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Jedi Sentinel

Sentinels are the masters of blending force powers with weapon attacks. They weave the two together so expertly that their foes have trouble predicting them.  

THE MIDDLE OF THE ROAD

The sentinel uses stealth and subterfuge to accomplish the will of the Force. Where the consular focuses on mastery of the Force and the guardian focuses on the mastery of the lightsaber, the sentinel focuses on merging the two.  

SOLITARY ACTION

Sentinels are notoriously independent, most comfortable acting alone and without backup; where some use a team to make up for their weaknesses, the sentinel uses the Force to overcome theirs. While some take this independent streak to the extreme, they are usually accepting of authority, as long as they are allowed to carry out directions using their preferred methods.   While creating your sentinel, consider your personal philosophy in regards to the Force and its most famous practitioners - the Jedi and the Sith. Are you a member of one of the two orders, or do you walk a different path? Are you an operative tapping into a latent Force-sensitivity? Were you trained in the force from a young age, or did you discover it as an adult? How do you treat those weaker than you? What was your family like? Do you see the Force as light and dark, or an impartial river of gray?  

QUICK BUILD

You can make a sentinel quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Wisdom or Charisma. Second, choose the Jedi or Sith background.  
Level Proficiency Bonus Features Force Powers Known Force Points Max Power Level Kinetic Combat Ideals Known Ideal Manifests
1 +2 Forcecasting, Led by the Force 2 2 1 - - -
2 +2 Force-Empowered Self, Sentinel Ideals 2 3 1 d4 2 2
3 +2 Sentinel Calling 2 3 2 d4 2 2
4 +2 Ability Score Improvement 2 3 2 d4 2 2
5 +3 Extra Attack 3 4 3 d6 2 2
6 +3 3 5 3 d6 3 2
7 +3 Calling feature 3 6 4 d6 3 2
8 +3 Ability Score Improvement 3 7 4 d6 3 2
9 +4 6 8 5 d8 3 3
10 +4 Battle Readiness 6 9 5 d8 3 3
11 +4 6 10 6 d8 4 3
12 +4 Ability Score Improvement 9 11 6 d8 4 3
13 +5 Calling feature 9 12 7 d10 4 3
14 +5 9 14 7 d10 4 3
15 +5 Enlightened Evasion 9 16 8 d10 4 3
16 +5 Ability Score Improvement 13 18 8 d10 4 3
17 +6 13 20 9 d12 4 4
18 +6 Calling feature 13 22 9 d12 4 4
19 +6 Ability Score Improvement 13 24 9 d12 4 4
20 +6 Center of the Force 15 26 9 d12 4 4

CLASS FEATURES

As a Sentinel, you gain the following class features.  

HIT POINTS

Hit Dice: 1d8 per Sentinel level   Hit Points: at 1st Level: 8 + your Constitution modifier   Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per sentinel level after 1st  

PROFICIENCIES

Armor: Light armor   Weapons: Simple lightweapons, simple vibroweapons, martial lightweapons with the finesse property, martial vibroweapons with the finesse property   Tools: One specialist's kit of your choice   Saving Throws: Dexterity, Charisma   Skills: Choose three from Acrobatics, Animal Handling, Insight, Intimidation, Perception, Persuasion, Piloting, Stealth, and Technology   EQUIPMENT You start with the following equipment, in addition to the equipment granted by your background   (a) two simple lightweapons or vibroweapons or (b) one lightweapon or vibroweapon with which you are proficient   (a) a dungeoneer’s pack or (b) an explorer’s pack   A specialist’s kit with which you are proficient   A combat suit and a light physical shield   VARIANT: STARTING WEALTH In lieu of the equipment granted by your class and background, you can elect to purchase your starting gear. If you do so, you receive no equipment from your class and background, and instead roll for your starting wealth using the criteria below:   Class Funds Sentinel   6d4 x 100 cr  

FORCECASTING

Sentinel: 1st level In your meditations on the force, you have learned powers, fragments of knowledge that imbue you with an abiding force ability. See chapter 10 for the general rules of forcecasting and chapter 11 for the force powers list.  

