The Sentry acts as the lookout for the party. They cover the party’s trail and watch for pursuit and ambushes. A Sentry’s senses are always on the world about them, keeping an eye open for danger and staying in the shadows to turn the tables on those who would sneak up on the party. Sentries have sharp senses and a keen mind, and can easily stay hidden and alert for long stretches of time. They remain close to the party as they travel, but often stray off the road to watch for danger. Of all the group, they are usually the most keenly aware of the threats that lurk in the night when the party makes camp. >[! important] For water vehicle travel, use the altered [[Open Waters - Altered Roles#Lookout|Lookout]] role. #### Classes Excelling at a Sentry role - Druids are at home in nature and the wilds, with the ability to take on the form of beasts native to the terrain they are travelling through - Fighters may fill this role, depending on their particular area of expertise. - Rangers are well used to traveling through lands both known and unknown, and how to navigate dangerous situations. ### Ever Vigilent You are always alert to danger, and keep a close eye out for ambushes, hazards, and traps that could hurt you or your allies. At the start of [[Stage 3 - Make the Journey]], you gain a number of Focus Dice equal to your [[00-Balance Of Powers/3-Mechanics/6-Ability Scores/Proficiency Bonus|Proficiency Bonus]]. For example, a 5th-level Sentry departs with three Focus Dice. The Focus Die is a d6. At any time throughout the Journey, as a reaction to an ally making a **saving throw**, you can spend a Focus Die to improve the ally’s check, adding 1d6 to the result. You can decide to spend the Focus Die after your ally has rolled but before the GM declares whether the saving throw succeeds or fails. Additionally, you can spend a Focus Die to grant an ally +1d6 on their **Initiative check** at the start of combat. ### Group Travel Check can make one of the following checks during the [[Stage 3 - Make the Journey#Group Travel Check|Group Travel Check]] step of a Journey: - **First Watch:** As the party embarks on the journey, you keep a keen eye out for any dangers that might be lurking on the road ahead. Make a [[00-Balance Of Powers/3-Mechanics/6-Ability Scores/Perception|Perception]] check to spot early problems along the route. - **Slip the Noose:** You keep to the shadows and out of sight as the party departs, making it hard for anyone to follow your trail. Make a [[00-Balance Of Powers/3-Mechanics/6-Ability Scores/Stealth|Stealth]] check to ensure the party is not followed. - **Hide in Plain Sight:** You know the best way to avoid becoming a target for trouble is to make yourself seem unimportant and not worth the effort of ambushing. Make an ability check using a [disguise kit](https://a5e.tabletopbytheik.nl/compendium/items/disguise_kit) to disguise the party as simple travelers carrying nothing of value. #journeyRole