Tank (Overwatch Supplement)

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Tank[edit]

Tanks specialize in protecting allies, disrupting enemies, and occupying the front line. They have high survivability and abilities that protect themselves and others with shields and crowd control. Tanks are often the leaders of the party, keeping everyone safe while destroying enemies in their way to ensure their team’s victory.

Creating a Tank[edit]

Quick Build

You can make a Tank quickly by following these suggestions. First, prioritize having a high Strength score. Second, put your second highest score into Constitution. Finally, pick a race that further bolsters your survivability and almost always pick a race of Medium size or larger.

Class Features

As a Tank you gain the following class features.

Hit Points

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

Proficiencies

Armor: All armor, shields
Weapons: Martial weapons, simple weapons
Tools: Choose one type of artisan’s tools
Saving Throws: Strength, Constitution
Skills: Choose three skills between Athletics, Intimidation, Survival, Perception, Investigation, Deception, and Insight.

Equipment

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

  • (a) One martial weapon of your choice or (b) two simple weapons of your choice
  • (a) Leather armor or (b) scale mail or (c) chain mail
  • (a) a dungeoneer's pack or (b) an explorer's pack

Table: The Tank

Level Proficiency
Bonus
Features Talent Points Health Improvment
1st +2 Health Improvement, Hero Specialty, Heroic Talent 1 +50%
2nd +2 Tank Resilience, Composition 1 +50%
3rd +2 Heroic Talent, Combat Training 2 +50%
4th +2 Ability Score Improvement 2 +50%
5th +3 Extra Attack, Heroic Talent 3 +50%
6th +3 Health Improvement 3 +75%
7th +3 Refined Style, Heroic Talent 4 +75%
8th +3 Ability Score Improvement, Resilient 4 +75%
9th +4 Heroic Talent 5 +75%
10th +4 Unstoppable Force, Ultimate Improvement 5 +75%
11th +4 Heroic Talent 6 +75%
12th +4 Ability Score Improvement 6 +75%
13th +5 Heroic Talent 7 +100%
14th +5 Mastered Method, Health Improvement 7 +100%
15th +5 Resilient, Heroic Talent 8 +100%
16th +5 Ability Score Improvement, Extra Attack 8 +100%
17th +6 Heroic Talent 9 +100%
18th +6 Ability Score Improvement 9 +100%
19th +6 Ability Score Improvement 10 +100%
20th +6 Ultimate Improvement 10 +100%

Health Improvment[edit]

Starting at 1st level, you choose one of 3 different types of health improvements: Health, Armor, Shields. If you choose Armor or Shields, you cannot pick the one you didn’t choose for further health improvements. You may choose Health regardless of if you have Armor or Shields. Whatever health improvement you choose at 1st level will provide you with the following benefits:

  • Health: You will add ½ your hit point maximum to your hit point maximum (rounded up).
  • Armor: Your hit point maximum will be divided in two, half of it being health and the other half being Armor (round the Armor to the bigger number). Armor is a recoverable type of HP that will reduce damage dealt to it. Whenever you take damage greater than or equal to double your Constitution modifier to your Armor, you will reduce it by your Constitution modifier. If damage to your Armor is less than double your Constitution modifier, you halve the damage instead (rounding down). Damage-over-time effects can not not be reduced, and beam attacks will only do half damage to your Armor instead of being reduced by your Armor’s damage reduction. If your Armor is destroyed by an attack, the rest of the damage will go directly to your health. If you choose Armor as your Health Improvement at further levels, your damage reduction will go up to 2 x your Constitution modifier the second time, to 3 x your Constitution modifier the third time.
  • Shields: Your hit point maximum will be divided in two, half of it being health and the other half being Shields (round the Shields to the bigger number). Shields are a type of recoverable HP that regenerate after not taking damage. If you haven’t taken damage halfway into a round of combat, you will regenerate shields equal to your Constitution modifier, if you haven’t taken damage from the middle to the end of a round of combat, you will regenerate shields again. This is counted as a form of healing for the purposes of healing boosting/nullifying effects. If you choose Shields again as your Health Improvement at further levels, your health regeneration will go up to 2 x your Constitution modifier the second time, to 4 x your Constitution modifier the third time.

