Tank (5e Class)
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- 1 Tank
- 1.1 Creating a Tank
- 1.2 Class Features
- 1.2.1 Table: The Tank
- 1.2.2 Heavy Weapons
- 1.2.3 Defensive Reactions
- 1.2.4 Vitality
- 1.2.5 Fighting Style
- 1.2.6 Archetype Feature
- 1.2.7 Ability Score Increase
- 1.2.8 Extra Attack
- 1.2.9 Guardians Reaction
- 1.2.10 Improved Shield Warrior
- 1.2.11 Determination
- 1.2.12 Stubborn Will power
- 1.2.13 Improved Vitality
- 1.2.14 Fortress of Fortitude
- 1.2.15 Invincible
- 1.3 Challenger
- 1.4 Arcane Defender
- 1.5 Warden
- 1.6 Juggernaut
- 1.7 Multiclassing
Fighters, Paladins and Barbarians. The 3 tanks of Dungeons and Dragons. One fights with skill and weapon mastery, one fights with devotion and smites, the last fights with fury and willpower. Tanks are raw physical power embodied. Their goal? Protect. Defend. You are the the parties shield against all that threaten them.
Creating a Tank
As the Red dragon raises its head, stepping forward, a puff of hot smoke sparks out of its nostrils, coating the parties open wounds with ash. With everyone on the back foot, all hope seems lost. The beast lunges forward, only to be stopped by a Goliath clad in thick armor. Even against the odds, he holds his shield and maul close, as he will defend his friends to the last breath.
Im the depthes of a murky dungeon, the halfling rogue inspects a trap. He delicately attempts to disarm the contraption, patiently tinkering with the device. Mid way through, something snaps, as shock covers his face. In an instant, he is pulled back quickly as the trap explodes, expelling toxic gas. He looks up to his savior, to which he meets eyes with the groups Dwarven Tank
Tanks are the main line of defense in a party, like a fortress to a kingdom. Your goal is too protect and maintain your allies during battles or adventures. You want to defend, whether you defend the weak or are a hired brute. Maybe you want to show off your superior physical mass, or perhaps you are just doing your job. Tanks are generally larger members of their race, to better defend their allies.
- Quick Build
You can make a Tank quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Strength. Second, choose the Soldier background. Third, choose A heavy weapon and a shield, as well as heavy armor.
As a Tank you gain the following class features.
- Hit Points
Armor: Light, Medium and heavy armor, Shield
Weapons: Simple Weapons, Martial Weapons with the heavy and two-handed properties.
Saving Throws: Strength, Constitution
Skills: Choose two from Athletics, Insight, Intimidation, Medicine, Perception, Persuasion, Survival
You start with the following equipment, in addition to the equipment granted by your background:
- (a) chose one martial weapon or (b) longsword
- (a) any simple weapon or (b) shield
- (a) chainmail or (b) any medium Armor
- (a) explorer's pack or (b) dungeoneer's pack
- If you are using starting wealth, you have 5d4×10 gp in funds.
|1st||+2||Shield Fighter, Defensive Cover|
|2nd||+2||Vitality, Fighting Style|
|4th||+2||Ability Score Improvement|
|8th||+3||Ability Score Improvement|
|9th||+4||Improved Shield Warrior|
|12th||+4||Ability Score Improvement|
|13th||+5||Stubborn Will Power|
|16th||+5||Ability Score Improvement|
|18th||+6||Fortress of Fortitude|
|19th||+6||Ability Score Improvement|
At 1st level you use your physical prowess to gain defense from normally encumbering means. You can hold a shield with a two handed and/or heavy weapon, or hold two shields at once. However, the two handed weapon only adds half your proficiency bonus to hit and your movement speed is reduced by 5 feet while the shield is held.
At 1st level, you have the training to defend allies from a specific threat. When you hit a creature with a weapon attack, you may Mark the creature. "Marking" is not magical, it is merely you focusing on a specific threat. When the threat makes an attack against a friendly creature within 5 feet, a Tank may take one of two reactions; impose their shield over the intended target, granting them half cover or making an opportunity attack with a weapon after the creatures attack. You may only have one creature Marked at any given time.