FORCE POWERS KNOWN

You learn 7 force powers of your choice, and you learn more at higher levels, as shown in the Force Powers Known column of the sentinel table. You may not learn a force power of a level higher than your Max Power Level.   List of force powers here:      

FORCE POINTS

You have a number of force points equal to what is as shown in the Force Points column of the sentinel table, + your Wisdom or Charisma modifier (your choice). You use these force points to cast force powers. You regain all expended force points when you finish a long rest.  

MAX POWER LEVEL

Many force powers can be overpowered, consuming more force points to create a greater effect. You can overpower these abilities to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the sentinel table.   You may only cast force powers at 5th, 6th, and 7th-level once. You regain the ability to do so after a long rest.  

FORCECASTING ABILITY

Your forcecasting ability varies based on the alignment of the powers you cast. You use Wisdom for light side powers, Charisma for dark side powers, and Wisdom or Charisma for universal powers (your choice). You use this ability whenever a power refers to your forcecasting ability. Additionally, you use this ability modifier when setting the saving throw DC for a force power you cast and when making an attack roll with one.   Force save DC = 8 + your proficiency bonus + your forcecasting ability modifier   Force attack modifier = your proficiency bonus + your forcecasting ability modifier  

LED BY THE FORCE

Sentinel: 1st level You can add half your proficiency bonus to any ability check you make that doesn’t already include your proficiency bonus.  

FORCE-EMPOWERED SELF

Sentinel: 2nd level Your training allows you to harness the mystical energy of the Force throughout your body. You learn three effects: Deflection, Double Strike, and Slow Time. Each effect costs 1 force point and uses a d4, which changes as you gain sentinel levels, as shown in the Kinetic Combat column of the sentinel table. You can only use each effect once per round.  

DEFLECTION

When you are the target of an attack, you can roll a Kinetic Combat die and add it to your AC (no action required). You can do so before or after the attack is made, but you must choose to do so before the GM determines if the attack hits.  

DOUBLE STRIKE

When you hit a creature with a weapon attack, you can roll a Kinetic Combat die and deal additional damage of the same type equal to the amount rolled.  

SLOW TIME

When you move on your turn, you can roll a Kinetic Combat die to increase your speed by 5 x the amount rolled until the end of your turn.  

SENTINEL IDEALS

Sentinel: 2nd level You adopt ideals that exemplify your bond with the Force. You adopt two ideals of your choice, as detailed at the end of the class description, and you adopt more at higher levels, as shown in the Ideals Known column of the sentinel table.   You can manifest your ideals a combined total of twice, and you can manifest them more times at higher levels as shown in the Ideal Manifests column of the sentinel table.  

SENTINEL CALLING

Sentinel: 3rd, 7th, 13th, and 18th level You choose a sentinel calling, which is detailed at the end of the class description.  

ABILITY SCORE IMPROVEMENT

Sentinel: 4th, 8th, 12th, 16th, and 19th level You can increase one ability score by 2, or you can increase two ability scores by 1. You can’t increase an ability score above 20 using this feature.  

EXTRA ATTACK

Sentinel: 5th level You can attack twice, instead of once, whenever you take the Attack action on your turn.  

BATTLE READINESS

Sentinel: 10th level You have fully learned how to meld your physical self with the Force. When you take the Dodge or Disengage actions, or use your action to cast a force power, you can make one weapon attack as a bonus action.  

ENLIGHTENED EVASION

Sentinel: 15th level When you are subjected to an effect that forces you to make a saving throw, you can spend 2 force points to add your Wisdom or Charisma modifier (your choice, minimum of one) to the saving throw. If you do so, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.  

CENTER OF THE FORCE

Sentinel: 20th level You are perfectly centered with the Force. Your Dexterity and Wisdom or Charisma scores (your choice) increase by 2. Your maximum for those scores increases by 2.   Additionally, once per turn, when you would roll a Kinetic Combat die, you can instead choose the maximum.  

SENTINEL IDEALS

The ideals are presented in alphabetical order.  

