Living Wall (5e Subclass)

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Living Wall[edit]

Fighter Archetype

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 cavalry when you can have a ball of pure defense?

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?

Provide Cover

At 3rd level, if you haven't moved on your turn, you can provide cover for your allies. Any creature of your choice in a 5-foot radius (except you) have the benefits of half-cover. When you use this feature, your movement speed is reduced to 5 feet, unless it is lower.

Alternatively, you can forgo one of your attacks made on your turn to provide 3/4 cover to a single ally in the range, or two attacks to provide full cover.

Wall Stance

Starting at 3rd level, as a bonus action or whenever you use Second Wind, you can assume a protective stance. You can choose one of the following stances:

Unkillable Stance. For the next minute, you have resistance to bludgeoning, piercing, and slashing damage. Starting at 18th level, you have resistance to all damage except psychic.
Spiked Stance. For the next minute, whenever a creature causes damage to you, it takes 1d6 damage. This damage can be either bludgeoning or piercing, depending on the armor and shield you are wearing. Starting at 18th level, you add your Strength modifier to the damage.

You can use this feature a number of times equal to your proficiency bonus, and regain your uses of it after completing a long rest.

Redirect

Starting at 7th level, you can shield your allies from harm at the cost of your own health. When a creature within 10 feet of you takes damage, you can use your reaction to move to an unoccupied space within 5 feet of it. This movement doesn't provoke opportunity attacks and you take the damage, instead of that creature taking it.

Punisher

At 10th level, as a reaction when a friendly creature within 5 feet of you is hit by an attack, you can make a melee attack against that attacker.

Back from the Dead

At 15th level, when you are reduced to 0 hit points, your hit points are also restored to half your maximum. In addition, you can choose to end a condition afflicting you. If there a multiple conditions, you must choose one. Once you use this feature, you can't use it again until you finish a long rest.

In addition, you have advantage on Death saving throws.

Thick Skin

At 18th level, you are immune to being stunned, and any critical hit against you becomes a normal hit. Additionally, you have advantage on Constitution saving throws.

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