"Marking" is for creatures, but Tanks may also focus on a situation rather then a hostile creature. When a trap is triggered, spell is cast, or any other danger other than an attack, a Tank may use their reaction to impose their shield over an adjacent creature granting half cover, shove the creature or grapple them with no check required. The creature must be willing for Tanks to use their reaction to shove or grapple them.
A Tank may use this feature to shove friendly creatures out of a blast of fire, covering them against a rain of arrows, or grabbing them to keep them from falling. Tanks may use this feature on unwilling NPCs or Creatures on a successful shove or grapple check, but for the sake of preventing Tanks from bullying other PCs with reaction shoves and grapples, Players must be willing.
At 2nd level, you gain a pool of d6s called Vitality. You have an amount of Vitality equal to your level. When you recieve damage, or a creature you are covering takes damage, you may reduce the amount of damage taken by using dice from your Vitality pool. When a Marked creature imposes a saving throw on a Tank, the Tank may use their reaction to add a Vitality dice roll to the save. Alternately, you may use one Vitality dice to shove or grapple as a bonus action, adding the dices roll to your strength check. You regain all your Vitality on a short rest.
At 2nd level, you may select one of the fighting styles:
While you are wearing armor, you gain a +1 bonus to AC.
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
- Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
At 3rd level, you choose one tank Archetype of the following: Challenger, Arcane Defender, Warden and Juggernaut. Your choice grants you features at 3rd level and again at 6th, 10th, 14th level and 17th level.
Ability Score Increase
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.
At 5th level, when you make the attack action, you can make an additional attack.
At 7th level, you may make a reaction for each creature within 10 feet of you.
Improved Shield Warrior
At 9th level, you have progressed far enough to a point where you may carry a Heavy Weapon without the proficiency penalty. Your speed however, is still reduced.
At 11th level, your resolve to prove your toughness and protect your allies improves. When you roll for death saves, you may expend 1 Vitality dice and add it to the total. If the total exceeds 20, it counts as a 20.
Stubborn Will power
At 13th level, you gain proficiency in wisdom saving throws. When you make a saving throw, you may move that proficiency to a saving throw other than wisdom as a reaction. Your saving throws reset on the start of your next turn.
At 15th level, your stamina increases significantly. When you roll vitality dice, you may gain temporary hp to twice the amount of dice expended.
Fortress of Fortitude
At 18th level, you gain +2 constitution, and your maximum constitution score is 24. Achiving a 24 is only possible if you take an ability score improvement for constitution next level.
At level 20, your body is like that of steel. When you take damage, you may reduce the damage by a d6, adding an additional d6 against non magical damage. Alternately, you may exchange that damage reduction with 1 damage reduced per damage dice rolled.
As a challenger, you pride yourself in specifically punishing your opponents for ignoring your allies. Your power lies in your ability to be the biggest, loudest distraction possible.
- Marking Roar
At 3rd level, you may take a special bonus action to provoke your enemies. Hostile creatures within 30 feet of you must make a wisdom save or be Marked by you. You may have multiple Markings with this feature. Using 2 Vitality dice with this feature makes creatures that fail the save also frightened of you for 1 minute.
- Honor Bound
At 6th level, you may cast "Compelled Duel" or "Sanctuary" using 2 Vitality dice.
- Counter Strike
At 10th level, your Counter attacks are devesting. When you make a reaction attack as part of your "Defensive Reactions" Feature or an opportunity attack, you may expend 1 to 3 Vitality dice, rolling them and adding the result to the weapons damage total.
- Attentive Opportunity
At 14th level, your opportunity attacks are masterful. When you make a weapon attack with "Defensive Reactions" or an Opportunity attack, you may also impose a strength save to knock the target prone. Success or failure, the target is also slowed by 15 feet.
- Improved Counter Strike
At 17th level, you can retrobute those who do harm like no other. Once per round when a creature hits a friendly creature adjacent to you, you may an opportunity attack against the attacker without expending a reaction.