You will gain another Health Improvement bonus at 6th level and 14th level. You will choose one of the 3 types once again, and you will add ¼ to your Shields/Armor, or ½ to your Health (+¼ -> +½ -> ¾ -> 1). To do this, get rid of your previous Health Improvement and recalculate it with the new bonus to your Health Improvement type. For example, if you’re adding Shields/Armor to your pre-existing Shield/Armor, say you have 100 health, 50 of it is Shield/Armor, and you’re adding ¼ to it, you add ¼ of 100, and then you add your bonus health back after the calculation, landing you at 100 health with 75 Shields/Armor. Now if you’re adding Health, you add ½ of 100 to your 50 bonus health, landing you at 200 health. You can choose either Health or Shield/Armor for these health improvements, it does not to be the same each time. For example, you have 150 health, 50 of it is bonus health, and you’re adding ¼ in Shields/Armor, you add ¼ of 100, and then you add your bonus health back after the calculation, landing you at 150 health with 25 Shields/Armor. Again, you cannot choose both Armor and Shields.

Hero Specialty[edit]

Also at 1st level, you will choose a subclass listed at the bottom of this page to be your Hero Specialty. This will determine your playstyle and your abilities, and you will be able to choose further improvements called "Heroic Talents” for certain abilities with “Talent Points”, which you gain every two levels. Each Hero Specialty provides you with Heroic Abilities that have a cooldown listed above the ability’s description. Cooldowns are measured in turns, for every turn an ability requires before activation is how many full turns you have to go before being able to activate the ability again.

Heroic Ability Save DC = 8 + your proficiency bonus + your Strength OR Constitution modifier

Heroic Ability Attack Bonus = your proficiency bonus + your Strength modifier

Heroic Talent[edit]

Finally, at 1st level, you gain a Talent Point that you can expend to improve a Heroic Ability provided by your Hero Specialty. The Heroic Talent choices for your subclass will be detailed underneath the Hero Specialty you chose, and you gain more Talent Points at every two levels as shown on the class table.

Heroic Talent[edit]

At 2nd level, your resilience is like no other. When you are subjected to an effect that would move you against your will, you are only moved half the distance. Additionally, you reduce the damage from critical hits by ¼ of the total damage from the attack. You can use your Constitution instead of Dexterity when determining your Armor Class.

Composition[edit]

Also at 2nd level, you choose between 3 different combat styles which will determine how you synergize with your team. Choose between Dive, Poke, or Guard.

Dive

Your combat style consists of running into your enemies face-to-face and taking down your opponents. Your movement speed increases by 15 feet, and you can take the Dash action as a bonus action when an enemy creature is in sight. You can only Dash as a bonus action when moving towards an enemy creature.

Poke

Your combat style is focused on sitting back and firing at your enemies from a distance, keeping pressure from a safe space. You can use your Strength instead of your Dexterity for ranged attack rolls.

Guard

Your combat style revolves around protecting your allies by any means possible, that being shielding them with a barrier or forcing an enemy to focus on you instead. When an attack roll is made against a friendly creature within 5 feet of you, you can use your reaction to swap places with them, making the attack target you instead.

Combat Training[edit]

At 3rd level, your combative training has gained you one of the following feats you meet the requirements for:

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 12th, 16th, 18th 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.

You may also ignore this increase to instead gain a Heroic Feat.

Extra Attack[edit]

Starting at 5th level, you can attack twice, instead of once, when you use the Attack action during your turn. The number of attacks increases to three when you reach 16th level.

Refined Style[edit]

At 7th level, the combat style you chose from the Composition feature is further improved due to your experience with the technique.

