Sentinel

Sentinel

Possessing considerable combat skills and having somewhat extensive knowledge of the Force, Sentinels blend both schools of teaching and embrace the synergy between melee and Force combat, enabling them to strike down enemies of the Order with deadly efficiency.

LevelProficiency BonusFeaturesCombat Style ProficienciesSaber DieLesser Force Powers KnownGreater Force Powers Known1st2nd3rd4th5th6th
1st+2Forcecasting, Lightsaber Combat11211-----
2nd+2Jack of All Trades12222-----
3rd+2Specialization223331----
4th+2Ability Score Improvement224431----
5th+3Artifice, Extra Attack234432----
6th+3Specialization Feature334432----
7th+3Know Your Enemy, Fluid Combat3345431---
8th+3Ability Score Improvement3345432---
9th+4-3355432---
10th+4Improved Lightsaber Combat4456432---
11th+4Specialization Feature4456432---
12th+4Ability Score Improvement4456432---
13th+4-44574321--
14th+4Specialization Feature44574321--
15th+5Improved Fluid Combat55574321--
16th+5Ability Score Improvement555843311-
17th+6Specialization Feature555843311-
18th+6Elusive5559433211
19th+6Ability Score Improvement5559433211
20th+6-55510433221
Class Features

As a Sentinel, you gain the following class features

Hit Points
Hit Dice: 1d8 per combat level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 + your Constitution modifier per level after 1st

Proficiencies
Armor: Light
Weapons: Elegant melee weapons, all simple weapons, martial melee weapons
Tools: Slicers tools
Saving Throws: Wisdom, Strength
Skills: Choose two from Creature Handling, Athletics, Acrobatics, Investigation, Stealth, Insight, and Perception. Additionally, you are proficient in Religion.

Equipment
You start with the following equipment, in addition to the equipment granted by your background:

  • a lightsaber

The Force


The Force is a metaphysical, binding, and ubiquitous power that holds enormous importance for both the Jedi and Sith orders. Known as the Power of Cosmos by the Kwa and the Way in ancient times, the Force is viewed in many different aspects, including, but not limited to, the Light side of the Force, the Dark side of the Force, the Unifying Force, the Living Force, the Cosmic Force and the Physical Force. As a Jedi you will learn to hone the force into a wide range of abilities as you progress in levels.

Lesser Force Powers

At 1st level, you know four lesser force powers of your choice from the force ability list. You learn additional lesser force powers of your choice at higher levels, as shown in the Lesser Force Powers column.

Greater Force Powers

The Sentinel table shows many greater force powers you have to cast of 1st level and higher. To cast one of these force powers, you must expend a slot of the forces power's level or higher. You regain all expended greater force powers when you finish a long rest.

For example, if you know the 1st-level greater force power Force Quake and have a 1st-level and a 2nd-level spell slot available, you can cast Force Quake using either slot.

Force Power Levels

You know two 1st-level greater force powers of your choice from the force ability list.

The Greater Force Powers column of the Sentinel table shows when you learn more greater force powers of your choice. Each of these greater force powers must be of a level for which you have slots. For instance, when you reach 3rd level in this class, you can learn one new greater force power of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the force powers you know and replace it with another force power from the force ability list, which also must be of a level for which you have spell slots.

Forcecasting Ability

Wisdom is your forcecasting ability for your force powers. You use your Wisdom whenever a force power refers to your forcecasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a force ability you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Lightsaber Combat


Lightsaber combat refers to several schools of martial arts specialized in, though not limited to, fighting with a lightsaber. Such fighting forms were required to compensate for or take advantage of the unique attributes of lightsabers, notably the odd balance of the weapon, all of the weight being in the hilt, and the omni-directional cutting edge. Over time Jedi will learn and master new combat styles to employ in battle.

Combat Styles

The Jedi table shows many combat styles you are proficient with at the 1st level and higher. At level 3 reference your Jedi Dedication table instead. There are seven combat styles that Jedi may learn or master of the course of a campaign. Each combat style brings exclusive maneuvers that may be used in combat. Unless specified switching between combat styles requires you to expend a bonus action. All Jedi begin proficient in Form I: Shii-Cho and cannot learn Form VI: Niman until all preceding forms are mastered.

Maneuvers

You learn specific maneuvers based on the combat styles you are proficient with. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. Reference the combat style listing to see available maneuvers.

Saber Dice

You have three saber dice, which are d6s. A saber die is expended when you use it. You regain all of your expended saber dice when you finish a short or long rest. You gain another saber die at 7th level.

Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:

Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

Combat Forms


The most prominent lightsaber-oriented combat styles were the seven forms of the Jedi Order, though other organizations were known to have developed their own styles and methods.

Form I: Shii-Cho

As the most ancient style of lightsaber combat, Shii-Cho was developed during the transition period from swords to lightsabers. The simplicity and persistent methods of the form led it to being dubbed the "Way of the Sarlacc" and the "Determination Form". Shii-Cho swordplay was simplistic and raw.

