Sentinel | Class Sheet | Star Wars 5e | Statblocks & Sheets | World Anvil

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Sentinel


Hit Points

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

Proficiencies

Armor: Light armor
Weapons: Simple vibroweapons, simple lightweapons, chakram, doublesaber, doublesword, hidden blade, lightfoil, light ring, saberwhip, vibrorapier, vibrowhip
Tools: Your choice of demolitions kit, security kit, or slicer's kit
Saving Throws: Dexterity, Charisma
Skills: Choose two from Acrobatics, Animal Handling, Insight, Intimidation, Perception, Persuasion, Piloting, Stealth, and Technology

Overview and Creation

Clad in black robes, the rattataki pulls his hood forward and steps into the shadowy alcove, only to reappear further down the hall. As his quarry walks past, he presses the hilt of his lightsaber to the back of their head, quickly toggling it on-and-off. He is gone before the corpse hits the ground.   The togruta dashes across the battlefield, doublesaber deflecting blaster shots to the ground. She pulls her wounded padawan to her feet, and guides her away from the warzone.   Green-bladed lightsaber a blur, the cathar ferociously presses the attack. With each strike, she guides her opponent closer to the ravine’s edge. A flurry of blows followed by a quick force push and her foe tumbles over the edge.   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.   Source for the class: https://sw5e.com/rules/handbook/classes/Sentinel (I DID NOT MAKE THIS CLASS AND I AM NOT AFFILIATED WITH THE PEOPLE WHO DID)

Starting Equipment Options

You start with the following equipment, in addition to the equipment granted by your background   (a) two simple lightweapons or vibroweapons or (b) one martial lightweapon or vibroweapon with which you are proficient
(a) a dungeoneer’s pack or (b) an explorer’s pack
(a) a demolitions kit, (b) a security kit, or © a slicer’s kit
a combat suit and a light shield generator

Spellcasting

FORCECASTING

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 6 force powers of your choice, and you learn more at higher levels, as shown in the Force Powers Known column of the Sentinel class table. You may not learn a force power of a level higher than your Max Power Level, and you may learn a force power at the same time you learn its prerequisite.  

FORCE POINTS

You have a number of force points equal to your sentinel level x 3, as shown in the Force Points column of the sentinel class 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 class 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 your Wisdom for light side powers, Charisma for dark side powers, and Wisdom or Charisma for universal powers (your choice). You use this ability score modifier whenever a power refers to your forcecasting ability. In addition, you use this ability score 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

Class Features

KINETIC COMBAT At 1st level, you are an unrelenting flurry of strikes. When you take the Attack action on your turn, you can make one unarmed strike or melee weapon attack as a bonus action. This attack deals damage equal to your Kinetic Combat Damage Die. This die changes as you gain sentinel levels, as shown in the Kinetic Combat Damage Die column of the sentinel class table.   Additionally, when you make this bonus action attack, your movement speed increases by 10 feet until the end of your turn.   FORCE-EMPOWERED SELF Starting at 2nd level, your training allows you to harness the mystical energy of the Force throughout your body. When you hit a target with your Kinetic Combat attack, you can spend 1 force point to use a Force-Empowered Self effect. You start with three such effects: Deflection, Double Strike, and Slow Time. You can only use one effect per turn.   DEFLECTION You can roll a Kinetic Combat Damage Die and add it to your AC against one attack before the start of your next turn.   DOUBLE STRIKE You deal additional damage to the target equal to your Kinetic Combat Damage Die.   SLOW TIME Your speed increases by an amount equal to 5 x your Kinetic Combat Damage Die until the end of your turn.   SENTINEL IDEALS Also at 2nd level, you adopt an ideal that exemplifies your bond with the Force. You adopt one ideal of your choice, as detailed at the end of the class description. You adopt an additional ideal at 6th and 11th level. When you manifest your Sentinel Ideals, you choose which effect to create.   You can manifest your ideals twice. You gain an additional use at 11th level. You regain all expended uses when you finish a long rest.   SENTINEL CALLING When you reach 3rd level, you choose a sentinel calling, which is detailed at the end of the class description. Your calling grants you features at 3rd level and again at 7th, 13th, and 18th level.   ABILITY SCORE IMPROVEMENT When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).   EXTRA ATTACK Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.   BATTLE READINESS Starting at 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 use your Kinetic Combat feature.   ENLIGHTENED EVASION When you reach 15th level, when you are subjected to a damage-dealing 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 doesn’t already include that modifier. If you do so, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. You can wait until after you roll the d20 to use this feature, but you must decide before the GM says whether the roll succeeds or fails.   CENTER OF THE FORCE At 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 Damage Die, you can instead choose the maximum.  

