Sentry (5e Subclass)
Sentry[edit]
Fighter Subclass
“ | 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.
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.
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.
- Vigilance
Starting at 3rd level, you have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.
In addition, you can take the Search action as a bonus action.
- Danger Sense
At 3rd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.
- Readiness
Starting at 3rd level, at the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action.
- Honed Instinct
By 7th level, your instincts are so honed that you have advantage on initiative rolls.
Additionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn.
- Enhanced Senses
Starting at 10th level, when you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.
You are also aware of aware of the location of any hidden or invisible creature within 10 feet of you. This increases to 30 feet at 18th level.
- Uncanny Dodge
Starting at 15th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.
- Elusive
Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.
“ | You gotta pick 'n' choose your targets. Some're just more trouble 'n their worth. | ” |
—Cale Lome, human rogue, discussing a Sentry |
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