Dive

Your movement speed is increased by another 15 feet, and the Dash action no longer provokes opportunity attacks. Additionally, when you attack an enemy after taking the Dash action, you have advantage on all attacks made against them until the end of your turn.

Poke

Your ranged attacks have their critical range increased by 1. Additionally, your ranged attacks ignore half-cover, and when you miss a ranged attack roll against a creature you can choose to make the attack roll again at another creature within 5 feet of your initial target.

Guard

When you use your reaction to swap places with a friendly creature, you can move up to half your movement speed towards the creature before swapping places with them. Additionally, you can use this reaction to give a friendly creature advantage on a saving throw instead of swapping places with them, you must be within 5 feet of them to do this reaction. You gain a second reaction you can only use for this feature, and you can only move up to half your movement speed once per turn.

Resilient[edit]

At 8th level, your forceful nature keeps you from backing down no matter what obstacles stand in your way. You choose between either Strength or Constitution saving throws. When you are subjected to an effect that allows you to make a saving throw of the chosen type to only take half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. At 15th level, you can choose the saving throw you didn’t pick at 8th level.

Unstoppable Force[edit]

At 10th level, you refuse to go down regardless of what you’re up against. Once per turn when you would fall to 0 hit points, you can instead roll 1d12 + your Constitution modifier and gain an equal amount of hit points. You can only use this feature once per long rest.

Ultimate Improvement[edit]

Also at 10th level, you can choose one of the Ultimate Talents detailed underneath your Hero Specialty to apply to your Ultimate. You gain another Ultimate Improvement at 20th level.

Mastered Method[edit]

At 14th level, your combat style is further enhanced as you’ve gained mastery over your technique.

Dive You can mark a creature you can see as your Target for 1 minute. If you die, your Target dies, or you’re incapacitated, this effect goes away. You gain the following benefits when attacking your Target:

  • You gain a bonus to hit with on attacks made against your Target equal to half your Heroic Ability modifier.
  • Your Target makes all your saving throws with a penalty equal to half your Heroic Ability modifier.
  • Your crit range is increased by 1 when making attacks against your Target.
  • When you land a critical hit against your Target, you can make another attack against them as part of the same action. (This effect can only trigger once per turn)
  • If your Target moves out of your range you can make an opportunity attack against them that reduces their movement to 0.

You can only activate this ability twice per long rest.

Poke

Your ranged attacks ignore three-quarters cover, the range of your ranged attacks are increased by half their total range, and you can target an additional creature with a ranged attack once per turn. Additionally, when you land a critical hit with a ranged attack, you roll an additional damage die for the total damage.

Guard

Creatures within 5 feet of you gain the benefit of half-cover. Additionally, when a friendly creature takes damage from a saving throw after you use your reaction from your Guard feature, you can take half the damage for them.

Hero Specialty[edit]

Crusader[edit]

Rocket Hammer

When you pick this Heroic Specialty, you are granted with the Rocket Hammer and Crusader Armor. You can’t be disarmed of these against your will.

Barrier Field

Heroic Ability

Cooldown: 1 Turn if destroyed, none normally

As an action, you can hold up a 5 feet long x 15 feet wide Barrier Field in front of you. This shield will block almost all projectiles, but melee attacks and specific abilities can get past it. The Barrier Field has an amount of hit points equal to your hit point maximum x 2 (this calculation includes Shield/Armor), and it regains ¼ of its maximum hit points every turn it’s inactive. You cannot do anything except move and turn where your shield is facing as a reaction while your shield is up, your movement will be halved, and you can drop your shield as a free action. If the shield is reduced to 0 hit points, it will be on cooldown for 1 Turn until it starts regenerating.

