So I've been building an awesome Sentinel build and wanted to share it with you guys.
I'm going to drop in a level 8 character sheet here. I think level 8 is where the build has all of its basic components in place.

Now let me justify the build and explain the concepts.
Minotaur - The +2 STR is great, but it's the horns and the BA shove that really bring the build together.
Battle Master - Fighter is obvious for such a feat heavy build. Battle Master brings so many cool options to the table... although I'm sure you could justify EK.
Tunnel Fighter, Polearm Master, Sentinel - So Tunnel Fighter is probably broken... not all the time, but it can be abused... which is why I'm here! By bringing simultaneous Halberd (10') and Horns (5') to the build, the unlimited OA's granted by Tunnel Fighter allow this build to attack:
Targets entering 10' reach (Halberd, Polearm Master)
Targets entering 5' reach (Horns, Polearm Master - RAW, although a tweet confirmed RAI PM OA's must be made with polearm)
Targets leaving 5' reach (Horns)
Targets leaving 10' reach (Halberd)
So basically movement is crazy locked down in a 15' x 15' area. You can even burn an RA with the other Tunnel Fighter feature if you miss your regular OA's on a really important to lock down target rushing your back line. This is very powerful in horde battles, and has crazy potential against single melee targets.
I went Battle Master because the maneuvers are excellent action economy. EK could do some awesome stuff (Misty Step into the middle of a group of baddies and hold them all in place? yeah...), and I was super tempted by doing some Warcaster OA Booming Blades for even more lockdown, but in the end I liked the idea of Battle Master better.
Menacing Attack for some potential OA proc. Precision Strike for guaranteeing those important lockdown OA's. Pushing Attack, because forced movement is king. Riposte because burning your RA is ok with Tunnel Fighter. Trip Attack because it's amazing.
The rest of the build is pretty open. Great Weapon Master is coming up. You could keep running with Fighter to get the extra attacks and most ASI's, but there is probably some solid justification for MultiClassing at this level.
I conceptualized this build while planning out the Fighter 1 Bladesinger X I'm currently playing. My thoughts were that mixing this build with a mobile caster with a combination of forced movement (e.g. Lightning Lure) and high damage location spells (e.g. cloud of daggers) would be awesome. Recently I've been thinking of mixing one or two of these Minotaurs with one or two of a bladesinger-esque character. Huge field of lockdown where you just set up hazards and move targets around.
Let me know what you guys think. I feel like the combination of UA rules being brought together will never reach publication in their current state, but I'm happy to abuse them in the meantime!
I'm going to drop in a level 8 character sheet here. I think level 8 is where the build has all of its basic components in place.

Now let me justify the build and explain the concepts.
Minotaur - The +2 STR is great, but it's the horns and the BA shove that really bring the build together.
Battle Master - Fighter is obvious for such a feat heavy build. Battle Master brings so many cool options to the table... although I'm sure you could justify EK.
Tunnel Fighter, Polearm Master, Sentinel - So Tunnel Fighter is probably broken... not all the time, but it can be abused... which is why I'm here! By bringing simultaneous Halberd (10') and Horns (5') to the build, the unlimited OA's granted by Tunnel Fighter allow this build to attack:
Targets entering 10' reach (Halberd, Polearm Master)
Targets entering 5' reach (Horns, Polearm Master - RAW, although a tweet confirmed RAI PM OA's must be made with polearm)
Targets leaving 5' reach (Horns)
Targets leaving 10' reach (Halberd)
So basically movement is crazy locked down in a 15' x 15' area. You can even burn an RA with the other Tunnel Fighter feature if you miss your regular OA's on a really important to lock down target rushing your back line. This is very powerful in horde battles, and has crazy potential against single melee targets.
I went Battle Master because the maneuvers are excellent action economy. EK could do some awesome stuff (Misty Step into the middle of a group of baddies and hold them all in place? yeah...), and I was super tempted by doing some Warcaster OA Booming Blades for even more lockdown, but in the end I liked the idea of Battle Master better.
Menacing Attack for some potential OA proc. Precision Strike for guaranteeing those important lockdown OA's. Pushing Attack, because forced movement is king. Riposte because burning your RA is ok with Tunnel Fighter. Trip Attack because it's amazing.
The rest of the build is pretty open. Great Weapon Master is coming up. You could keep running with Fighter to get the extra attacks and most ASI's, but there is probably some solid justification for MultiClassing at this level.
I conceptualized this build while planning out the Fighter 1 Bladesinger X I'm currently playing. My thoughts were that mixing this build with a mobile caster with a combination of forced movement (e.g. Lightning Lure) and high damage location spells (e.g. cloud of daggers) would be awesome. Recently I've been thinking of mixing one or two of these Minotaurs with one or two of a bladesinger-esque character. Huge field of lockdown where you just set up hazards and move targets around.
Let me know what you guys think. I feel like the combination of UA rules being brought together will never reach publication in their current state, but I'm happy to abuse them in the meantime!