Sentinel

A Warrior Archetype of bodyguards that take attacks aimed at allies within 5 feet, counter attackers, bolster allies' defenses and intercept a killing blow.

Identity

Sentinels are Warriors trained to guard other people. Great houses keep them as guards, command staffs assign them to flag officers, and chapter-houses raise them as bonded protectors of their elders. The training is positioning and the willingness to take a blow meant for someone else. A Sentinel spends more reactions on other people's turns than on their own.

Features

  • L3 Intercept

    When an ally within 5 feet of you is targeted by an attack you can see, you can use your reaction to redirect the attack against yourself. The attack roll is made against your AC instead of the ally's, and on a hit you take the damage and any rider effects. You can use Intercept once per round and a number of times equal to your Constitution modifier per short rest (minimum 1). You must be conscious and not Incapacitated to use this feature.

  • L7 Bulwark

    While you are wielding a shield and wearing heavy armor, allies within 5 feet of you gain a +1 bonus to AC and saving throws against attacks and effects that originate from creatures you can see. The bonus does not stack with the Phalanx doctrine of the Soldier Archetype if both apply to the same ally, and the ally benefits from the higher of the two. You can also use the Help action as a bonus action while wielding a shield.

  • L11 Guard Counter

    When an ally within 5 feet of you is hit by an attack, you can use your reaction to make a single melee attack against the attacker if it is within your reach. On a hit, both you and the ally gain temporary hit points equal to half your Warrior level (rounded up) + your Constitution modifier. You cannot use this feature in a round in which you used your reaction on Intercept. You can use Guard Counter a number of times equal to your proficiency bonus per long rest.

  • L15 Resolute Guard

    You have advantage on Wisdom and Charisma saving throws. Allies within 5 feet of you have advantage on saving throws against being Charmed or Frightened, and they cannot be put to sleep by any effect that allows a saving throw while you are conscious and within 5 feet of them.

  • L18 Last Line Capstone

    Once per long rest, when an ally within 5 feet of you is reduced to 0 hit points by an attack or by an effect that allows a saving throw, you can use your reaction to interpose yourself. The ally drops to 1 hit point instead, and you take the damage that would have reduced them to 0, applied to your hit points after your own resistances and reductions. If this damage would reduce you to 0 hit points, you can immediately make a death saving throw with advantage as part of the same reaction, and on a success you drop to 1 hit point instead. The GM decides whether this feature works against an effect that bypasses hit points entirely, such as an instant kill, disintegration or banishment. If it does, you suffer the original effect's full consequence.