Kryx RPGThemesMonsters

Sentinel

Sentinels are always on the lookout, waiting patiently for the opportune moment to strike. They live in the edge of the fray, striking with precision to keep their foe at a distance.

Table of Contents

Sentinel feats

You can take each feat only once, unless the feat’s description says otherwise. You must meet any prerequisite specified in a feat to take that feat. If you ever lose a feat’s prerequisite, you can’t use that feat until you regain the prerequisite.

You gain proficiency with three simple or martial weapons of your choice.

If you are a Monk, these weapons are considered a monk weapon for you if they lack the heavy and special properties.

You can select this feat multiple times.

While you are wielding a glaive, halbred, pike, quarterstaff, spear, or trident, other creatures provoke an opportunity attack from you when they enter your reach.

You have mastered techniques to take advantage of every drop in any enemy’s guard, gaining the following benefits:

  • When you hit a creature with an opportunity attack, the creature’s speed becomes 0 for the rest of the turn.
  • When a creature within your reach makes an attack against a target other than you (and that target doesn’t have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.

You become a master of locking down your enemies. Creatures provoke an opportunity attack from you when they move 1.5 meters or more while within your reach, and if you hit a creature with an opportunity attack, the target’s speed is reduced to 0 until the end of the current turn.

Your mastery of weapons grants you extraordinary accuracy. If you miss with an attack roll using a weapon on your turn, you can reroll it. You can use this feature only once on each of your turns.

Sentinel fighting styles

If your class or archetype has fighting styles, you can learn them.

When you are wielding a melee weapon in one hand and no other weapons or shields you gain a +1 bonus to attack and damage rolls with that weapon and a +1 bonus to Defense.

When you roll damage for an attack you make with a melee weapon that you are wielding in two hands, you can roll one extra die of the weapon’s base damage dice and discard the lowest of the weapon’s base damage dice. The weapon must have the two-handed or versatile property for you to gain this benefit.

Sentinel maneuvers

As a bonus action when you hit a creature with a melee weapon attack that deals piercing damage, your attack can pierce the creature, traveling through to other targets.

If you use a pike or similar weapon, each creature in a line behind your target and within your weapon’s reach must make a Reflex saving throw.

If you use morningstar, pick, or similar weapon, each creature within 1.5 meters of the target and within your weapon’s reach must make a Reflex saving throw.

On a failed save, a creature takes piercing damage equal to the stamina die, or half as much damage on a successful save.

Enhance

You can increase the damage for each additional stamina die expended.

As a bonus action when you hit a creature that is your size or smaller with a weapon attack, you can drive the target back. The target must make a Reflex saving throw.

On a failed save, add the stamina die to the attack’s damage roll and you push the target up to 3 meters away from you.

On a successful save the target takes half as much damage, but isn’t pushed.

Enhance

You can increase the damage and target a creature of a larger size for each additional stamina die expended.

As a bonus action, you can increase your reach with a melee weapon by 1.5 meters until the end of your turn. Add the stamina die to the attack’s damage roll on your next attack roll before the end of your next turn.

Enhance

You can increase the damage for each additional stamina die expended.

As a reaction, which you take when you are hit by a weapon attack, you can block the blow with a melee weapon. Until the start of your next turn, including against the triggering attack, you have a +1 bonus to Defense while you are not incapacitated and the weapon is in your hand.

Enhance

You can increase the Defense bonus by 1 for each additional stamina die expended (max +3).

As a bonus action, you can take the Dodge action without expending your action.

As a bonus action when you hit a creature that is your size or smaller with a melee weapon attack, you can knock it off balance with your blow. The target must make a Reflex saving throw.

On a failed save, add the stamina die to the attack’s damage roll, you move into the creature’s space, and it moves 1.5 meters in a direction you choose.

On a successful save, the target takes half as much damage.

Enhance

You can increase the damage and target a creature of a larger size for each additional stamina die expended.

If the target is Large, you can occupy any space that it left. You cannot use this maneuver if you or the target would end up sharing the same space as another creature or terrain such as a wall.

As a reaction, which you take when you make a weapon attack roll against a creature, you can strike precisely. Until the start of your next turn, including the triggering attack, you have a +1 bonus to attack rolls.

You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.

Enhance
You can enhance this maneuver with the following options, expending stamina dice for each option.
  • You can expend 1 additional stamina to increase the bonus by 1.

  • You can expend 2 additional stamina to increase the bonus by 2.

As a reaction, which you take when a creature misses you with a melee weapon attack, you can maneuver yourself into a more advantageous position. You can move up to half your speed without provoking opportunity attacks and add the stamina die to the attack’s damage roll on your next attack roll before the end of your next turn.

Enhance

You can increase the damage for each additional stamina die expended.

As a reaction, which you take when a creature you can see moves within your weapon’s reach, you can make a melee weapon attack against the creature with a pike, spear, trident, rapier, or similar weapon. If the attack is made with a weapon wielded in one hand, add half the result of one of the stamina dice to the attack’s damage roll.

Enhance

If you hit, you add the stamina die to the attack’s damage roll for each additional stamina die expended.

As a reaction, which you take when a creature misses you with a melee weapon attack, you can make a melee weapon attack against the creature. If the attack is made with a weapon wielded in one hand, add half the result of one of the stamina dice to the attack’s damage roll.

Enhance

If you hit, you add the stamina die to the attack’s damage roll for each additional stamina die expended.

Augment sizes

1 stamina die2 stamina dice3 stamina dice4 stamina dice5 stamina dice
Cone4.5 meters long9 meters long13.5 meters long18 meters long22.5 meters long
Cylinder1.5-meter-radius, 4.5 meters high3-meter-radius, 9 meters high4.5-meter-radius, 13.5 meters high6-meter-radius, 18 meters high7.5-meter-radius, 22.5 meters high
Line6 meters long, 1.5 meters wide12 meters long, 1.5 meters wide18 meters long, 1.5 meters wide24 meters long, 1.5 meters wide30.5 meters long, 1.5 meters wide
Sphere1.5-meter-radius3-meter-radius4.5-meter-radius6-meter-radius7.5-meter-radius
Wall4.5 meters long, 3 meters high, 30 centimeters thick9 meters long, 6 meters high, 60 centimeters thick13.5 meters long, 9 meters high, 90 centimeters thick18 meters long, 12 meters high, 120 centimeters thick22.5 meters long, 15 meters high, 150 centimeters thick