Disarming Slash

When you hit a unit with a weapon attack, you can expend one saber die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the saber die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

Sarlacc Sweep

When you hit a unit with a melee weapon attack, you can expend one saber die to attempt to damage another unit with the same attack. Choose another unit within 5 feet of the original target and within your reach. If the original attack roll would hit the second unit, it takes damage equal to the number you roll on your saber die. The damage is of the same type dealt by the original attack.

Form II: Makashi

Form II's primary purpose was to serve as a counter to the first form; Shii-Cho. Makashi relied on precision swordplay to counter the sweeping movements demonstrated by Shii-Cho, and a heavy focus on protecting one's weapon to avoid being disarmed, the primary goal of Form I.

Contentious Opportunity

When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly unit who can see or hear you and expend one saber die. That unit can immediately use its reaction to make one weapon attack, adding the saber die to the attack's damage roll.

Makashi Riposte

When a unit misses you with a melee attack, you can use your reaction and expend one saber die to make a melee weapon attack against the unit. If you hit, you add the saber die to the attack's damage roll.

Form III: Soresu

Becoming the most defensive of the seven forms, Soresu utilized tight moves, subtle dodges and short sweeps designed to provide maximum defensive coverage, leaving the duelist less exposed to ranged fire. Over time, Form III has come to transcend this basic origin and become an expression of non-aggressive Jedi philosophy.

Circle of Shelter

When another unit damages you with a melee attack, you can use your reaction and expend one saber die to reduce the damage by the number you roll on your saber die + your Dexterity modifier.

Deflecting Slash

When a unit attacks you with a ranged weapon attack, you can use your reaction and expend one saber die and make a melee weapon attack in an attempt to redirect the attack against the unit. If you hit, you add the saber die to the attack's damage roll. If you fail to hit, the attack is still deflected away.

Form IV: Ataru

Ataru is an aggressive combat form relying on a combination of power, strength, and speed. Practitioners of Ataru are always on the offensive, attacking with wide, fast, and powerful swings, constantly calling upon the Force to aid in their movements and attacks.

Hawk-Bat Swoop

When you make a melee weapon attack on your turn, you can expend one saber die to increase your reach for that attack by 5 feet. If you hit, you add the saber die to the attack's damage roll.

Distracting Strike

When you hit a unit with a weapon attack, you can expend one saber die to distract the unit, giving your allies an opening. You add the saber die to the attack's damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

Form V: Shien / Djem  So

Form V, also known by its two primary disciplines of Shien and Djem So, as well as The Way of the Krayt Dragon or The Perseverance Form, was developed by Form III masters who desired a more offensive style, since the defensive nature of Form III often led to prolonged combat, which was potentially dangerous for its practitioners.

Barrier of Blades

When you move, you can expend one saber die, rolling the die and adding the number rolled to your AC until you stop moving.

Falling Avalanche

When you hit a unit with a weapon attack, you can expend one saber die to attempt to drive the target back. You add the saber die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.

Form VI: Niman

This fighting style is a hybrid martial art created by effectively combining elements of the preceding lightsaber forms into a single, generalized form. Niman balances out between the various specializations of the other forms, covering many of the basic moves, but focusing on overall moderation.

Draw Closer

When you hit a unit with a weapon attack, you can expend one saber die to attempt to use the force to pull the unit into a secondary strike. You add the saber die to the attack's damage roll, and the target must make a Constitution saving throw. On a failed save, the unit is pulled into the strike.

Pushing Slash

When you hit a unit with a weapon attack, you can expend one saber die to attempt to drive the target back with the force. You add the saber die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you. Allies gain an attack of opportunity as the target is pushed away.

Form VII: Juyo

Juyo is often described as the most vicious form of lightsaber combat, and is said to be filled with both fury and "malignant grace". The form is both chaotic and erratic, with a heavy focus on offense. Juyo's use is controversial among the Jedi Order, as many feel that Juyo violates the "there is no emotion, there is peace" tenet of the Jedi Code due to its requirement to fight under the guidance of controlled passion.

Assured Strike

Prior to attacking a unit you may expend a saber die to gain advantage on your next melee attack. Additionally, you add the saber die to the attack's damage roll.

Vornskr's Ferocity

When you hit a unit with a weapon attack, you can expend one saber die to attempt to frighten the target. You add the saber die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.

Jack of All Trades


Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.

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.

Artifice


Upon reaching the 5th level, you have gained the knowledge of artifice. Using the force you may now create, repair, and tinker with holocrons and lightsabers. You may venture out to gather the necessary resources to craft your own lightsaber(s).

Force Empowered Strike


Also at 5th level, when you hit a creature with a melee weapon attack, you can expend one greater force power slot to deal force damage to the target, in addition to the weapon’s damage. The extra damage is 2d10 for a 1st-level spell slot, plus 1d10 for each spell level higher than 1st, to a maximum of 5d10.

