Dwarven Sentinel
Hit Points
Hit Dice: d10 per Dwarven Sentinel level
Hit Points at first Level: 11 + CON
Hit Points at Higher Levels: 1d10 + CON (Adds each level) / 10 + CON
Proficiences
Armor:
Weapons: Short Blades, Long Blades
Tools: Dwarven Tools
Saving Throws: Strength, Dexterity, Intelligence
Skills: Investigation, Insight, Perception
Overview & Creation
Dwarven Sentinels are a masterful creation by their ancient creatures, the Deep Elves, or Dwemer. Specialized machinations being on the only design of their kind to have a sentient or self-aware consciousness of their design. They were made to handle hostile negotiations with reason and the intent to complete. Their weaponry and versatile usage of the model types makes Sentinels rare but dangerous combatants against warring enemies. Should a Sentinel fall, they have a modified self-destruct sequence that annihilates any target they need to be eliminated. They are only dangerous however once completely charged and with live weaponry. Otherwise, they are rather docile and have a tough time communicating with living organisms due to the lack of comprehending their needs. They are obedient to be given orders...if only their creators were still existing to keep them maintained.
After the Dwemer's disappearance, only a small amount of Sentinels are said to still roam the lands of Tamriel today, still guarding locations and landscapes where their masters still left them at.
Class Features
Armored Plating
Dwarven Sentinels have a set of natural armor, granting them unarmed defense (STR), and a starting AC of 12.
Armed and Ready
Dwarven Sentinels have a pretty solid frame to hit harder than the average person. Any unarmed melee attack (without Arsenal class) deal d6 Bludgeoning.
Gyro Core and Aetherium Battery
You have been built with a gyro core and aetherium battery located in the upper torso of your metallic frame. For your total battery count, roll a 2d10 + 10 + CON Modifier. The total battery represents how long the Sentinel will stay active and capable of doing attacks and other physical/mechanical activities. Each action, bonus action, physical interaction, and reaction requires 2 points. As long as there is battery energy left, your Sentinel gets a permanent + 5 in all their actions. Reaching zero reduces your speed to 10, and all stats have a -2 Modified now.
- You regain 10 points every short rest.
- Your battery recharges completely after a long rest.
- Soul Gems can also charge the Sentinel respectively.
Level 6, your battery increases by +10 and penalties have decreased to 20 speed, and -1 Stat Modifiers. Short rests regain 15 points and long rest recharges your battery, granting you an extra boost of 5 points.
Level 10, Battery has been increased by +12 and penalties decreased to 25 speed and 0 Stat Modifiers. Short rests regain 16 points and long rests grant extra 6 points
Level 14, Battery has been increased by +14.
Level 20, Battery has been increased by +25. A full recharge can be done with a short rest now.
Unstable Core
Level 10, The years of wear and tear haven't been too kind on your metallic frame. As an action, you can unravel your core's elemental components. You have a (2d4) set amount of turns before your frame collapses into an explosion. In an 80-foot cone, all objects caught in the radius receive a D8 per level of Explosive Damage. Roll a d100 > 80 to see if you survived.
Starting Equipment
Dwarven Sentinels have the option of starting out with an Adventurer's Pack or none.
Under here is what comes by default
- Aetherium Battery Satchel
Spellcasting
Dwarven Sentinels are basic or initiate spellcasters since they mimic what their creators could do. All sentinels add these spells to their arsenal.
- Firebolt (costs 4 charges)
Subclass Options
Arsenal Model
Siege Model
Skirmish Model