follows the target, revealing all creatures within 50-feet of aura target to all allied creatures regardless of sight-lines. Attacks made or spells cast against creatures revealed by this aura are made with advantage, and deal an additional 2d6 damage of a type you choose. Only one aura may be created at a time, and the aura lasts for two hours or until the target dies. This ability may be used once between long rests.
Your eye was specifically created to analyze situations. Judge sentinels were often purchased by enforcers of law, merchants and thieves. You specialize in the analysis of body language, intentions, and object valuation. As a Judge sentinel, you had lots of interaction with other creatures and became adept at navigating social situations. Constructs of this type that are still active will often be found in large cities or towns. Damaged Judge constructs can be found in city ruins or buried alongside their original owner.
- Data Pool
Starting at the 3rd level, your core regains previously locked stores of information in your system. Gain proficiency in Insight and Persuasion. If you're already proficient, gain a permanent +2 bonus to the proficiency bonus of that skill check. In addition, learn three more languages of your choice.
- Predictive Instincts
Starting at the 3rd level, you become adept at anticipating the required trajectory or angle for optimal attacks. Add +2 to your attack rolls made with three weapon types of your choice (i.e. spear, crossbow, rapier).
- Object Analysis
Beginning at the 7th level, you are able to analyze the value and uses of most objects, weapons and materials. By spending 1 minute to concentrate on any object you can carry, you obtain learn the following information: -The value, if applicable, of the object in gold pieces. -The intended use of the object. -The approximate age of the object. -Whether the object possesses magical properties or qualities. -Whether you can use the object.
Beginning at the 10th level your eye is able to quickly analyze the mannerisms and behaviors of a target, allowing you to accurately mimic them. If you spend 5 minutes observing any creature, you gain the ability to mimic their accent and mannerisms for 24 hours. Only one target can be analyzed and mimic'd in this way concurrently. Gain advantage on any ability check related to your mimicry of the creature.
- Sympathetic Link
Beginning at the 15th level, your eye has become hypersensitive to potentially hostile intentions of other creatures. By observing a creature for 1 minute, learn what actions you can take to prevent it from attacking (if any). At the start of combat, before anything else happens you may take the Dash, Hide, Disengage or Help action for free if you are not incapacitated.
- Ocular Zenith: Discern
Beginning at the 18th level your magic core has become supercharged, focusing at your eye. As you interact with enemies, you begin to see patterns in their movements and actions. At the start of each combat round after the first, you gain +1 to your attack rolls. Caps at a maximum of +7. Resets to 0 if you fall unconscious or become incapacitated during combat.
Although your eye was constructed using less sophisticated methods than most other sentinel constructs, your frame was crafting expertly. Bulwark sentinels were often used as bodyguards or hired muscle. You specialize in protecting your owner and assisting in physical labor. Constructs of this type that are still active will often be owned by wealthy or important people. Damaged Bulwark constructs are sometimes found in garbage heaps or scrap shops.
- Imposing Visage
Beginning at the 3rd level, you begin to modify your helm/mask by scrawling or engraving alien patters and intimidating features on it. Gain proficiency in Intimidation checks. If already proficiency, gain a permanent +2 proficiency bonus. If you succeed on an Intimidation check, you gain advantage on any subsequent Intimidation checks against creatures which witnessed the first.
- Mind Over Matter
Beginning at 3rd level, your form has become large enough for people to hide behind. Friendly creatures may hide behind you to gain half-cover, up to one at a time. Attacks that strike you as a result of being used as cover deal half damage. Additionally, gain an +2 bonus HP per level.
- Threat Analysis
At the 7th level, your eye has become capable of detecting what creatures pose the most immediate threat to you. On your turn, you may spend a bonus action to analyze up to ten creatures that you can see. Learn which of these creatures has the highest HP, and a type of damage they are vulnerable to (if any). If there is a tie in highest HP values, multiple creatures are indicated as being a "high threat" and no damage type is revealed.
- Tactical Grit
At the 10th level you become adept at maneuvering to protect your comrades or neutralize enemies. If creature goes prone or falls unconscious within 30 feet of you that you can see, you use a reaction to take one of the following actions:
1)Time of Need: Gathering your strength, you jump and land within 5 feet of the fallen creature in an attempt to protect it. The next attack made this round against that creature automatically has disadvantage.
2)Pound Down: Gathering your strength, you jump and land on the fallen creature. The creature makes a Dexterity saving throw against a DC equal to your Constitution + Constitution Modifier. On a failure, it is dealt damage equal to your AC, on success it takes half-damage.
- Null-Magic Core
At the 15th level your core has modified your frame to combat mages. When an AOE spell hits you, you may choose to have all damage that would be dealt to other creatures applied to you instead. If you do, all the damage from the spell or effect is halved and subtracted from your HP accordingly. Your next melee attack that hits deals bonus damage equal to 3d8 of the damage type which was absorbed.
- Ocular Zenith: Protect WIP
Starting at the 18th level your magic core has become supercharged, focusing at your eye. If a creature you can see within 10ft of you (other than yourself) would be attacked, you may make a free attack, with advantage, against the assailant before their attack action resolves.