Bastion (5e Class)
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Creating a bastion
You decided to help protect the innocent; that much is a constant between bastions. The only question is how. Will you crush the enemy before they can reach you? Will you heal your allies and draw fire for them, taking hits meant for them? Or will you stand in the front and be an immovable wall, allowing them to hide behind you?
- Quick Build
You can make a bastion quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Strength. Second, choose the soldier background.
As a bastion you gain the following class features.
- Hit Points
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: Blacksmith's tools
Saving Throws: Strength, Constitution
Skills: Choose two from Animal Handling, Athletics, Insight, Intimidation, Perception
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a chain mail or (b) a chain shirt
- (a) a longsword or (b) any martial weapon
- (a) a dungeoneer's pack or (b) an explorer's pack
- a shield, 5 javelins, any simple weapon
- If you are using starting wealth, you have 4d4 x 10 gp in funds.
|Features||Conviction Die||Protector's Talents|
|1st||+2||Defensive Lockdown, Conviction||1d4||—|
|2nd||+2||Protector's Talents, Warding Technique||1d4||2|
|3rd||+2||Archetype Feature, Bastion Grasp||1d4||2|
|4th||+2||Ability Score Improvement||1d4||3|
|8th||+3||Ability Score Improvement||1d6||4|
|12th||+4||Ability Score Improvement||1d8||6|
|13th||+5||Warding Technique (2)||1d8||7|
|16th||+5||Ability Score Improvement||1d8||8|
|19th||+6||Ability Score Improvement||1d10||10|
Beginning at 1st level, you can use tactical positioning and threatening maneuvers to hinder the movement of nearby enemies. Any hostile creature on the ground within 5 feet of you is considered to be in difficult terrain.
In addition, you can reduce your own movement speed to reduce the speed of a hostile creature within 5 feet by the same amount, until the end of that creature's next turn. This movement reduction ends if you are no longer within 5 feet of it.
At 1st level, your conviction is the source of your power, from your willingness to put yourself in danger just to keep others safe. This conviction is represented by an amount of conviction dice you have, which is a d4. The conviction dice size increases as you gain levels in this class, as shown on the Conviction column on the Bastion table.
Your conviction dice equals twice your proficiency bonus. Once you use a conviction dice, it is unavailable to you until you complete a long rest. You can spend your conviction to use Conviction features, and you know some of these features as shown below.
When a conviction feature requires a saving throw to avoid its effects, you calculate as follows: Conviction Save DC = 8 + your proficiency bonus + your Constitution modifier.
When you or a friendly creature within 5 feet is attacked, you can spend a conviction die and add the result to the creature's AC against that attack, potentially causing this attack to miss.
You can't use this feature more than once per turn, and you must be using a shield or a melee weapon you are proficient with to do so.
As a bonus action, you can spend a conviction die to gain a number of temporary hit points equal to the number rolled. This temporary hit points last until the end of your next long rest.
When you roll for initiative, you can spend a conviction die, and add the number rolled to your initiative.
When you make a contested ability check using Strength (Athletics) or Wisdom (Perception), you can spend a focus die to add the result to the roll.
At 2nd level, you learn talents that improve your defensive capabilities. You gain two talents of your choice. Your talent options are detailed at the end of the class description. When you gain certain bastion levels, you gain additional talents of your choice, as shown in the Talents Known column of the Bastion table.
If an talent has prerequisites, you must meet them to learn it. You can learn the talent at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.
At 2nd level, you can choose one warding technique, a special maneuver using to protect your allies. You can choose one of the following, and gain an additional one at 13th level.
- Interception Strike
You can attempt to kill an enemy before they have the opportunity to hit one of your allies. When a creature within 5 feet hit an ally, you can spend a conviction die as a reaction to make an attack against that creature.
Your attack hits before that of the creature's, and deal additional damage equal to the number rolled on the conviction die on a hit. If you reduce the creature to 0 hit points with this attack, you regain 1 conviction.
