Meatshield, Variant (5e Class)

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The Way of the Meatshield[edit]

I'm not the sharpest tool in the box, but I'm the biggest, heaviest and most likely to smash someone's head in.

—Leodor Steakhammer, Master Meatshield

Meatshields are disciplined warriors, devoted to protecting others no matter the cost. Lead by Leodor Steakhammer, Meatshields live in a world of honour and smashing monsters heads in. XP no object, they willfully risk their lives to slay dragons and demon lords just because they were told to. Often Meatshields are hired to become primary fighters in adventuring parties around the world, their perseverance and abundant hit points a valuable asset to any adventurer.

Creating a Meatshield[edit]

Meatshields are the ultimate fighter, masters of running into battle, kicking ass, taking damage and letting other people kill-steal. Meatshields are trained in The Way of the Meatshield, to take and deal as much damage as possible. Almost all Meatshields are Lawful and certainly not the smartest.

Quick Build

You can make a Meatshield quickly by following these suggestions. First, Strength and Constitution should be your highest ability scores, and Intelligence should be the last to worry about. Second, choose the | City Guard background. Third, choose heavy-duty damage dealing weapons and heavy armour. From now on it's your job to haemorrhage hit points so buckle up.

Class Features

As a Meatshield you gain the following class features.

Hit Points

Hit Dice: 1d12 per Meatshield level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Meatshield level after 1st


Armor: All armour, shields
Weapons: All martial and simple weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose three from Acrobatics, Athletics, Insight, Intimidation, Investigation, Perception, Survival


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

  • (a) heavy armour or (b) medium armour and a shield
  • (a) a great weapon or (b) two melee weapons
  • (a) a crossbow and 15 bolts or (b) two handaxes
  • (a) dungeoneer's pack or (b) explorer's pack
  • If you are using starting wealth, you have 6d4x10 in funds.

Table: The Meatshield

Level Proficiency
1st +2 Unflinching, Stoic Recovery, Strong Like Bull
2nd +2 Bull-headed Resillience
3rd +2 Battle Hardened, Meatshield School Feature
4th +2 Ability Score Improvement
5th +3 Pack Mule, School Feature
6th +3 Extra Attack
7th +3 Tough Skin, Headstrong
8th +3 Ability Score Improvement, School Feature
9th +4 Hammer Hands, Meaty
10th +4 School Feature
11th +4 Killing Blow, Hard Headed
12th +4 Ability Score Improvement
13th +5 Meat Shield, Hammer Hands
14th +5 Final stand, School Feature
15th +5 HeadStrong
16th +5 Ability Score Improvement
17th +6 Hammer Hands
18th +6 Extra Attack
19th +6 Ability Score Improvement
20th +6 Ultimate Tank

Strong Like Bull[edit]

You can raise your Strength and Constitution ability scores to 22 using Ability Score Increase.


You cannot be surprised and gain advantage on attacks during a surprise combat round.

Stoic Recovery[edit]

At the 1st level, you have a number of stoic points equal to your Strength modifier + Constitution modifier + your Meatshield level. For each stoic point, you have unexpended is you get five temporary hit points this stacks. You regain half of your maximum stoic points(rounded up) on a long rest. And only equal to Constitution modifier on a short rest.

Bull-headed Resillience[edit]

At 2nd level, you can use your reaction to expend 3 stoic points to reduce an attack's damage by 1d6 + Strength Modifier. Every further stoic point used decreases the damage by an extra 1d4 + your Constitution modifier.

Battle Hardened[edit]

At 3rd level your years of battle experience has toughened you against weapons. Choose one of Slashing, Bludgeoning or Piercing damage, you are resistant to your chosen damage.

Schools of the Meatshield[edit]

At 3rd level, you must choose a School of the Meatshield to master. Your chosen School grants you features at 3rd, 5th, 8th, 10th and 14th level.

Ability Score Increase[edit]

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. Except for both Strength and Constitution as stated by strong as bull

Pack Mule[edit]

At 5th level you are not affected by encumbrance and can carry three times your weight. Difficult terrain does not affect you either.