Charge

Heroic Ability

Cooldown: 1 Turn

As an action, you can tackle directly forward up to 50 feet. You can move 5 feet left or right every 10 feet you cover while charging. If you charge into a creature, they are forced to make a Dexterity saving throw against your Heroic Ability DC, on failure, they take 1d10 bludgeoning damage and are dragged with you until you run out of movement or crash into something. Once you crash into something, the creature you grappled takes 1d12 bludgeoning damage. You can only have one person grappled this way and you can cancel the charge as a free action, causing the creature to go back 10 feet. If you charge into another creature while you have someone grappled this way, they will make a Dexterity saving throw against your Heroic Ability save DC to be shoved 5 feet away and take 1d10 bludgeoning damage, taking no damage on success.

The damage of this ability increases to 2d10/3d12 at 3rd level, 3d10/8d12 at 7th level, 4d10/16d12 at 12th level, to 5d10/25d12 at 16th level.

Fire Strike

Heroic Ability

Cooldown: 1 Turn

You can sling a flaming projectile which pierces through barriers and damages any creature it touches. As an action, you can make a Heroic Ability attack roll with a range of 60 feet that deals 1d10 fire damage on hit. This projectile only stops once it crashes into a solid object or it reaches its maximum range, otherwise you’ll roll to hit against every creature in a 5 feet wide x 60 feet long line from where you shot it. This attack is made at disadvantage against flying creatures.

The damage increases to 3d10 at 3rd level, 6d10 at 7th level, 9d10 at 12th level, and 12d10 at 16th level.

Earthshatter

Ultimate Ability

(90 x level) Ultimate Points

You can forcefully slam down on the ground, knocking down any creature that gets caught in the area. As an action, you can force every creature in a 35 foot cone to make a Dexterity save against your Heroic Ability save DC to avoid taking xd6 bludgeoning damage, being stunned and knocked prone until the beginning of their next turn. If they succeed, they take half damage and are not stunned or knocked prone. If a creature is within your melee range when you use this ability, you can make a melee attack against them upon activation, which will cause them to fail the saving throw and take triple damage from Earthshatter on a successful attack roll. (x = half your level rounded up)

Primal Scientist[edit]

Tesla Conduit

When you pick this Heroic Specialty, you are granted the Tesla Conduit. You can’t be disarmed of this weapon against your will. When you’re wielding this weapon, you can ignore the two-handed property, effectively allowing you to quick melee with your free hand.

Barrier Projector

Heroic Ability

Cooldown: 2 Turns

As a bonus action, you can place a protective dome of energy—with a height and radius of 10 feet—on the ground wherever you activate the ability. Your barrier has an amount of hit points equal to your hit point maximum (this calculation includes Shield/Armor), and it lasts until the beginning of your next turn or until it's destroyed. The cooldown starts after activation, not after destruction.

Jump Pack

Heroic Ability

Cooldown: 1 Turn

As a free action, you can expend 15 feet of your movement speed to launch yourself 60 feet forward and 15 feet upward, or 15 feet forward and 60 feet upward. Regardless of how you jump, every creature within 5 feet of where you land has to make a Dexterity saving throw, taking 1d10 bludgeoning damage on a failed save, or no damage on success. You cannot change the direction of your jump once you’ve activated Jump Pack. If you collide into a creature while in the air they will take 1 damage and will be moved 5 feet away.

The damage increases to 2d10 at 3rd level, 3d10 at 7th level, 4d10 at 12th level, and 5d10 at 16th level

Primal Rage

Ultimate Ability

(105 x level) Ultimate Points

As a free action, you can embrace your primal wrath. Until the end of your next turn, your maximum hit points doubles, and you’re healed to full health upon activation (including the new health bonus), your movement speed increases by ⅓ of your total movement speed, your unarmed strikes deal xd6 bludgeoning damage instead of the usual damage and knock creatures back 30 feet, and your Jump Pack no longer has a cooldown. When Primal Rage is active, you can’t attack with anything but unarmed strikes or your Jump Pack ability. (x = half your level rounded up)

Battle Mech Pilot (WIP)[edit]

Doomfist[edit]

Wielder of the Doomfist

Passive Ability

When you pick this Heroic Specialty, you are granted the Doomfist Gauntlet. You can’t be disarmed of this weapon against your will. When you deal damage with your abilities, you gain 1d8 Overhealth.