- Attack Absorption
You can absorb the most gruesome of the attacks. When an ally within 5 feet is hit by a weapon attack, you can spend a conviction die to reduce the damage by 2d10 + the amount rolled on the conviction die + your Constitution modifier.
If you reduce the damage to 0 hit points, you regain 1 conviction die.
- Multi-Attack Parry
When a creature makes a melee attack against a friendly creature within 5 feet, you can spend 1 conviction die to attempt completely block the second attack of that creature, if any, causing it to miss. Make a melee attack roll, contested by the result of the second attack of that creature, adding your focus die to the result. If you win, the attack misses.
If you score a critical, the creature take damage equal to your weapon's damage die, and you regain 1 focus.
Starting at 3rd level, you can choose a specific style of protection to devote yourself to. You can choose the Protector, the Crimson Guardian or the Vanguard. Your choice grants you features at 3rd level, and again at 6th, 11th and 15th levels.
Beginning at 3rd level, you can use your bonus action to shove or grapple your enemies.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
When you reach the 9th level, you become a master of moving and grasping your opponents in the battlefield. When you use your action to take the grapple or shove actions, you can spend a conviction die to give yourself advantage on all Strength (Athletics) checks you make until the start of your next turn.
When you do so, at the start of each of your subsequent turns you can can use this feature again, without spending additional conviction. If you use your action for another thing, you must use more conviction to use it again.
When you use controlling grasp, you can grapple and shove creatures two sizes larger than you, instead of only one.
At 10th level, you become immune to effects that cause you to be stunned, paralyzed. You also cannot be unwilling moved or knocked prone by a non-magical effect, and have advantage on saving throws against being moved or knocked prone by magical effects.
At 14th level, when you roll initiative, you can choose to regain an amount of conviction equal to your Constitution modifier.
Once you use this ability, you can't use it again until you finish a long rest.
At 17th level, no attack can have advantage against you or against a that have been protected by one of your bastion abilities on the last turn.
In addition, whenever a friendly creature within 5 feet take damage while you are conscious, you can choose to halve the damage, and take the same amount of damage.
When you reach the 20th level, any damage you take is reduced by an amount equal to your focus die.
- Red Terror
prerequisite: Crimson Guardian, 5th level
While bloodied, you have advantage on Charisma (Intimidation) checks.
In addition, at 9th level, you can spend 1 conviction die as an action to force all hostile creatures in a 30 foot radius to make a Wisdom saving throw, or be frightened by you until the start of your next turn.
- Shield Bash
prerequisite: 3rd level When you take the attack action and make an attack with a melee weapon you wield in one hand, you can use your bonus action to make an attack with your shield. This attack cause damage equal to your focus die on a hit.
In addition, you can use a conviction die to make the shield attack as a part of your attack action. You add the number rolled on the conviction die to the damage dealt with the shield bash. You cannot make this shield attack using your bonus action when you do it as part of the attack action.
Additionally, you gain advantage on any Strength (Athletics) checks to shove an opponent while wielding a shield.
- Warrior Technique
Prerequisite: Protector, 5th level
You can spend focus die to the result of any attack or damage rolls with a melee weapon you make.
- Battlefield Controller
When you hit a creature with a melee weapon attack, you can spend 1 conviction die to take the shove action without using an action. You add the number rolled to the result of your Strength (Athletics) check.
prerequisite: 3rd level
When you make shove or grapple attempt, you can choose to use your Strength instead of Dexterity for Athletics check.
Additionally, when a creature loses a shove or grapple contest against you, it takes 1d6 bludgeoning damage.
- Sentinel Readiness
prerequisite: 11th level
You may spend a conviction die to take an additional reaction. This feature cannot be used again until the start of your next turn.
Protectors are professional warriors, who use of martial tactics and an unending conviction to protect their allies. They are known to push themselves from the brink of death to keep fighting to keep their protegees alive.
