Alert or Sentinel? Which is better pick for a level 14 STR Samurai?
Do you usually start close enough to enemies to move to them and attack on turn 1?
Do enemies already target you instead of your allies most the time?
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https://mobile.twitter.com/JeremyECrawford/status/995016512497840134
V. Feats
Sentinel: Reminiscent of the 4e Fighter’s two main defender abilities, this one can make you very hard to escape. It’s especially deadly (and mandatory) in the hands of the melee Battle Master, who should’ve picked the Riposte maneuver as soon as it was available, all but guaranteeing an extra reaction attack against an enemy. If the Marking rule (DMG p. 271) is in effect, this becomes even better, and at Lv. 11 you get to mark more enemies than any other class. This also has fantastic synergy with Polearm Master, letting you stop enemies at reach with OAs. (Obviously, ranged Fighters ignore this one).

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.