Sentinel of Zenius (5e Subclass)
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Sentinel of Zenius[edit]
Fighter Subclass
Once a man found an golden root on his small field. Days after he planted it in to the dry earth, a big and mysterious tree was growing faster and faster. When the farmer touched the tree his body began to turn into roots, wood and leaves.
The farmer grown up to twelve feet. In the small village behind the farmers field, the villagers saw the farmer as a monster and they scared him away with Fire. The Farmer started hating himself and won't to do suicide. But then the tree Zenius spoke to him through his body; he lead the farmer to himself, and there he got the task to Protect the inhabitants of the Zenius tree.
The Sentinels of Zenius are the Guards of the Mythic Tree Zenius. They fight in different styles from brutal and savage strikes to swift and stealthy. The Sentinels of Zenius use chosen Roots to empower themselves and use their roots as weapons.
- Body of Zenius
Starting at 3rd level, your body starts to shift, as your skin starts to assume a sturdy tree-like property. While not wearing armor, your AC equals 13 + your Constitution modifier.
In addition, your arms can stretch in a root-like fashion, allowing you to interact with objects and creatures within 10 feet of you as if you were within 5 feet of them.
- Armaments of Roots
Also at 3rd level, you can use the sacred roots of Zenius to empower your armaments. As long as you are standing on ground, you can cause roots to sprout and envelop a melee weapon you are holding (not taking an action). The weapon covered in roots cause additional 1d4 piercing damage on a hit. Each creature can take this damage only once per turn.
In addition, the roots protect your body. Whenever a creature succeeds on grappling you or start its turn grappling you, and whenever you succeed on grappling a creature o start a turn grappling a creature, that creature takes 1d4 piercing damage.
- Nurturing Ground
At 7th level, Zenius teaches you how to gather nourishment from the sun and soil. As long as you spend at least 4 hours on solid ground and under the sun, you don't require food and these 4 hours works as a long rest.
In addition, after 1 hour standing on soil and under the sun, doing nothing more than light activity, you regain hit points equal to your Fighter level.
- Blessing of Zenius
At 7th level, the piercing damage caused by your Armaments of Roots feature and by weapons covered by it is considered magical for the purposes of overcoming resistances and immunities to non-magical damage.
- Grasping Roots
At 10th level, you can cause roots to deter your opponents. Using a bonus action, you can cause an area of 10-foot radius on the ground around you is considered difficult terrain. The difficult terrain lasts until the start of your next turn, until you are no longer touching the ground or until you are incapacitated.
You must be standing on ground in order to use this feature.
- Ensnaring Touch
At 15th level, when you grapple a creature, you can cause your arms to stretch, wrapping around a creature and ensnaring it. On a successful grapple attempt, your target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Constitution modifier). On a failed save, the creature is also restrained for the duration of the grapple.
- Sturdy Warden
At 18th level, you become a true sentinel. Your size becomes Large if it was smaller.
In addition, you gain resistance to Piercing and Bludgeoning damage.
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