IDEAL OF THE AGILE

You gain a swimming speed and a climbing speed equal to your walking speed. When you make a long jump, you can cover a number of feet up to twice your Wisdom or Charisma score (your choice). When you make a high jump, you can leap a number of feet up into the air equal to 3 + twice your Wisdom or Charisma modifier (your choice).   Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, opportunity attacks against you are made with disadvantage.  

IDEAL OF THE ARTISAN

Choose one of your skill or tool proficiencies. When you make an ability check with the chosen skill or tool, you can add half your Wisdom or Charisma modifier (your choice, minimum of one).   Additionally, as an action, you can manifest this ideal in a brief surge of energy. For the next 10 minutes, the bonus increases to your Wisdom or Charisma modifier, and you can choose a second skill or tool to extend this feature to.  

IDEAL OF THE CONTENDER

Your unarmed strike damage increases by one step (from 1 to d4, d4 to d6, or d6 to d8), and your unarmed strikes gain the finesse property.   Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, your unarmed strikes count as enhanced for the purpose of overcoming resistance and immunity to unenhanced attacks and damage, and you can use your Wisdom or Charisma modifier (your choice) instead of Strength for checks made to grapple a target or escape a grapple.  

IDEAL OF THE FIGHTER

You adopt a particular style of fighting as your specialty. Choose one of the fighting style options, detailed in Chapter 6.   Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, you know the fighting mastery that corresponds with the fighting style you chose with this feature. If you already know that fighting mastery, you instead learn another of your choice for the duration.  

IDEAL OF THE HUNTER

You gain darkvision out to a range of 60 feet. If you already have darkvision, this ideal increases its range by 30 feet.   Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, you can see normally in enhanced darkness, and you gain blindsight to 10 feet.  

IDEAL OF THE STEADFAST

When you would make a melee weapon attack roll, you can instead force the target to make a Dexterity saving throw (DC = 8 + your bonus to attacks with the weapon). If you would have advantage on your attack roll, the creature instead has disadvantage on their saving throw, and if you would have disadvantage on your attack roll, the creature instead has advantage on their saving throw. On a failed save, the target takes normal weapon damage and is subjected to any additional effects that would occur on a hit.   Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, when a creature succeeds on the saving throw, they take half the normal weapon damage, and when a creature rolls a 1 on the saving throw, they treat the damage as if you had rolled the maximum.  

IDEAL OF THE TITAN

You gain proficiency in medium armor.   Additionally, as a bonus action, you can manifest this ideal in a brief surge of energy. For the next minute, you have advantage on ability checks and attack rolls that would forcefully move another creature, and the distance they would be moved increases by 5 feet.  

IDEAL OF THE TRANQUIL

When you finish a short or long rest, you gain a number of temporary force points equal to half your Wisdom or Charisma modifier (your choice, minimum of one). When you would spend a force point while you have temporary force points, the temporary force points are spent first. All temporary force points are lost at the end of your next short or long rest.   Additionally, as an action, you can manifest this ideal in a brief surge of energy. You regain a number of force points equal to half your Wisdom or Charisma modifier (your choice, minimum of one).  

IDEAL OF THE VIGOROUS

When you roll a Hit Die to regain hit points, you may use your Wisdom or Charisma modifier in place of your Constitution modifier when determining the number of hit points you regain.   Additionally, as an action, you can manifest this ideal in a brief surge of energy. You gain a number of temporary hit points equal to half your sentinel level + your Wisdom or Charisma modifier (your choice, minimum of one).

Career

Career Progression

Archetypes:

   

PATH OF FOCUS

The ways of the Force can reveal themselves to a sentinel through intense concentration and, most importantly, focus. Those sentinels who follow the Path of Focus use debilitating bursts of lightsaber strikes and force powers to exhaust their foes, crushing any hopes they had of mounting an effective defense.  

