The Jedi Sentinel is a master of balance between martial prowess and technological savvy. Sentinels are pragmatic and perceptive, often working behind the scenes or under deep cover. They blend Force mastery, investigative skills, stealth, and sabotage to protect the Republic in ways others cannot. While they wield a lightsaber, their true strength lies in foresight, adaptability, and striking from the shadows.
Examples from Star Wars lore: Bastila Shan, Jaden Korr, Quinlan Vos
You have advantage on Use Computer and Mechanics.
You can use the Force to mask your presence, gaining advantage on Stealth checks.
You have heightened awareness, allowing you to add your Wisdom modifier to Initiative rolls.
You learn 1 + your Wisdom modifier Force powers.
+1 AC while wielding a lightsaber.
Once per short rest, you may reroll an Investigation or Insight check.
Choose to increase one ability score by +2, two by +1, or select an approved alternative trait.
Deflect blaster fire once per round (Reaction, Enemy att vs. DC20 + Proficiency Bonus + Dex or Wis modifier)
Throw and return lightsaber (range 20ft). One target. 1 Force point.
You gain advantage on saving throws against dark side Force powers.
On a failed Use Computer or Mechanics roll, you can roll a Use the Force check to disable, destabilize, and dismantle a device. DC is determined by complexity. Additionally, once per short rest, when you hit a droid or vehicle, it is disoriented (similar to confusion) until the end of its next turn (Int save).
When attacking from stealth add 1d6 extra DMG.
Use the Force to reduce damage from blaster shots by half. 2 Force point.
Choose to increase one ability score by +2, two by +1, or select an approved alternative trait.
Once per long rest, you regain Force Points equal to your Wisdom modifier as a bonus action.
Once per short rest, you can make an attack from stealth without revealing your location.
When targeted by an area effect that requires a Dexterity saving throw, you take half damage on failure, or none on success.
You gain Expertise on Use Computer and Mechanics. If you already have Expertise in one of those, you may choose another skill for Expertise.
+2 AC while wielding a lightsaber.
Gain an additional reaction per round.
Choose to increase one ability score by +2, two by +1, or select an approved alternative trait.
Phase through non-energy-based objects for 1 round. 2 Force points.
Your speed is doubled for 1 turn. 2 Force points.
Use the Force to completely negate damage from blaster shots (reaction). 3 Force points.
When you deal damage to a droid, vehicle, turret, or electronic system, you can disable a specific function of your choice (e.g., movement, sensors, weapons) for 1 round. 1 Force point.
You can use a Bonus Action to teleport up to 30ft into a shadowed area you can see. 2 Force points.
Once per encounter, you may reroll an attack roll and take the new result.
Choose to increase one ability score by +2, two by +1, or select an approved alternative trait.
You may suppress an active Force effect on an Ally or Enemy (DC12 Wis save). 3 Force points.
Advantage on all saves against Force powers.
When attacking from stealth your critical hit range is 18-20.
Once per long rest, use any Force power without expending Force Points.
Immunity to the Fear and Charm.
Once per long rest, when you roll initiative and have no Force Points, regain 1d10 Force Points.
Enter a heightened state for 3 rounds, gaining advantage on all attacks and saving throws. 3 Force points.
Choose to increase one ability score by +2, two by +1, or select an approved alternative trait.