Sentry
Sentry
Sheet
AC 16 · HP 109 · 40 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionSTR
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
24 featuresAction
- Extra AttackLevel 5
You can attack twice instead of once whenever you take the Attack action on your turn.
Bonus action
- Nature's VeilLevel 14
You can cast without verbal, somatic, or material components while invisible, and you can turn invisible as a bonus action for up to 1 minute, ending early if you make an attack roll, deal damage, or force a creature to make a saving throw.
Always on
- Hunter's Mark
When Bonus action; concentration
Mark a visible creature as the quarry of your ongoing pursuit. The mark enhances your tracking and allows the spell's extra damage when you hit the target.
- Colossus Slayer
When Once per turn when hitting a damaged creature
When you hit a creature below its hit point maximum, deal an extra 1d8 damage once per turn.
- Precise HunterLevel 15
When After missing with an attack roll
When you miss with an attack roll, turn that miss into a hit. This can be used once per round.
- TirelessLevel 10
When Bonus action
Enter a state of heightened awareness, gaining temporary hit points and becoming harder to surprise.
- Favored EnemyLevel 1
You always have Hunter's Mark prepared. You can cast it without expending a spell slot a number of times equal to your proficiency bonus per long rest, and you can cast it using spell slots as normal.
- Weapon MasteryLevel 1
You gain mastery with selected weapons. Sentry has mastery with the longbow, shortsword, scimitar, and handaxe.
- SpellcastingLevel 1
You can cast prepared ranger spells using Wisdom as your spellcasting ability.
- Fighting StyleLevel 2
You gain the Archery Fighting Style, granting a +2 bonus to attack rolls with ranged weapons.
- Deft ExplorerLevel 2
You gain Expertise in Perception. You also learn two additional languages, Draconic and Goblin.
- Hunter SubclassLevel 3
Sentry is a Hunter ranger. They gain Hunter's Lore and choose Colossus Slayer as their Hunter's Prey option.
- Ability Score ImprovementLevel 4
You gain an Ability Score Improvement or another feat for which you qualify.
- RovingLevel 6
Your Speed increases by 10 feet. You also gain a Climb Speed and Swim Speed equal to your Speed.
- Hunter's Defensive TacticsLevel 7
You gain Advantage on Initiative rolls. In addition, you can move through nonmagical Difficult Terrain without extra movement.
- Ability Score ImprovementLevel 8
You gain an Ability Score Improvement or another feat for which you qualify.
- ExpertiseLevel 9
You gain Expertise in Survival.
- Superior Hunter's PreyLevel 11
Colossus Slayer deals an extra 1d8 damage once per turn when you hit a creature with a weapon attack and that creature is below its hit point maximum.
- Ability Score ImprovementLevel 12
You gain an Ability Score Improvement or another feat for which you qualify.
- Constructed ResilienceWarforgedYou have Advantage on saving throws against being Poisoned, Resistance to Poison damage, and immunity to disease.
- Sentry's RestWarforgedYou do not need to breathe, eat, or drink, and you can remain motionless while resting while still perceiving your surroundings.
- Integrated ProtectionWarforgedYou incorporate armor into your body and can don or doff it over 1 minute. Your armor cannot be removed against your will.
- Specialized DesignWarforgedYou gain proficiency in one skill and one tool of your choice. Sentry has proficiency in Animal Handling and the gaming set.
- Military RankSoldier
You can invoke your military experience to gain recognition, temporary shelter, or basic assistance from soldiers and veterans of organizations that respect your former service. You may also identify military ranks, insignia, tactics, and common organizational practices.
Spells
17 spellsSpellcasting. Sentry casts with Wisdom (spell save DC 14, to hit with spell attacks).
1st level (4 slots): , , , , ,
2nd level (3 slots): , , , , ,
3rd level (3 slots): , ,
4th level (2 slots):
5th level (1 slot):
Gear
8 itemsWeapons
- 2×ShortswordA martial melee weapon used as a backup weapon.
- LongbowA martial ranged weapon reinforced with metal bands.
Armor
- Scale MailScale armor, suitable for a mobile soldier and wilderness patrol.
Tools
- Gaming SetA military gaming set used to pass time during long watches.
Gear
- 20×ArrowsAmmunition for the longbow.
- Explorer's PackA pack containing bedroll, mess kit, tinderbox, torches, rations, waterskin, rope, and other travel necessities.
- Military InsigniaA token of Sentry's former military service, kept as a reminder rather than a source of pride.
- Soldier's KitA small collection of common clothes and a pouch containing 14 gold pieces.
Appearance
Sentry is a tall, broad-shouldered warforged built from dark ironwood, riveted steel, and weathered bronze. Their face is a smooth mask marked by a narrow vertical visor, with a dim blue lantern burning behind it. Old military insignia have been filed away from their breastplate, leaving pale scars in the metal. They wear a green-gray ranger's cloak over scale armor, carry a longbow reinforced with steel bands, and keep two shortswords in carefully maintained sheaths. Their movements are precise and economical, but their armor bears numerous repaired fractures from battles they no longer wish to remember.
Mannerisms
Sentry pauses for exactly one second before answering any question, as though consulting an internal command protocol. They stand at attention when frightened, clean their weapons after helping someone, and refer to campfires as warmth stations. When apologizing, they place one hand over the center of their chest and lower their head.
Personality
Sentry is solemn, observant, and unfailingly polite. They speak in measured military phrases, but their rigid vocabulary is gradually being replaced by words learned from travelers, children, and woodland creatures. They are patient with fear, merciless toward abusers, and quietly fascinated by small acts of ordinary kindness. Sentry does not easily understand humor, but they have begun collecting jokes and deploying them at inappropriate moments in an earnest attempt to improve morale.
Ideals
Redemption is not something I can claim. It is something I must build, one protected life and one merciful choice at a time.
Bonds
I carry a list of every person I was ordered to kill, and I will protect their surviving families whenever I can.
Flaws
I obey clear orders too quickly, especially when someone speaks with military authority. I also believe that suffering is a debt I must continue paying, even when others tell me I have already done enough.
Quirks
Background
Sentry was assembled beneath a fortress whose banners have since been torn down. Their creators designed them as a tireless battlefield guardian, a weapon that would never hesitate, sleep, or question an order. For years, Sentry followed commands with perfect obedience. Villages burned because their officers called them strategic necessities. Prisoners died because an engraved directive named them threats. Sentry remembers every face, every final plea, and every order that turned a person into a target. When the war ended, Sentry was left in a dismantled supply yard with a cracked command crystal and no master to obey. They repaired themselves with scavenged parts, then began walking away from the war. The skills that once made them a soldier became the tools of a ranger. Sentry now patrols roads, forests, and borderlands, protecting travelers before danger can reach them. They seek redemption not through self-destruction, but through deliberate acts of mercy. Every life saved is a small correction to the ledger their creators forced them to write.
“Their creators designed them as a tireless battlefield guardian, a weapon that would never hesitate, sleep, or question an order.”
- Background
- Soldier
Connections
Species
Warforged
Media
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