- Push Back
Starting at 3rd level, you excel in keeping your enemies at bay. When a hostile creature moves within 5 feet of you, you can use your reaction to make an opportunity attack against it, using a melee weapon.
On a hit, the target is pushed 5 feet back.
- Fighting Style
At 6th level...
- Conviction Techniques
Starting at 6th level, you gain the following abilities below
- Slow Down. When you hit a creature with an opportunity attack from a melee weapon, you can spend 1 conviction die to reduce its movement speed to half, until the end of its next turn. In addition, you can make one additional attack as part of the same reaction.
- Protect. When a creature hit you or an ally within 5 feet with an attack, you can spend 1 conviction die as a reaction to force that creature to reroll the attack. You add the number rolled on the die to the AC of the protected creature against this reroll.
- Undying Vigor
At 11th level, you gain a pool of vigor with a number of points equal to your level + your Constitution modifier. When you are reduced to 0 hit points, you can spend 1 point of this pool to be reduced to 1 hit point instead.
In addition, if a friendly creature within 5 feet is reduced to 0 hit points with an attack, you can use your reaction and spend 1 vigor point to protect that creature, that is reduced to 1 hit point instead.
You regain your spent vigor points upon completing a long rest.
- Lasting Conviction
Starting at 15th level, your conviction seems to be endless . At the start of each of your turns, you can spend a hit die and regaining 1 conviction die.
When you do so, you also gain temporary hit points equal to your Wisdom modifier, that last until your next rest.
- Last Stand
At 18th level, when you use your Undying Vigor, you can immediately make a melee weapon attack, at advantage, against the creature that creature that reduced you or your ally to 0 hit points, if within reach.
You can use this ability a number of times equal to your Constitution modifier (minimum of 1), regaining its uses after a long rest.
Crimson guardians are protectors who become stronger the more blood they shed for those who protect. They are true martyrs, and find true purpose and meaning in giving up their life, blood and enduring pain for the sake of those who they protect.
Starting at 3rd level, you gain a state of heightened awareness and strengthened resolve, called the bloodied state. Whenever you are at half your maximum hit points or lower, you are considered bloodied, for the effects of this class.
Some of your archetype features are triggered when you are bloodied. You start by knowing one such feature: Enhanced Senses.
- Enhanced Senses. Pain usually help you to discern what is real or false. When you are bloodied, your senses become acute, as those of a beast. You gain blindsight up to a range of 30 feet, truesight up to a range of 10 feet and you have advantage on all your Wisdom (Perception) checks.
- Preemptive Protection
At 3rd level, you use a strong and aggressive offense as a means to keep your protegees safe. On your first turn of combat, you can make one additional attack.
This increases to two additional attacks at 9th level and three additional attacks at 17th level. All attacks must be made with melee weapons, and against a creature within 5 feet.
- Exsanguinated Savagery
Starting at 6th level, the pain and suffering causes your brutal side to emerge. When you start your turn bloodied, your movement speed increases in 10 feet.
In addition, whenever you are bloodied, you can spend a conviction die, and add to the damage of all successful attacks you make until the end of your turn.
- Scarlet Shield
At 11th level, your reflexes greatly expand when you start to lose your grasp on life. When you are bloodied, at the start of your turn, you can choose to either gain advantage on all your melee attacks, or to impose disadvantage on attacks made against you.
In addition, when you use controlling grasp while bloodied, a shoved creature take bludgeoning damage equal to your focus die, and a grappled creature take bludgeoning damage in each turn it starts grappled.
- Sanguine Call
At 15th level, you can share your bloodied aggressiveness with your allies. As a bonus action , you can spend a focus die and grant a bonus equal to half the number rolled to the AC of any bloodied ally within 30 feet. This bonus lasts for 1 minute.
The creature must be able to hear you to gain the benefit. The creature loses this benefit if it have more than half its maximum amount of hit points.
