Willful Sentinel

The Willful Sentinels are Yorukan warriors who channel their inner spark, Aṣé, the divine will to exist and act, into a single, living weapon. Trained to focus thought into form and resistance into action, they do not merely fight battles; they shape them. Through meditation, discipline, and ancestral memory, they summon a weapon of pure intent and resist even psychic assault through sheer resolve.

(3rd Level)

Manifest Will

You forge a Will-Forged Weapon, summoned through focus and training.

  • As a bonus action, you can summon or dismiss your Will-Forged Weapon into your hand or at your feet.
  • Choose the weapon’s form from any martial melee weapon or simple ranged weapon. It becomes magical, and can deal force, psychic, or radiant damage (your choice when summoned).
  • You are always proficient with this weapon. While wielding it, you gain expertise (double proficiency bonus) on attack rolls made with it.
  • If thrown or dropped, it returns to your hand at the end of your turn (no action required).
  • Its design reflects your personal spirit—it may appear carved from glowing wood, soulmetal, crystal, or ancestral bone.

Well of Aṣé

After a long rest, you gain a number of Will Points equal to your Proficiency Bonus.

Spend 1 Will Point to activate one of the following abilities:

  • Steel the Spirit. Gain advantage on a d20 Test (attack, check, or save) before rolling.
  • Break Hostile Intent. Use your reaction to impose disadvantage on a creature's attack roll against you before it resolves.

You regain all Will Points after a long rest.

(6th Level)

Unyielding Mind

Your will becomes a fortress of selfhood.

  • You gain resistance to psychic damage.
  • You are immune to the charmed condition, and have advantage on saving throws against being frightened.
  • When you succeed on an Intelligence, Wisdom, or Charisma saving throw against a magical effect, regain 1 Will Point (once per turn).

(10th Level)

Tactical Pulse

You direct your Aṣé with battlefield precision.

You may now spend 1 Will Point to use any of the following options:

  • Displace the Blow. When a creature within 10 feet is hit by a melee attack, you may swap places with them and take the hit instead.
  • Fate Opening. When you hit a creature with your Will-Forged Weapon, the next attack roll against it before the end of your next turn has advantage and deals bonus damage equal to your Fighter level if it hits.
  • Quickened Will. On your turn, you may spend 2 Will Points to use two different Will abilities instead of one.

(14th Level)

Wield the Impossible

Your Will-Forged Weapon becomes a legendary extension of your essence.

  • The weapon gains a +2 bonus to attack and damage rolls.
  • It gains the Reach property. Creatures entering or leaving your reach provoke opportunity attacks.
  • Once per turn when you hit a creature with the weapon, you may slide it 10 feet in any direction (no save).
  • When reduced to 0 HP, you may spend 2 Will Points to drop to 1 HP instead and immediately:
  • Make a weapon attack, or
  • Move up to your speed (doesn’t provoke attacks).

(This feature may be used once per long rest, or by expending Action Surge to use it again.)

Summary Table

LevelFeature(s)
3Manifest Will, Well of Aṣé
6Unyielding Mind
10Tactical Pulse
14Wield the Impossible


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