Know Your Enemy


Starting at 7th level, if you spend at least 1 minute observing or interacting with another unit outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the unit is your equal, superior, or inferior in regard to two of the following characteristics of your choice:

  • Strength score
  • Dexterity score
  • Constitution score
  • Defense Rating
  • Current hit points
  • Total class levels (if any)

Fluid Combat


Also at 7th level, when you use your action to cast a lesser force power, you can make one weapon attack as a bonus action.

Improved Lightsaber Combat


At 10th level, your saber dice turn into d8s. When you roll initiative and have no saber dice remaining, you regain one saber die.  Additionally, you gain one extra saber die.

Improved Fluid Combat


Starting at 15th level, when you use your action to cast a greater force power, you can make one weapon attack as a bonus action.

Elusive


Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t incapacitated.

 

 

Guard


 Force Link


Also at 3rd level, you may choose an allied target to connect with via the force. After meditating near the target for a minute you imbue them with some of your force power, the following benefits are gained:

  • Both you and your target's DR is increased by +2.
  • You can opt to split any damage your linked target receives with yourself.
  • The Guard may telepathically speak to the linked ally.

Damage you take from the effects of Force Link is reduced by a fourth, rounded down. You must be within 100 ft of your target at all times or the effects of Force Link will fade.

Evasion


Beginning at 6th level, you can nimbly dodge out of the way of certain area effects, such as an trooper's grenades or an force quake ability. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Additionally, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

Mind Block


Starting at 9th level, your thoughts can’t be read by telepathy or other means, unless you allow it. You can present false thoughts by succeeding on a Charisma (Deception) check contested by the mind reader’s Wisdom (Insight) check.

Additionally, no matter what you say, force that would determine if you are telling the truth indicates you are being truthful if you so choose, and you can’t be compelled to tell the truth by the force or technology.

Improved Force Link


Upon reaching the 14th level, your Force Link ability greatly improves. Affected targets now gain the following additional benefits:

  • Temporary hit points equal to your Sentinel level plus your Wisdom modifier
  • Additional 10 feet of movement
  • Second bonus action as a free action

Masterful Combat


Starting at 17th level, whenever you gain the benefit of fluid combat you may make two attacks instead of one.

 

 

Shadow


Force Cloak


Beginning at 3rd level, you learn to manipulate the light and sound waves around you, thus allowing the force to render you virtually invisible to the naked eye. While cloaked you have advantage on attack rolls and stealth checks. As an action you may cast Force Cloak, casting while already in combat grants the disengage ability. Attacking a unit removes you from Force Cloak.

While under the effects of Force Cloak, your base movement decreases by 10 feet. If you have a climbing or swimming speed, this increase applies to that speed as well.

Ambush


Also at the 3rd level, you know how to strike from the shadows and exploit a foe’s distraction. Once per turn, you can expend a saber die to deal damage to one creature you hit with an attack if you have advantage on the attack roll. If you would hit a creature in this way, roll damage as if you expended two saber die instead of one.

Shadowcast


At 6th level, if you are under the effects of force cloak when you cast a force power, any attacked unit has disadvantage on any saving throw it makes against the power this turn.

Shadow's Advantage


At 9th level, when you make an ability check, an attack roll, or a saving throw and have disadvantage on the roll, you can spend 1 saber die to cancel the disadvantage for that roll. If this feature is used on an attack roll you add the saber dies roll to the damage dealt. If this feature is used on a saving throw you can add the saber dies roll to the saving throw.

Blackout


Beginning at the 14th level, you may use Force Cloak as a bonus action. If used as a bonus action Force Cloak no longer grants disengage.

Opportunist


At 17th level, you can exploit a creature’s momentary distraction when it is hit by an attack. Whenever a creature within 5 feet of you is hit by an attack made by a creature other than you, you can use your reaction to make a melee attack against that creature.

 

 

Watchman


Flowing Strike


Starting when you choose this specialization at 3rd level, force power flows throughout your body, empowering your weapon strikes. The first creature you hit on each of your turns with a melee weapon attack takes extra damage equal to 1d4 + half your Sentinel level (rounded down). The extra damage is from the attack is force.

Saber 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 from that creature.

Meditative Combatant


At 6th level, you learn to fight in a balanced meditative state on the battlefield. You can convert this focus into increased stamina whenever you do certain actions. Whenever you expend a saber die you gain temporary hit points equal to the number you roll.

Empowered Force Reflexes


Starting at 9th level, the force that flows through you enhances your reflexes. If you fail a saving throw, you can expend a saber die to re-roll it and add the number to the roll. You must use the new roll generated from Empowered Force Reflexes.

Watchman's Flurry


Beginning at the 14th level, when you make a melee attack as an action, you can make two additional weapon attacks as a bonus action. You can use this feature an amount of times equal to your Constitution modifier. You recover all uses after a long rest.

Vigilant Defender


At 17th level, you respond to danger with extraordinary vigilance. In combat, you get a special reaction that you can take once on every creature’s turn, except your own. You can use this special reaction only to make an opportunity attack, and you can’t use it on the same turn that you take your normal reaction.

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