Ranger: The Sentinel (5e 2024)

by Candurill

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Ranger Subclass:

The Sentinel

"I always thought he was a bit strange, just standing there in the dead of night. He never sleeps, you know? And I never really understood why... until that night... We were gathered around the fire, laughing, when I saw his head snap up, his eyes cutting through the darkness. In an instant, he was gone, moving faster than I could see, his figure glowing faintly like the auroras themselves. I never saw what he struck, but something yelped in the dark as his blade hit its mark. And just like that... he was back at his post, silent as ever."

-- A merchant, at breakfast one morning.

When the world is shrouded in twilight and danger stirs within the shadows, a select few stand as silent watchers, protectors who ask for no recognition and bear no banners. These are the Sentinels, divine warriors who guard the boundary between mortal realms and the lurking perils of the dark. Mysterious and steadfast, they are drawn to places where night itself holds its breath.

Guided by the light of the heavans, the Sentinels take their strength from the divine. Whether they serve a deity of the stars, sun, or moon—or are bound by a personal oath to protect the defenseless—their purpose remains the same: to stand watch, ever-present, over those who stand, or lay, beneath the night sky.

Class Features

Level Feature
3rd Celestial Strikes, Sentinel spells, Vigilant Overwatch
7th Lunar Ward
11th Omnipresence
15th Starlit Vanguard

Celestial Strikes:

Starting at 3rd level when you choose this subclass, you harness the radiant energy that thwarts evil and gain the ability to perform a Celestial Strike. When you hit a creature with a weapon, you deal an additional 1d4 radiant damage to the target, which can take this damage only once per turn. The target also suffers disadvantage on their next attack roll, unless the creature relies on senses other than regular sight.

This extra damage increases to 1d6 when reach ranger level 11.

Sentinel spells

When you reach the level specified in the Sentinel Spells table, you thereafter always have the listed spells prepared.

Sentinel spells

Ranger level Spells
3rd Sanctuary
5th Moonbeam
9th Daylight
13th Fount of Moonlight
17th Hallow

Vigilant Overwatch:

Also at 3rd level, your celestial vigilance grants you supernatural watchfulness. You no longer need to sleep, and instead, you can spend 8 hours in light activity, such as keeping watch, to gain the benefits of a long rest. You also become immune to the surprised condition.

Additionally, when an enemy you can see targets an ally within 30 feet of you with an attack roll, you can use your reaction to make a weapon attack against the triggering creature. This attack occurs before the enemy's action resolves.

Lunar warden:

At 7th level, your presence radiates protective celestial energy, granting a subtle glow that guards your allies in the dark. While you are in dim light or darkness, you emit dim light in a 15-foot radius. You can activate or suppress it as a bonus action.

Allied creatures within the light gain the following benefits:

  • They have half-cover against all attacks and effects originating from outside the aura.
  • They cannot be surprised.

Additionally, the effect activates automatically when you are in direct moonlight (or its equivalent, at the DM's discretion).

Omnipresence:

Starting at 11th level, your mastery over celestial forces allows you to cause yourself and your attacks to become like falling stars. Depending on the weapon you wield, you gain the following benefits:

  • Melee weapon: Once per turn, when you make a melee weapon attack, you may move up to 20 feet towards a target before the attack, without provoking opportunity attacks.

  • Ranged or Thrown Weapon: Once per turn, when you make a ranged weapon attack, the attack can ignores half, three-quarters and even full cover, provided you are aware of the target's presence and have had line of sight of the target since your last turn.

Starlit Vanguard:

Starting at 15th level, you gain an additional reaction each round. This reaction can only be used for the attack granted by your Vigilant Overwatch feature, allowing you to protect more allies within range.

Aditionally, when a creature is hit by your Celestial Strike, it suffers disadvantage on attack rolls until the end of its next turn, regardless of its type of vision or senses.

Art credit

First page top: Nele Klumpe


Second page right: Choops91

 

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