FOCUSED BURST

Path of Focus: 3rd level You learn the burst force power, which does not count against your total powers known. Additionally, you can use The Double Strike Force-Empowered Self options when you cast it as your action. If more than one creature would be affected, only one creature takes the additional damage. Finally, you add your Wisdom or Charisma modifier (your choice, minimum of +1) to damage rolls with it, and creatures that succeed on their saving throw take half damage, instead of none.  
BLADE DANCE
Path of Focus: 3rd level When you deal damage to a creature within 5 feet of you, you can move up to 10 feet without provoking opportunity attacks.  
BLADE STORM
Path of Focus: 7th level Your bursts become even more overwhelming. Once on your turn, when a creature takes damage from you twice, you can immediately make one additional attack against that creature (no action required). This attack uses your Kinetic Combat die instead of the weapon’s damage die.  
FOCUSED FLOW
Path of Focus: 13th level Whenever you use a Force-Empowered Self feature, you may instead expend no force points and roll a d4 in place of your Kinetic Combat die.  
MASTER STRIKE
Path of Focus: 18th level At 18th level, your bursts can overpower even the fiercest of foes. Once on your turn, when a creature takes damage from you three times, you can force it to make a Constitution saving throw against your universal force save DC. On a failed save, it becomes stunned until the end of its next turn.      

PATH OF SHADOWS

In darkness, there is protection. Those sentinels who follow the Path of Shadows utilize a calculated plan, becoming masters of stealth and ambush who forgo the head-on attack for the vulnerable flank.  

DEAD SILENCE

Path of Shadows: 3rd level You learn the psychic charge force power, which does not count against your total powers known. Additionally, you can use Wisdom or Charisma as your forcecasting ability for it, and when you hit a creature with the psychic charge force power and the target tries to speak, it takes additional damage equal to your Wisdom or Charisma modifier (your choice, minimum of +1), and its voice does not produce sound until the end of your next turn.  

CLOAK OF SHADOWS

Path of Shadows: 3rd level You can take the Hide action as a bonus action on your turn. Additionally, you can try to hide when you are lightly obscured from the creature from which you are hiding.  

SHADOW STRIKE

Path of Shadows: 7th level You learn to strike from the shadows. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the roll.   The extra damage increases to 2d6 at 11th level and 3d6 at 17th level.  

SHADOW STEP

Path of Shadows: 13th level You gain the ability to step from one shadow into another. While you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.  

SHADOW’S WRATH

Path of Shadows: 18th level Your training has taught you advanced techniques while you maneuver in the shadows. While you are hidden from your target, the first attack roll you make each round does not automatically reveal your presence. Make a Dexterity (Stealth) check against your target’s Wisdom (Perception) check. On a success, you remain hidden. If you are also invisible, you remain invisible.      

PATH OF THE CORSAIR

There may come a time when a sentinel finds themselves stranded, hunted, or in any situation where they must hide their nature as a force wielder. Those sentinels who follow the Path of the Corsair make use of alternative weaponry not commonly associated with force-wielders to great effect.  

BONUS PROFICIENCIES

Path of the Corsair: 3rd level You gain proficiency with demolitions kits and three blasters of your choice.  

CORSAIR MUNITIONS

Path of the Corsair: 3rd level You can throw grenades and set mines with your bonus action, instead of your action. Additionally, when you throw a grenade, you can use Wisdom or Charisma instead of Strength when determining your throwing range. Lastly, when determining the save DC of a charge, grenade, mine, missile, or rocket you control, you can use your universal force save DC, if it would be higher than the item’s DC.  

FORCE-EMPOWERED DETONATORS

Path of the Corsair: 3rd, 5th, 9th, 13th, and 17th level You learn to create a number of small but potent grenades. Over the course of a short or long rest, you can create two grenades. You must have a demolitions kit in order to create these grenades. Your grenades can only be used by you, and they lose their potency at the end of your next short or long rest.   Your grenades can be set to detonate on impact or with a timer that causes them to explode on initiative count 20 (losing all initiative ties). As an action, you can prime and throw one of these grenade at a point you can see within 30 feet + your Strength modifier x 5. Each creature within 5 feet must make a Dexterity, Constitution, or Wisdom saving throw (your choice when you generate the grenade) against your universal force save DC. A creature takes damage using your Kinetic Combat die + your Wisdom or Charisma modifier (your choice) on a failed save, or half as much on a successful one. The damage is force for Dexterity, necrotic for Constitution, or psychic for Wisdom.   You can make additional grenades at higher level: three at 5th level, four at 9th level, five at 13th level, and six at 17th level.  

