Training in the Sentinel

The Sentinel stands firm where others falter. You are the wall, the anchor, the immovable force that holds the line. While others charge or retreat, you wait for the perfect moment—to stop, to punish, to control. You do not chase your enemies. You let them come to you.

Wardens of the Line

Sentinels are defined by their reactions. They train relentlessly to anticipate movement, intercept strikes, and freeze enemies in their tracks. Your reach is discipline, not distance—every step your foe takes is one you allowed. With each motion of your shield or blade, you dictate the battlefield.

You fight in half-steps and measured pivots, bracing for force and redirecting it into devastating counterblows. Some wield halberds, others tower shields, but all share one tenet: control the field through stillness and punishment.

Sentinel Garrisons

In mountain passes, fortress gates, and war camps carved into cliffside roads, Sentinel Champions learn their craft. They spar blindfolded to hone reflexes, study enemy psychology to bait charges, and build strength enough to stop beasts mid-charge. Their drills are not about speed—but about impact. Deliberate action. Imposing consequence.
Many rise to lead shieldwalls. Others serve as lone defenders of critical choke points, standing as unmoving guardians for days. To be a Sentinel is to trust that reaction will win over aggression. That patience, not fury, controls the fight.

Doctrine of the Unmoved Field

Where you stand is yours. You punish those who leave your reach, prevent others from moving at all, and make opportunity attacks as often as others breathe. With each step your foe dares take, they feed your wrath. Enemies will learn: if they move, they bleed. If they fight, they fall. If they flee—you are already behind them.


  • Passive Abilities:
  • Hold the Front
    5000 gp 5
  • Pinning Expertise
    3000 gp 10
  • Unyielding Posture
    5000 gp 15
  • Endless Guard
    5000 gp 20
  • Berserker Grip
    2000 gp 30
  • Executioner’s Precision
    5000 gp 35

  • Full Abilities:
  • Total Shutdown
    40

  • Abilities:
  • Challenge the Advance
    5
  • Turn the Tide
    32
  • Zone Anchor
    36

  • Attack Abilities:
  • Leg Snare
    500 gp 5
  • Crippling Strike
    5000 gp 20
  • Sweeping Cage
    2500 gp 24

  • Free Abilities:
  • Absolute Watch
    25
  • Master Tactician
    28

  • Reaction Abilities:
  • Punitive Grasp
    8

  • Opportunity Attack Abilities:
  • Ready Rebuttal
    1500 gp 12
  • Step Denial
    1000 gp 16

d100
Mod
ADV/DIS
-or-

To access the dice log to keep track of your rolls

-or-

To edit characters or creatures.

Effect 1 Effect 2 Ambience Music

Item Information