Tank (3.5e Class)

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Making a Tank[edit]

Abilities: High Constitution for high HP and good Strength for good physical damage.

Races: Any race who can take a hit.

Alignment: Any.

Starting Gold: 6d4×10 gp (150 gp).

Starting Age: "Moderate" or "As fighter".

Table: The Tank

Hit Die: d12

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +0 +0 Monster Magnet 1/Day, Solid Defense, Bonus Feat
2nd +2 +3 +0 +0 Natural Armor +1
3rd +3 +3 +1 +1 Damage Reduction 1/-
4th +4 +4 +1 +1 Energy Resistance 3
5th +5 +4 +1 +1 Monster Magnet 2/Day, Bonus Feat
6th +6/+1 +5 +2 +2 Natural Armor +2
7th +7/+2 +5 +2 +2 Damage Reduction 2/-
8th +8/+3 +6 +2 +2 Energy Resistance 6
9th +9/+4 +6 +3 +3
10th +10/+5 +7 +3 +3 Monster Magnet 3/Day, Natural Armor +3, Bonus Feat
11th +11/+6/+1 +7 +3 +3 Damage Reduction 3/-
12th +12/+7/+2 +8 +4 +4 Energy Resistance 9
13th +13/+8/+3 +8 +4 +4
14th +14/+9/+4 +9 +4 +4 Natural Armor +4
15th +15/+10/+5 +9 +5 +5 Monster Magnet 4/Day, Damage Reduction 4/-, Bonus Feat
16th +16/+11/+6/+1 +10 +5 +5 Energy Resistance 12
17th +17/+12/+7/+2 +10 +5 +5
18th +18/+13/+8+3 +11 +6 +6 Natural Armor +5
19th +19/+14/+9/+4 +11 +6 +6 Damage Reduction 5/-
20th +20/+15/+10/+5 +12 +6 +6 Monster Magnet 5/Day, Energy Resistance 15

Class Skills (2 + Int modifier per level, ×4 at 1st level)
Climb (Str), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Search (Int), Spot (Wis), Swim (Str).

Class Features[edit]

All of the following are class features of the Tank.

Weapon and Armor Proficiency: All simple and martial weapons and all armor and shields.

Monster Magnet (Ex): Starting at level 1, the Tank is able to unleash a mighty shout, taunting all nearby enemies. Any hostile enemy within a 30-ft. radius of the tank must succeed on a Will Save DC (10 + 1/2 Tank class level + Tank's Con modifier) or become infatuated with the Tank for (1d4 + Tank level) rounds and compelled to attack him for the duration of the effect (creatures that are affected may choose to attack another target, however the Tank is then granted an automatic attack of opportunity against that creature at 1.5 x damage). The Tank can use this ability once per day at first level plus their Constitution modifier. This increases to two times per day at level 5 and by once more every five levels after. (This is considered a mind-affecting effect.)

Solid Defense (Ex): Also starting at level 1, a Tank can add his Con modifier (instead of his Dex modifier) to his Armor Class. Armor, however heavy, does not limit how much Constitution bonus can be added to AC.

Bonus Feat: Starting at level 1, the Tank gets a bonus feat and another one at level five and every five levels after. (The Bonus Feat list for a Tank is the same as that of a Fighter.)

Natural Armor (Ex): Starting at level 2, the Tank has started to become a walking wall for his enemies. The Tank gets a bonus of +1 to his Natural Armor bonus. This bonus is increased by +1 every four levels after.

Damage Reduction (Ex): Starting at level 3, the Tank is able to shrug off light damage from each hit he takes. The Tank gains Damage Reduction 1/- (this bonus stacks with any other Damage Reduction bonuses the Tank may have). This damage reduction increases by 1 every four levels after.

Energy Resistance (Ex): Starting at level 4, the Tank has adapted to taking damage from magical sources. The Tank gains Energy Resistance 3 to acid, cold, electricity, fire, and sonic based attacks (this bonus stacks with any other Energy Resistance bonuses the Tank may have). This bonus increases by 3 every four levels after.

Epic Tank[edit]

Table: The Epic Tank

Hit Die: d12

Level Special
21st Fast Healing 2
22nd Natural Armor +6
23rd Damage Reduction 6/-
24th Energy Resistance 18, Fast Healing 4
25th Monster Magnet 6/Day
26th Natural Armor +7
27th Damage Reduction 7/-, Fast Healing 6
28th Energy Resistance 21
30th Monster Magnet 7/Day, Fast Healing 8

2 + Int modifier skill points per level.

Fast Healing (Ex): Starting at level 21, the epic Tank has gained the ability to force his body to recover from his injuries faster. The epic Tank gains the Fast Healing ability. He regenerates 2 HP per round. This bonus increases by 2 every three levels after and stacks with other sources of Fast Healing the epic Tank may already have.

Campaign Information[edit]

Playing a Tank[edit]

Religion: Tanks worship a variety of gods. Mostly war gods, but many also revere gods of protection.

Other Classes: Tanks are valued in quests due to their high hp and monster magnet. Tanks rely on their team-members for damage-dealing and skills.

Combat: Run into a room and attract all the attention of the enemies. Let your friends take care of the rest.

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