REMOTE START

Path of the Corsair: 7th level You learn to easily detonate primed explosives. As a bonus action on your turn, you can detonate a primed explosive you can see within 60 feet. Alternatively, if you take the Attack action on your turn and you are wielding a blaster weapon with which you are proficient, you can choose to shoot the explosive rather than use your bonus action to detonate it as long as you wouldn’t have disadvantage on the attack roll.   When you do so, the explosive immediately detonates, and you have advantage on the damage roll you make with that explosive.  

ENERGIZED KINETICS

Path of the Corsair: 13th level Once per turn, when you deal damage with a Force-Empowered Detonator or your Double Strike feature, you can deal additional damage using your Kinetic Combat die. The damage type is force, lightning, necrotic, or psychic (your choice).  

DISORIENTING DETONATIONS

Path of the Corsair: 18th level When a creature fails the saving throw against a Force-Empowered Detonator, you can spend 2 force points to subject it to one of the following conditions until the end of your next turn: blinded, deafened, ignited (1d12), shocked, or slowed.      

PATH OF THE FORCEBLADE

Some few master their weapon in ways that differ from their peers. Those sentinels who follow the Path of the Forceblade channel the Force into their weapon, forming a unique connection that grants you greater control over the weapon; it becomes an extension of their will.  

PHASETHROW

Path of the Forceblade: 3rd level You learn the saber throw force power, which does not count against your total powers known. Additionally, you no longer have disadvantage on the attack roll with it if you are within 5 feet of a hostile creature, and you can use the Double Strike Force-Empowered Self options when you cast it as your action and hit a target. Finally, when you hit a creature with the saber throw force power, you deal additional damage equal to half your Wisdom or Charisma modifier (your choice, minimum of +1) if it doesn’t already include that modifier.  

FORCEBLADE BOND

Path of the Forceblade: 3rd level You learn how to bond with a light- or vibro-weapon through the Force, making it part of you.   You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond, gaining the following benefits:   You can’t be disarmed of that weapon while you are conscious. If the weapon is within 60 feet of you and you can see it, you can summon that weapon as a bonus action on your turn, causing it to travel instantly to you. If you have a free hand, you catch the weapon. Otherwise, it lands at your feet. You can use Wisdom or Charisma instead of Strength or Dexterity for the attack and damage rolls. You can have two weapons bonded to you in this way at a time, and you can summon both of them to you with the same bonus action.  

TWIN SABER THROW

Path of the Forceblade: 7th, 9th, 13th, and 17th level When you cast saber throw while wielding your forceblade, you can attack the same target multiple times.   Additionally, when you deal damage to a creature within 30 feet of you with your forceblade, you can use your bonus action to teleport to within 5 feet of that creature and make a melee weapon attack against that creature. This attack uses your Kinetic Combat die instead of your weapon’s damage die. You can use this feature three times. You gain an additional use at 9th, 13th, and 17th level. You regain all expended uses when you complete a long rest.  

DISRUPTIVE THROW

Path of the Forceblade: 13th level When you are the target of a ranged attack, and the source is within range of your saber throw force power, you can use your reaction to throw your forceblade at the source of the attack. Make a ranged force attack. On a hit, this attack deals damage using your Kinetic Combat die instead of the weapon’s damage die and you impose disadvantage on the triggering attack roll.  

FORCEBLADE MASTERY

Path of the Forceblade: 18th level You’ve mastered controlling your forceblade with your mind, using it to keep your enemies at bay. As an action, you can telekinetically control your forceblade and have it strike any number of creatures within 10 feet of you, spending 1 force point per target. Each target must make a Dexterity saving throw (DC = 8 + your bonus to weapon attack rolls with that weapon). On a failed save, it takes damage using your Kinetic Combat die + half your sentinel level, is pushed back 10 feet and knocked prone.

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