Sentinel-7
Sentinel-7
Sheet
AC 19 · HP 103 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingSTR
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationINT
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
24 featuresReaction
- Flash of GeniusLevel 7
When A creature within 30 feet makes an ability check or saving throw
Use a reaction to add +4 to an ability check or saving throw made by Sentinel-7 or a creature within 30 feet.
- Deflect Attack
When A creature within 5 feet of the Steel Defender is attacked
The Steel Defender imposes disadvantage on one attack against a creature within 5 feet of it.
Always on
- Warhammer Strike
When Take the Attack action
Make a melee weapon attack using the warhammer. With Battle Ready, the attack and damage can use Intelligence. The attack deals 1d8 bludgeoning damage, or 1d10 when used with two hands.
- Extra AttackLevel 5
When Take the Attack action
Make two attacks with a weapon, usually the infused warhammer.
- Steel Defender CommandLevel 3
When Bonus action
Command the Steel Defender to move and take an action, usually Force-Empowered Rend. The defender can also use its reaction to impose disadvantage on an attack against a nearby creature.
- Arcane JoltLevel 9
When Hit with a magic weapon
When Sentinel-7 or his Steel Defender hits with a magic weapon, expend one use to deal an extra 2d6 force damage or restore 2d6 hit points to a creature within 30 feet.
- Artificer Spellcasting
When As specified by the spell
Cast a prepared artificer spell using Intelligence. The spell save DC is 16 and spell attack bonus is +8.
- Magical TinkeringLevel 1
You can imbue a tiny nonmagical object with one of several magical effects, such as shedding light, playing a recorded message, emitting an odor, or displaying a static visual effect. You can maintain a number of effects equal to your Intelligence modifier.
- SpellcastingLevel 1
You gain the ability to cast artificer spells using Intelligence as your spellcasting ability. You can use thieves' tools or artisan's tools as a spellcasting focus.
- Infuse ItemLevel 2
You learn four infusion formulas and can infuse three nonmagical objects at the end of a long rest. An infused item is magical, and you can maintain up to four infused items at once.
- The Right Tool for the JobLevel 3
You can produce any artisan's tool set in an empty space using thieves' tools or artisan's tools, completing the work during a short or long rest.
- Battle ReadyLevel 3
You gain proficiency with martial weapons. When attacking with a magic weapon, you can use your Intelligence modifier instead of Strength or Dexterity for attack and damage rolls.
- Steel DefenderLevel 3
You create a Steel Defender, a construct companion that obeys your commands, acts on your initiative, can impose disadvantage on an attack against a creature within 5 feet of it, and can restore hit points with Repair. It has a force-empowered rend attack and can be rebuilt after destruction.
- Ability Score ImprovementLevel 4
You can choose an ability score increase, or a feat if allowed by the campaign. This character increases Intelligence by 2, raising it to 17 before the second ability increase.
- Tool ExpertiseLevel 6
Your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.
- Ability Score ImprovementLevel 8
You can choose another ability score increase, or a feat if allowed by the campaign. This character increases Intelligence by 2, raising it from 17 to 19.
- Magic Item AdeptLevel 10
You can attune to up to four magic items at once. Crafting a common or uncommon magic item takes one-quarter of the normal time and costs half as much gold.
- TraitWarforgedConstructed Resilience, advantage on saving throws against being poisoned and resistance to poison damage.
- TraitWarforgedConstructed Resilience, immunity to disease and no need to eat, drink, or breathe.
- TraitWarforgedSentry's Rest, remain motionless for six hours while retaining awareness during a long rest.
- TraitWarforgedIntegrated Protection, armor is integrated into the body, and donning or doffing it takes one hour. While wearing armor, gain +1 AC.
- TraitWarforgedSpecialized Design, proficiency in one skill and one tool. This character gains Perception proficiency and proficiency with smith's tools.
- TraitWarforgedWarforged do not need to sleep and are immune to magical sleep effects.
- Military RankSoldier
You retain your military rank and can invoke the respect or authority associated with it. Soldiers loyal to your former organization may recognize your authority, provide limited assistance, or offer access to military camps and facilities, subject to the circumstances.