As an Arcane Defender, you specialize in finding and countering magic. Maybe you have a grudge against a wizard, perhaps you dont like spell casters, or dispelling curses is your job. Either way, you slay mages and protect your allies from nasty spells.
- Spell Detection
- Anti Magic Attacks
At 3rd level, you have a knack for destroying spell casters. When a creature casts a spell, your weapon attacks do an extra 1d6 force damage against them until the start of their next turn.
- Magic Weapons
At 6th level, your weapons are considered magical for the purpose overcoming resistance and immunity to nonmagical attacks and damage.
At 10th level, learn a few more Arcane tricks. You can spend 5 Vitality to cast "Dispell Magic" or "Remove Curse"
- Arcane Fury
At 14th level, you've trained your body to fight against magical attacks. You have advantage on saving throws against spells and magical effects, you also reduce all magical damage by 1d6.
- Spell Breaker
At 17th, you've mastered the art of countering area spells. When a creature casts a spell targeting one or more creatures within 30 feet of your, you may use your reaction to take the spell instead using spells level in Vitality. If the spell is damage based, then you take an additional amount of damage equal to the number of creatures that would be hit if you didn't take on the spell.
As a Warden, its your job to protect nature, or use the power of nature to protect others. Either way, you are a Rangers best friend, and a wielder of the elements.
- Spell Casting
At 3rd level, you gain spells like a one-third caster. You may prepare an amount of spells equal to your Wisdom modifier + One third of your Tank level. You use Wisdom as your casting modifier, and you select spells from the Ranger and Druid lists.
- Elemental Strikes
At 3rd level, you may empower your weapon attacks with elemental might. Once per turn, you may deal an extra 1d6 fire, lightning, cold, thunder, acid or poison on a weapon attack.
- Primal Explosion
At 6th level, your attacks gain more elemental flare. When you hit a marked creature with the bonus damage from Elemental Strikes, you can cause the element to flare up using 1 to 5 Vitality. Creatures you choose within 10 feet of the marked creature must make a Dexterity save against your spell DC or take the Vitality dice spent of the elements type in damage. On a successful save, they take half damage.
- Elemental Shield
At 10th level, you gain resistance to fire, lightning, cold, thunder, acid or poison damage. As a bonus action, you may change this resistance to one of the other elemental types.
- Natural Traveler
At 14th level, you've become accustomed to moving through natures terrain. You ignore all difficult terrain, can swim and climb at a speed of 30 feet, and have advantage against all exhaustion saves.
- Natures Channeller
At 17th, you may embody Natures wrath. Once per day for one minute, you may enter a state of natural Fury, and gain the following benefits; Whenever you take Elemental damage, you automatically cast "Absorb Elements" without using a reaction or spell slot. You regain 5 + constitution modifier hp at the start of every turn. Your "Elemental Strikes" and "Primal Explosion" features deal 1d6 more damage. At the end of the minute, you must succeed a DC 15 con save or gain a level of exhaustion.
As a Juggernaut, you play the strong man of the group, breaking through enemy defenses and acting as a complete meat shield.
- Bullying Strikes
At 3rd level, your attacks deal an extra d4 damage against grappled or prone creatures. This bonus dice increase by one size at 6th, 10th, 14th and 17th levels. In addition, you are proficient with improvised weapons, and deal 1d6 damage with unarmed strikes or shields.
- Powerful Build
At 6th level, you can lift, drag, push and carry as if one size larger.
- Sheer Power
At 10th level, your power is far too much to contain. You can use a bonus action to escape grapples, and have advantage against being grappled, shoved or moved in anyway.
In addition, when you make a shove check, you may also make it against a creature adjacent to the target.
At 14th level, your resilience is amazing. You are immune to being stunned or paralyzed, and resist the additional damage gained from critical hits.
At 17th level, you can let loose against your enemies. When you make a weapon attack, you may make one additional weapon attack against a separate adjacent creature once per turn.
Proficiencies. When you multiclass into the Tank class, you gain the following proficiencies: Shields