Living Wall (5e Subclass)

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Wall

Walls are masters of defence who specialize in taking damage and staying standing.

Shield Up, Soldier

You are a Wall. Whether you are a soldier in training, or a mercenary that happens to be more proficient with their shield than most, you are a pro when it comes to defense. Others you travel with might be able to hit harder and deal more damage in comparison, but that doesn’t faze you. Because at the end of the day you’re able to go toe-to-toe with some of the worst creatures the world has to offer and laugh as their attacks bounce harmlessly off of you.

As a Wall, you put more focus into training your defensive capabilities than your offensive ones. Most of your fellow Walls come from some form of military training; being utilized in armies or the local guard regiment as the tank of the group meant to draw attacks away from the squishier members of your party. That or you could be a member of a mercenary group that’s sent in when skirmishes get a little too hot for the rest of the group to handle. Either way, your job mostly comes about from having to deal with combat on a regular basis and not wanting to be poked full of holes like other party members.

Whether you’re a grizzled old veteran who has survived some of the most brutal moments in more than a few skirmishes, or the heavy duty guardsmen sent in when things truly get well out of hand; seeing your well armored and defensible form spells disaster for your enemies and a miracle for your allies. Who needs the calvary when you can have a ball of pure defense?

Creating a Wall

When creating a Wall it is important to keep in mind that you aren’t the one dealing massive amounts of damage; you’re the one rushing in and taking all the hits that would normally fell your teammates but hardly put a dent in your own armor. It’s typically a job seen for those with a military background of some sort, or those whose job is to protect others and want to do it efficiently.

So that brings up the question: Why did you become a Wall? What are you trying to protect? Yourself? Others? Are you in some sort of group and serve as the tank? Were you assigned this job? Did you intentionally pick up the class to be able to wade into battle relatively unharmed? Or did you shoulder the responsibility as a tank so that others wouldn’t get hurt? Is this for some reason in your backstory? Or do you simply like laughing at enemies as they try to hit you?

Quick Build

You can make a Wall quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Strength. Second, choose the Soldier background. Third, choose <!-elaborate on equipment choices->

Class Features

As a Wall you gain the following class features.

Hit Points

Hit Dice: 1d20 per Wall level
Hit Points at 1st Level: 1d20 + Constitution modifier
Hit Points at Higher Levels: 1d20 (or 11) + Constitution modifier per Wall level after 1st

Proficiencies

Armor: Light armour, Medium armour, Heavy armour, Shields
Weapons: Simple weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two skills from Athletics, Intimidation, Investigation and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • 1 simple melee weapon
  • (a) Tower shield variant or (b) 1 Medium shield
  • (a) Scale-Mail or (b) Chain-Mail
  • (a) Dungeoneers pack or (b) Explorers pack
  • (a) Dice set or (b) Playing card set
  • If you are using starting wealth, you have 4d4x10gp in funds.

Table: The Wall

Level Proficiency
Bonus
Features
1st +2 Provide cover, Shield master
2nd +2 Shield bash
3rd +2 Defensive path
4th +2 Ability Score Improvement
5th +3
6th +3 Path feature
7th +3
8th +3 Ability Score Improvement
9th +4
10th +4 Path feature
11th +4
12th +4 Ability Score Improvement
13th +5
14th +5 Path feature
15th +5
16th +5 Ability Score Improvement
17th +6
18th +6
19th +6 Ability Score Improvement
20th +6

<!-Class Feature->

<!-Class feature game rule information->

<!-Use semi-colons for subheaders->

Defensive paths

At 3rd level, you chose a defensive path. Choose between Protector, Unkillable and thorny warrior, all detailed at the end of the class description. Your choice grants you features at 3rd and again at 6th, 10th, 14th subclass features

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.

<!-Class Feature->

<!-Class feature game rule information->


Unkillable

This path takes the wall standard traits and takes them to the logical extreme

Extra Hit points

At level 3 constitution is added twice to your hit points

Resistant

At level 6 you gain resistance to 4 damage types of your choice

Thick skin

At level 10 you have advantage on constitution saves

Back from the dead

At level 14 unkillables gain advantage on death saves

Spiky warrior

This path focuses on punishing those that foolishly try to overcome your defence

Spiked

At level three you can turn your armour into spiked armor which changes your unarmed strike to 1d6+str peircing damage which you have profeincy in

Punisher

When an enemy hits you with a melee attack they take 4 + your profeincy modifier peircing damage

Poisoned spikes

When you deal damage using your armor the enemy takes an additional 1d6 poison damage and becomes poisoned

Ultimate Punishment

All armor strikes deal double damage

Protector

This path focuses on providing protection for your more squishy allies

Provide cover

At level 3 your expertise in defending allies allows you to sacrifice your action to give one ally within 5 feet of you 3/4 cover

Redirect

At level 6 if while covering an ally an enemy suceeds on a attack against that ally you can use your action to take the attack instead

Adept protector

At level 10 you can now provide cover as a bonus action instead of your regular one

Perfect cover

At level 14 you have mastered the art of protecting allies when you provide cover for an ally they get full cover

Multi-classing

Prerequisites. To qualify for multi-classing into the Wall class, you must meet these prerequisites: Constitution of 13 or higher

Proficiencies. When you multi-class into the Wall class, you gain the following proficiencies: All shields and armour

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