Spells
16 spellsSpellcasting. Sentinel-7 casts with Intelligence (spell save DC 16, to hit with spell attacks).
1st level (4 slots): , , , ,
2nd level (3 slots): , , , , , , , ,
3rd level (2 slots):
4th level:
Gear
14 itemsWeapons
- WarhammerA one-handed martial weapon used as both a battlefield sidearm and an arcane conduit.
- Light crossbowA ranged backup weapon with ammunition.
Armor
- Scale mailMedium armor, base AC 14, with a maximum Dexterity bonus of +2. The armor is reinforced and cosmetically integrated with the warforged frame.
- ShieldA shield emblazoned with the faded insignia of Sentinel-7's former regiment.
Tools
- Thieves' toolsA set of tools used to disarm traps, open locks, and perform delicate mechanical work.
- Tinker's toolsA set of tools used to repair and construct small mechanical devices.
- Smith's toolsA set of smith's tools used for metalworking and weapon repair.
- Gaming setA set of weighted military dice used for strategic games.
Gear
- 20×Crossbow boltsStandard bolts for the light crossbow.
- Dungeoneer's packA pack containing a bedroll, mess kit, tinderbox, rations, rope, and other adventuring supplies.
- Insignia of rankA metal insignia showing his former military rank.
- Trophy from a fallen enemyA broken enemy standard taken from the battlefield where his regiment was lost.
- Common clothesA plain set of clothes retained from his military service.
Purse
- Pouch with gold piecesA small purse containing his remaining personal funds.
Appearance
A tall, broad-shouldered warforged with dark iron plating, burnished brass joints, and a narrow blue crystal set into his forehead as an arcane focus. His armor is permanently integrated into his frame, layered beneath a coat of gray military canvas marked with faded unit colors. A compact mechanical spider, his Steel Defender, often rides across his shoulders or marches at his heels. Fine geometric etchings cover his arms, each one recording a battle, repair, or life he protected.
Mannerisms
He pauses for exactly three seconds before answering complicated questions, as though consulting an internal field manual. He salutes doors before entering unfamiliar buildings, addresses his Steel Defender as a fellow soldier, and quietly counts exits whenever he enters a room.
Personality
Sentinel-7 is patient, formal, and unfailingly protective. He speaks to strangers as though they are new recruits, offering clear instructions and practical assistance before asking for anything in return. Beneath his military precision is a quiet fascination with ordinary life. He collects recipes, studies children's toys, and carefully observes how people celebrate, grieve, and forgive.
Ideals
Protection. Strength and knowledge exist to shield the vulnerable. A victory that leaves innocents abandoned is merely another kind of failure.
Bonds
The memory core of his destroyed regiment is hidden inside his Steel Defender. He will risk everything to recover the remains of his former comrades and give them a proper memorial.
Flaws
He follows procedure even when compassion demands improvisation, and he becomes visibly distressed when others ignore a plan without offering a better one. He also has difficulty accepting that some problems cannot be repaired, negotiated, or solved through sufficient preparation.
Quirks
Background
Unit Sentinel-7 was built for a war that ended before he could understand what victory meant. He served as a battlefield engineer, repairing weapons, reinforcing barricades, and extracting wounded soldiers under fire. His discipline was flawless, but his orders often placed him between civilians and the machinery of war. When the final armistice was signed, Sentinel-7 discovered that his regiment had been disbanded, his commanding officers scattered, and his original purpose left without an answer. Rather than enter the employ of another army, he became an artificer devoted to making tools that preserve life instead of ending it. He travels with a small mechanical companion assembled from salvaged battlefield parts, treating the Steel Defender as both partner and living memorial to the soldiers he could not save. Sentinel-7 still follows procedures, keeps meticulous inventories, and obeys lawful authority, but he now believes that the highest military duty is protection. He seeks out threats to defenseless communities, repairs what violence has broken, and records every name that might otherwise be forgotten.
“He served as a battlefield engineer, repairing weapons, reinforcing barricades, and extracting wounded soldiers under fire.”
- Background
- Soldier
Connections
Species
Warforged
Media
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