- Crimson Terror
At 18th level, you can unleash a scream full of hate and pain that put fear in the hearts of your enemies. Whenever you reduce a hostile creature to 0 hit points while you are bloodied, you can spend 1 conviction die to force all hostile creatures in a 30 foot radius to succeed on a Wisdom saving throw, or be frightened until the end of your next turn.
In addition, you cause additional psychic damage equal to your conviction die to any creature frightened by this feature that you hit with a melee attack.
Not all battle commanders sit comfortably far from the battlefield, giving orders without putting themselves in harms way. Some fight side by side with their soldiers, boosting their morale and only giving orders that they themselves would be able to follow.
These are the vanguards, warriors and commanders who see themselves not as leaders, but as guardians of their allies, keeping them safe in the heat of war.
- Lion Heart
Starting at 3rd level, you can boost the resolve and courage of your allies. You can use your action to end the frightened condition on yourself or on a friendly creature within 30 feet. At 5th level, you can replace one or more of your attacks made as part of the Attack action by an use of this feature.
In addition, when you roll initiative, you can spend a number of conviction die up to your Charisma modifier (minimum of 1). You can give temporary hit points for one creature per die spent, equal to the amount rolled. The creatures must be able to see or hear you.
- Tactical Deployment
At 6th level, you can command your allies to move carefully trough the battlefield. At the start of your turn, you can roll a conviction die. You gain a pool of movement equal to the number rolled.
Without spending an action on your turn, you can spend any amount of points from that pool to allow an ally to move 5 feet without provoking opportunity attacks. You can spend any amount of these points on your turn, and if not spent, they vanish after 1 minute.
At 11th level, you can use your conviction to improve your allies resilience against adversities. When you or a friendly creature within 30 feet that is able to hear or see you fails a saving throw, you can spend a focus die to allow the creature to reroll the save.
In addition, you gain resistance to psychic damage.
- Leader's Speech
At 15th level, you can spend 1 hour and a focus die giving a speech that emboldens the resolve of your allies. Choose a number of creatures equal to your Charisma modifier that are within 30 feet while you give the speech.
For the next 24 hours, the chosen creatures gain the following benefits:
- The creature hit point current and maximum increases by an amount equal to the number rolled on the die + your Charisma modifier.
- The creature becomes immune to the charmed and frightened condition.
- The creature have advantage on all Wisdom saving throws.
Once you use this feature, you can't use it again until you finish a long rest.
- Word of Restoration
A 18th level, on your turn, you can use your bonus action and choose one friendly creature within 30 feet of you, including yourself. You can then spend 1 conviction die to restore a number of hit points to that creature equal to the number rolled on the die + your Bastion level.
When you choose this archetype at 3rd level, you can throw yourself in front of danger without regards with your own safety. When a friendly creature within 5 feet takes an attack, you can use your reaction to cause that attack to target you instead.
- Solid Defense
At 3rd level, you no longer need to use your bonus action to use your Endure feature, and you can use once per turn (yours or other creature's turns) at the start of the turn. You still need to spend conviction to do so.
- Iron Embrace
At 6th level, once per turn (yours or other creature's turns) when you are hit by a creature with a weapon attack, you can spend 1 conviction to grapple or shove that creature. You also reduce the damage taken by the amount rolled on the conviction die.
- Living Shield
At 11th level, while wearing a heavy armor, you can use your reaction when you take damage from an attack or effect that requires a Dexterity saving throw to reduce that damage to half. You can also use this ability when a creature within 5 feet take damage. Doing so causes that creature to take no damage, and you to take only half that creature would take.
- Versatile Protection
At 15th level, when you take damage, you can spend a conviction die to gain resistance to that damage type for 1 minute (including against the triggering damage).
Once you use this ability, you can't do it again until you finish a long rest.
- Warding Mastery
When you reach the 18th level, you can use your Warding Techniques without spending conviction to do so.
Proficiencies. When you multiclass into the bastion, you gain the following proficiencies: light armor, medium armor, simple weapons, and martial weapons.