Extra Attack[edit]

Starting at level 6 you can attack one more time during your turn, this increases by one at 18th level.

Thick Skin[edit]

At 7th level your skin seems to thicken from years of battle, making your AC without armour equal to 10 + Strength + Constitution modifier. While unarmoured, you have resistance to piercing damage.


At 7th level when an enemy would bring you down to 0 HP, you gain stoic points equal to you Constitution modifier and a free extra reaction.

Hammer Hands[edit]

Starting at level 9 your hands have become as solid as a rock, your unarmed attack does 1d6 + your Strength modifier. This increases to 1d8 + Strength modifier at 13th level and 2d6 + Strength modifier at 17th level.


Starting at 9th level, you can add an extra 1d20 + your Constitution modifier HP to your hit point total.

Killing Blow[edit]

At 11th level, if a creature you have dealt damage to is at your total level + your Strength in hit points or lower, you can use a bonus action to deal the killing blow. The attack roll automatically succeeds and the creature is reduced to zero hit points. You need to finish a long rest before you can use this feature again.

Hard Headed[edit]

At 11th level, you have advantage against being knocked prone.

Meat Shield[edit]

By 13th level your arms have become as strong as a shield. This grants you +2 AC when NOT using a shield.

Final Stand[edit]

At 14th level, when you are below half of your max hit points. You can use an action to compel all hostile creatures within 60ft. to use the dash action to run towards you. You have advantage on attacks to these creatures for 2 round and gain +1 AC for the rest of combat. You can only use this once per long rest.

Ultimate Tank[edit]

At the 20th level you are resistant to Force, Slashing, Bludgeoning, and Piercing damage. You also can roll one extra 1d12 + your Constitution to add to your hitpoint total.

Schools of the Meatshield[edit]

The School of Shielding Meats[edit]

The School of Shielding Meats are paragons of virtue, rushing into battle to protect others at their own risk. They believe that another adventurer's life is sacred, and others must never be hurt. The School of Shielding Meats is only for the truest of hearts, the lawfulest of the stupid.

Meaty Protector[edit]

At the third level, you have gained the ability to use your own body as a shield, choose a number of creatures up to half your level rounded up. Do this twice, choose both the allies you want to protect and the enemies you want to protect them from. For 3 rounds the Attacking creatures gain an advantage on hitting you, but the creatures you are protecting gain +1 AC, and the enemies you chose have disadvantage on their attacks against them. You can do this a number of times equal to your Strength modifier and regain all the uses on any rests.

Not going down[edit]

At 5th level, you gain the ability to use an action to recover hit points equal to your level * 1d4. Once you use this feature, you must finish a short or long rest before you can use it again.

Can't hurt friend[edit]

At 8th level, You are always on the lookout for your allies are ready to help them in a pinch In response to an ally within 5 feet of it being hit by an attack roll, you can use your reaction to give them a +5 bonus to its AC against that attack, potentially causing a miss. To use this ability, you must be able to see the ally and the attacker. You can do this equal to your twice Strength Modifier before needing any rest to do it again.

Reckless Saving Charge[edit]

At 10th level, when a friend is about to go down you throw caution to the wind to save them. When an ally within dashing distance is about to take damage which would force them unconscious. You can use your reaction to dash in front of them and take the damage instead. You can only use this once until needing a long rest to do it again.

Unbreakble stance[edit]

At 14th level, you learn to take an unbreakable defensive stance. you can activate this stance using a bonus action and it takes a full action to get out of the stance. While in this stance your movement is 0 and you can't use the Reckless Saving Charge. But you gain some massive bonuses to you and your allies defensive prowesses:

  • While in this stance you gain a plus 2 to your AC.
  • While in this stance allies within 5 feet of you gain plus 1 AC.
  • While in this stance you gain advantage on both Strength And Constitution Saving throws.
  • While in this stance an ally standing directly behind you gain advantage on effects that force dex saving throws.
  • While in this stance you gain advantage against being knocked prone this stacks with Hard Headed. But in the event that you are knocked prone, you are thrown fully of balance and become paralyzed for 1 round while also being prone at the same time.
  • While in this stance you gain advantage on any dice throws against effects that try to move you against your will.
  • While in this stance the range of Can't hurt friend is 10 feet and you can use it equal to both your Strength And Constitution combined.
  • While in this stance Meaty Protector does not grant advantage to your enemies.