SENTINEL IDEALS

ideals are presented in alphabetical order. You can’t benefit from a Sentinel Ideal option more than once, even if you later get to choose again.   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 score (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) to any check you make that doesn’t already include that modifier.   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 You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes, and your unarmed strikes deal damage equal to your Kinetic Combat Damage Die.   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 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 proficiency bonus + your Strength or Dexterity modifier + any bonuses to melee weapon attack rolls). If you would have advantage on your attack roll, the creature instead has disadvantage 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 of the normal weapon damage, and when a creature rolls a 1 on the saving throw, they take damage as if suffering a critical hit.   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 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 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 (rounded down) + your Wisdom or Charisma modifier (your choice, minimum of one).
LevelProficiency BonusFeaturesKinetic Combat Damage DieForce Powers KnownForce PointsMax Power Level
1st+2Forcecasting, Kinetic Combatd4631st
2nd+2Force-Empowered Self, Sentinel Idealsd4761st
3rd+2Sentinel Callingd4992nd
4th+2Ability Score Improvementd410122nd
5th+3Extra Attackd611152nd
6th+3-d613183rd
7th+3Calling featured614213rd
8th+3Ability Score Improvementd615243rd
9th+4-d617274th
10th+4Battle Readinessd618304th
11th+4-d820335th
12th+4Ability Score Improvementd821365th
13th+5Calling featured822395th
14th+5-d824426th
15th+5Enlightened Evasiond825456th
16th+5Ability Score Improvementd826486th
17th+6-d1028517th
18th+6Calling featured1029547th
19th+6Ability Score Improvementd1030577th
20th+6Center of the Forced1030607th
Subclasses

SENTINEL CALLINGS

Different sentinels select different callings, called Paths, to follow as they hone their powers.   PATH OF AGGRESSION From the murky depths of the dark side comes seething fury. Those sentinels who follow the Path of Aggression charge their weapon with lightning, culminating in a massive discharge that can ravage their opponents.   VOLTAIC SLASH Starting when you choose this calling at 3rd level, you learn the lightning 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 you can use your Kinetic Combat feature when you cast it as your action. Finally, when you deal lightning damage with the lightning charge force power, you deal additional lightning damage equal to half your Wisdom or Charisma modifier (your choice, minimum of one) if it doesn’t already include that modifier.   THUNDEROUS MOMENTUM Also at 3rd level, your stride becomes nigh unbreakable. You are immune to the shocked condition, and other effects that would reduce your speed only reduce it by 5 feet.   ENTROPIC RUSH At 7th level, you’ve learned to move with speed and precision, discharging your lightning in a massive burst. When you move at least half your speed before casting lightning charge, you make the attack roll with advantage. Additionally, on a hit, the lightning can leap a second time, to a third creature within range or back to the first creature.   LIVING CURRENT By 13th level, you’ve learned to channel the damage done to you to enhance your strikes. The first time you deal damage on your turn, if you took damage since the start of your last turn, you can deal additional lightning damage equal to your Kinetic Combat Damage Die + half the amount of damage taken (rounded down).   You can use this feature a number of times equal to your Wisdom or Charisma modifier (your choice, a minimum of once). You regain all expended uses when you finish a short or long rest.   RETALIATORY STRIKE At 18th level, when a creature hits you with an attack while within 5 feet of you, you can use your reaction to cast the lightning charge force power, targeting them.  

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 Starting when you choose this calling at 3rd level, you learn the burst force power, which does not count against your total powers known. Additionally, you can use your Kinetic Combat feature when you cast it as your action. Finally, you add your Wisdom or Charisma modifier (your choice, a minimum of +1) to damage rolls with it, and creatures that succeed on their saving throw take half damage, instead of none.   BLADE DANCE Also at 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 At 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 deals damage equal to your Kinetic Combat Damage Die.   FOCUSED FLOW By 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 Damage Die.   MASTER STRIKE 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 Starting when you choose this calling at 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 you can use your Kinetic Combat feature when you cast it as your action. Finally, when you hit a creature with the psychic charge force power and the target tries to speak, their voice does not produce sound until the end of your next turn.   CLOAK OF SHADOWS Also at 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 At 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 By 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 At 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 auto-matically 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.

Created by

Courodyne.

System

Star Wars 5e

Statblock Type

Class Sheet

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