This Overhealth increases to 2d8 at 3rd level, 3d8 at 7th level, 4d8 at 12th level, and 5d8 at 16th level. When you use your Ultimate Ability, you gain double the amount of Overhealth you would usually gain.

Additionally, when you mitigate a set number of damage with Power Block or use your Ultimate Ability, your Rocket Punch will be empowered and the cooldown will be reset. The damage, range, and knockback of Rocket Punch are all increased by half their total amount, the radius of blastback is increased to 10 feet. Regardless of if you miss or hit, once you use Empowered Rocket Punch, it will no longer be empowered. When you land a critical hit with an Empowered Rocket Punch, you deal additional damage equal to half the total instead of doubling the dice.

Rocket Punch

Heroic Ability

Cooldown: 1 Turn

As an action, you can charge your fist and launch forward, knocking enemies in front of you back. Make a melee weapon attack roll against a creature within 30 feet of you, dashing directly towards them. On hit, you deal 2d6 bludgeoning damage to them and all other creatures of your choice within 5 feet of them (this is called “Blastback”), knocking all creatures back 20 feet. If a creature comes in contact with a wall or another structure, they will take half the damage from the Rocket Punch in bludgeoning damage, not the traditional 1d6 for every 10 feet.

The damage increases to 4d6 at 3rd level, 6d6 at 7th level, 9d6 at 12th level, and 12d6 at 16th level.

Seismic Slam

Heroic Ability

Cooldown: 1 Turn

As an action, you can leap up to 40 feet into the air and slam your fist onto the ground in a direction of your choice. Every creature in a 25 foot cone from where you’re facing must make a Dexterity saving throw or take 1d10 force damage, or half damage on a successful save. You can cancel Seismic Slam during the jump with another ability if you have the resources to do so.

The damage increases to 2d10 at 3rd level, 3d10 at 7th level, 4d10 at 12th level, and 5d10 at 16th level.

Power Block

Heroic Ability

Cooldown: 1 Turn

As a bonus action, you can protect yourself from frontal attacks. Until the beginning of your next turn, your movement speed will be halved and you will gain resistance to all damage from frontal attacks. You can change where you’re facing as a reaction. When you mitigate an amount of damage equal to ⅓ of your hit point maximum (rounded down), your Rocket Punch is immediately empowered.

Meteor Strike

Ultimate Ability

(105 x level) Ultimate Points

As an action, you launch into the sky and you can move anywhere within 60 feet to smash down onto. All creatures within a 15 foot circle of where you landed must make a Dexterity saving throw or take xd10 bludgeoning damage, or half as much on a successful save. If you land directly on a creature, the creature will take triple the damage, or double damage on a successful save. Your Rocket Punch will be empowered once you land. (x = half your level rounded up)

Junker Warrior (WIP)[edit]

Juggernaut (WIP)[edit]

The Hog[edit]

Chain Hook

Heroic Ability

Cooldown: 1 Turn

As a bonus action, you can toss a hook attached to a chain at a creature up to 30 feet away, making a Heroic Ability attack roll. On hit, the target will take 1d4 slashing damage and will be pulled to a space of your choice within 5 feet of you.

The damage increases to 2d4 at 3rd level, 3d4 at 7th level, 4d4 at 12th level, and 5d4 at 16th level.

Take A Breather

Heroic Ability

Cooldown: No Cooldown

As an action, you can breathe in a regenerative chemical that heals you and reduces damage taken. You have a pool of healing equal to your level x 10, you can draw anywhere from ¼ to the max from this pool per use. Damage taken after using this ability until the beginning of your next turn is reduced by ⅓, if you take any action after using this ability before the beginning of your next turn, you will lose the damage reduction. You restore ¼ of the healing pool at the beginning of each of your turns.