You can only stay in this Stance total amount of rounds equal to both your Strength And Constitution combined. Before needing a long rest to use it again.

The School of the Kicked Door[edit]

The School of the Kicked Door believes that to truly be a meatshield, you must destroy doors and all other forms of cover. That's basically it, whenever you enter a room, you kick down doors or anything else standing in your way, sending monsters running.

Splintering Kick[edit]

At 3rd level, you have honed your ability to destroy inanimate objects to an art form. You deal double damage to inanimate objects such as doors and walls. Once you have destroyed a door, all creatures within the room take 1d6 slashing damage from flying splinters and you gain a surprise round.

Crushing Grip[edit]

At 5th level, you do not want smaller object to escape your wrath. You can crush tiny or smaller objects in your hand to a pulp dealing damage equal to twice your Strength modifier + your level. If this destroys the object you can use your bonus action to throw the object with sheer force it counts as a thrown improvised weapon with double the range and you have proficiency with it and uses your Strength modifier instead of your Dexterity.


At 8th level, you are way past just destroying doors, because anything can become a door if you are strong enough. You deal extra damage equal to your equal to both your Strength And Constitution combined to inanimate objects. You now have way more ways to make an entrance than just doors. Walls work too now. You can make an attack action to try to destroy a wall and make an entrance through a wall double your size if you succeed. Also if you have succeeded all creatures within the room take 1d8 bludgeoning damage from flying blunt objects and you gain a surprise round.

Build Hardened[edit]

At 10th level, though years of breaking walls, doors, and anything alike has toughened you even furder. You are resistant to Bludgeoning damage. You can also give yourself advantage on a Constitution saving throw once per short or long rest

No Hiding[edit]

At 14th level, people hiding behind cover angers you to no end. When you make an attack action against someone hiding behind cover you can use your breaking skills to lower the level of cover for you by one. (aka total becomes three-quarters, three-quarters becomes half, etc.) Also before rolling for the attack, you can use your bonus action to ready yourself for destroying some of the cover using your skills, if the attack hits the enemy hiding behind cover you can break down the cover by one level. you can only do this equal to your Strength modifier until needing any rest to be able to do it again.

The School of the Aggressor[edit]

The School of the Aggressor Truly believes that the best defense is a good offense. They say that the best protection is the one where they were never in danger of having to fight themself at all. These guys are the most offensive of all the Meatshields. With their motto being: "If you beat your enemies to a bloody pulp, they can't even think about hurting your allies!"

Devastating Attacks[edit]

At 3rd level, You learn the basics of unarmed combat allowing you to make things personal. Your unarmed strikes go up one damage dice permanently (1d1 > 1d4 > 1d6 > 1d8 etc) This also counts for any increase you get to your unarmed strikes after you gain this feature.

Natural Sentinel[edit]

At 5th level, You are a natural at not letting your enemy engage anyone but you. You gain the Sentinel feat and all its benefits

Break Them[edit]

At 8th level, You make sure that if you get a good hit that they can feel it. When you score a critical hit with a melee attack, you can roll one of the damage dice one additional time and add it to the extra damage of the critical hit.

Stronger then the Strongest[edit]

At 10th level, You can raise your Strength ability score to 24. And you get a plus 2 to your strength.

Last act[edit]

At 14th level, You will only go down after your final act. If you take damage that reduces you to 0 hit points, you can use your reaction to delay falling unconscious, and you can immediately take a extra action. While you have 0 hit points during that extra action, taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill you. After the extra action ends, you fall unconscious if you still have 0 hit points.

Once you use this feature, you can’t use it again until you finish a long rest.


Prerequisites. To qualify for multiclassing into the Meatshield class, you must meet these prerequisites: 15 strength and 15 constitution

Proficiencies. When you multiclass into the Meatshield class, you gain the following proficiencies: Acrobatics, Athletics, and Survival. And you also gain in proficiency all armor.

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