# Sentinel > [!infobox] > ## > ![[Species - Sentry.webp]] > #### **Species Information** > | Table Header | Table Header | > | ---- | --- | > | Size | [[Small]] or <br>[[Medium]] | > | Type | [[Humanoids\|Humanoid]], <br>[[Constructs\|construct]] | > | Darkvision | 60 ft. (Optional) | > | Height | Varies | > | Lifespan | Unknown | > | Adulthood | Varies | > | Origin | [[Yanis-Materia]] | > | Speeds | 30 ft. walking | > #### **Roleplay Information** > | Table Header | Table Header | > | ---- | --- | > | Playable? | Yes | ### Origin & History Mostly machine, sentinels are barely humanoid. They contain a human soul or some humanoid anatomy—making them closer to cyborgs than androids, despite them looking more android than cyborg. Origins for each sentinel are different. Some say the original sentinel was created by a mad lich or crazed artificer who sought eternal life. They transferred their soul into a mechanical vessel and lived for generations in the machine. There are several sentinels in today's age; though, most have gone mad over time. Existing in a machine is taxing on the soul in unique ways. Sentinels find their ways into societies but are often dismissed as magical constructs or artifice created by wizards. They seek answers for their predicament and are naturally drawn to artificers and wizards—as these people tend to be specialists in magical machinery. Perhaps the largest gathering of sentinels exists in northeastern [[Nor]]. --- ### Appearance & Biology Sentinels can range from small, droid-looking chassis to larger, goliath-sized chassis. They come in all manner of colors, materials, builds, and designs. Smaller designs tend to be fitted in a gnomish or dwarvish style while taller models are often more futuristic looking. Regardless of their appearances, sentinels cannot reproduce naturally. --- ### Species Traits > [!custom-trait-locked]- 0️⃣ All-Consuming Curse. > - Immune to all other curses. #### Core Traits > [!custom-trait-locked]- 2️⃣ Built to Last. > - You have advantage on saving throws against being poisoned or paralyzed, and you have resistance to poison damage. > - You don’t need to eat, drink, or breathe. > - You are immune to disease. > - You don’t need to sleep, and magic can’t put you to sleep. > [!custom-trait-locked]- 1️⃣ Armored Casing. > - You are encased in thin metal or some other durable material. While you aren’t wearing armor, your base Armor Class is 13 + your Dexterity modifier. > [!custom-trait-locked]- 0️⃣ Recharge. > - When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. > - In this state, you appear inert, but you remain conscious. #### Optional Traits > [!custom-trait-unlocked]- 1️⃣ Armor Integration. > - Your body has built-in defensive layers, which can be enhanced with armor: > - You gain a +1 bonus to Armor Class. > - You can don only armor with which you have proficiency. To don armor other than a shield, you must incorporate it into your body over the course of 1 hour, during which you remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way. > - While you live, the armor incorporated into your body can’t be removed against your will. > - The armor must be metallic. > [!custom-trait-unlocked]- 1️⃣ Built for Success. > - You can add a d4 to one attack roll, ability check, or saving throw you make, and you can do so after seeing the d20 roll but before the effects of the roll are resolved. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. > [!custom-trait-unlocked]- 1️⃣ Darkvision. > - Darkvision up to 60 feet. > [!custom-trait-unlocked]- 1️⃣ Specialized Design. > - You gain one skill proficiency and one tool proficiency of your choice. %% ## Notes ### Name Options: %%