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