SENTINEL:
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 uses your Kinetic Combat die instead of the weapon’s damage die. This die changes as you gain sentinel levels, as shown in the Kinetic Combat 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 die and add it to your AC against one attack before the start of your next turn.
Double Strike:
You can roll a Kinetic Combat die and deal additional damage equal to the amount rolled.
Slow Time:
You can roll a Kinetic Combat die to increase your speed by 5 x the amount rolled until the end of your turn.
SENTINEL IDEAL
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.
SENTINEL'S CALLING: PATH OF SYNTHESIS
TECHCASTING SECRETS
Starting when you choose this calling at 3rd level, you have learned to intersperse your training with an aptitude for technology. Choose two tech powers of 1st-level or lower. The chosen powers count as universal force powers for you, but are not included in the number in the Powers Known column of the sentinel class table. You still require the aid of a wristpad for these powers.
At 7th-level, you learn two tech powers of 2nd-level or lower. At 13th level, you learn two tech powers of 3rd-level or lower. At 17th level, you learn two tech powers of 4th-level or lower. Whenever you gain a level in this class, you can choose one of the tech powers you know and replace it with another tech power.
SYNTHETIC UNDERSTANDING
Also at 3rd level, you’ve applied your newfound knowledge to broader pursuits. You gain proficiency in Technology or one tool of your choice.
Additionally, when you make an Intelligence (Technology) check, or a check with a tool, you may use your Wisdom or Charisma modifier (your choice) instead of your Intelligence modifier.
Finally, when you deal damage with a tech power or Kinetic Combat attack, you can choose to substitute the damage dealt as ion.
EMPATHIC FEAT:
You can use your action to try to get uncanny insight about one humanoid you can see within 30 feet of you. Make a Wisdom (Insight) check contested by the target’s Charisma (Deception) check. On a success, you have advantage on attack rolls and ability checks against the target until the end of your next turn.
Features & Traits