top of page
sent3.png

Arc Reaver

ARC REAVER

Those who pick this archetype are somewhat unique in their skillset. They fire quick bursts at multiple targets aiming namely to wound them. This makes them best suited to be part of a team, dealing a quick blow to multiple targets, then allowing their mates to finish the job.

 

RAMPAGE

When you choose this approach at 3rd level, you've learned to use ranged weapons with untold fury. While wielding a blaster with which you are proficient, you gain the following benefits:

  • When making a ranged weapon attack while in short range of your opponent, you use your choice of Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

  • When you use a blaster as an improvised weapon, you are considered proficient with it.

 

EXPLOSIVE

Also, at 3rd level, while raging, you gain the following benefits:

  • When you roll a 1 or 2 on a damage die for an attack made with a blaster weapon, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.

  • You add your rage damage to damage rolls from ranged weapon attacks while in close quarters with your target. You may only apply your rage damage to one target when you use the burst feature.

 

CONTROLLED BURST

At 6th level, gain an additional attack. If both attacks hit, are performed against separate targets, and each survives; deal an additional flat 5 damage to a target of your choice without rolling to hit. 
 

DOWN, NOT OUT

Starting at 11th level, when you are hit with an attack by a creature that downs you. Make up to 3 attacks before you fall unconscious. Each must be taken against a different creature. When attacking the creature that downed you, you do so with advantage. This can be done whether or not the damage is enough to kill you. 

​

HOLLOW POINTS

At 14th level, when you use the burst feature of a blaster with which are you proficient, you can apply your rage damage bonus to every target that takes damage. Additionally, each creature hit is knocked prone if they have a negative Strength or Constitution modifier. 
 

FIRESTORM

Starting at 18th level, you send a barrage toward all enemies in range. They must make a Dexterity saving throw or are hit for 3d10+10 damage. A successful save they take only half damage. 

Sentinel%252525201_edited_edited_edited_
bottom of page