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Sentry

The archetypal Sentry is a watcher in the darkness, ready to take action at a moment's notice to protect its charges from harm. Fighters who model themselves after this archetype keep a suspicious eye open, which allows them to detect and halt enemy movements with extreme prejudice. Stalwart and reactive, they guard critical points against known threats while they prepare for unforeseen consequences.   The mightiest of these fighters are dwellers in tombs and dungeons. Terracotta soldiers standing at eternal attention, mummified warriors who patrol ancient tombs, and ghosts ready to reach through temple walls to tear intruders asunder. Their mortal counterparts include city watchmen and guards, lookouts and spotters on high walls, and eagle-eyed snipers ready to halt enemy movements from an entrenched position.

Begin the Watch

Starting at 3rd level, you can use a bonus action to designate a 10-foot-radius, 60-foot-tall cylinder within 60 feet of you as your watch. Your watch remains until you designate a different area. Within your watch, you can see in nonmagical darkness as if it were dim light, dim light as bright light, heavy obscuration as if it were lightly obscured, and light obscuration as if it were clear. Creatures within the area cannot be hidden from you, and when you make an attack roll against a creature within your watch, all sources of disadvantage are canceled for you.   When a creature enters your watch, you can use your reaction to move up to half your speed toward it and make a weapon attack against it, provided that the creature is within your weapon's reach or range. If this attack is a critical hit, you regain your reaction.

Constant Vigil

Beginning at 7th level, neither sleep nor fatigue can stay your vigil. You gain the following benefits:
  • Whenever you are suffering from exhaustion, you suffer the effects of exhaustion as if you had 1 fewer level (if you have only one level of exhaustion, you suffer no ill effects).
  • You suffer no negative effects from sleeping in armor.
  • Whilst you are sleeping, you sleep so lightly that you can instinctively awaken whenever an unfamiliar Tiny or larger creature comes within 30 feet of you.
  • You can add your proficiency bonus to your Initiative rolls.

Point Defense

Starting at 10th level, your intense focus on your watch allows you to better warn others against dangers from within it. Attacks that originate from inside your watch are made with disadvantage against you and creatures of your choice within 5 feet of you.

Hold Fast

Beginning at 15th level, you master holding a position against all odds, and none may pass you.   When you take the Dodge action, the effects persist after the start of your next turn and only end when you move or are moved by an effect other than attacks you make against a creature that enters your watch.   In addition, whenever you attack as part of your reaction, you can make a second attack as part of the same reaction.

Unshakeable Discipline

Starting at 18th level, your will becomes unbreakable. You cannot be charmed or frightened. While you are keeping a watch, you cannot be moved against your will through magical or nonmagical means, nor compelled to move, and you cannot be compelled to act in a manner contrary to your nature, instructions, or decisions while you are keeping a watch.

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