Pig Pen

Heroic Ability

Cooldown: 2 Turns

As a bonus action, you can place a shock trap on the ground within 20 feet of you. Once a creature enters the space the Pig Pen is in, it triggers, forcing everyone within 5 feet of the trap to make a Constitution saving throw, taking 1d10 lightning damage and losing ⅓ of their movement speed until the beginning of your next turn on failure. On a successful save, a creature will receive no movement speed penalty and will only take half the damage. Any creature in the Pig Pen’s radius at any point during the turn after it is triggered will make the saving throw again. A creature will roll this saving throw at disadvantage if they didn’t detect the Pig Pen or if they directly stepped on it. A creature will automatically detect the Pig Pen if they’re informed of its location, and a creature can make a DC 14 Perception check at the beginning of their turns to detect it when it's in their sight. The Pig Pen has an amount of health equal to 5 x your level, and is immediately destroyed if you place a new one.

The damage increases to 2d10 at 3rd level, 3d10 at 7th level, 4d10 at 12th level, and 5d10 at 16th level.

Whole Hog

Ultimate Ability

(150 x level) Ultimate Points

As an action, you can rapidly fire pieces of shrapnel in front of you. You can make up to 3 Heroic Ability attack rolls against every creature of your choice in a 30 foot cone. You can change the cone’s direction and use your movement speed between attacks. Each shot deals xd4 piercing damage and knocks the target 10 feet back on hit. (x = your level)

Gravity Manipulator (WIP)[edit]

Ball Mech Pilot[edit]

Ball Mech

When you pick this Heroic Specialty, you gain a Ball Mech, a mobile sphere-shaped battle mech that can hold a small-sized pilot. The Ball Mech gains all of your hit points, and your new hit point maximum is equal to your level. The Ball Mech gains all Health Improvements you gain, and any feature that would improve Health, Armor, or Shields would instead apply to the Ball Mech. The Ball Mech can also have both Armor and Shields at the same time. The Ball Mech has the same movement speed you have, and you can exit or enter the Ball Mech as a free action. If your Ball Mech is destroyed, you can build it back over the course of a long rest. The Ball Mech has two automatic assault weapons installed into it called Quad Cannons. You can attack with these two times per Attack action.

Grappling Claw

Heroic Ability

Cooldown: None, 1 Turn if Fireball is activated

As a free action or a bonus action, you can grapple onto any surface within 30 feet, automatically activating Roll (if not already active). You gain an additional amount of movement speed equal to your total movement speed in ball form that only lasts while grappled. You can swing anywhere within 30 feet from where you grappled, and you can retract the grapple line to be as close as 10 feet to where you grappled, however you cannot extend the line. If you move at a constant rate for at least 20 feet without stopping, your Ball Mech gains the Fireball effect. When Fireball is active, you can force any creature you run into to make a Dexterity saving throw or take 1d10 bludgeoning damage and be knocked back 20 feet. On success, a creature takes half damage but is still knocked back. If you stop moving at a constant rate, you will lose the Fireball effect. Once Fireball is activated, Grappling Claw is put on a 1 Turn cooldown.

The damage increases to 2d10 at 3rd level, 3d10 at 7th level, 4d10 at 12th level, and 5d10 at 16th level.

Roll

Heroic Ability

You can change in and out your ball form on your turn (no action required). Your movement speed is doubled, and you can only move, dash, and use your heroic abilities in ball form.

Piledriver

Heroic Ability

Cooldown: 1 Turn

As a bonus action, if you are at least 10 feet in the air, you can slam directly down on the space below you. Every creature in a 10 foot radius from where you land must make a Dexterity saving throw, taking 1d12 bludgeoning damage and being knocked 5 feet in the air, losing 10 feet of their movement next time they move. On success, a creature will take half damage and will not lose any of their movement. Regardless if a creature fails or succeeds, once they’re hit by Piledriver, they can not take reactions until the end of your turn.

The damage increases to 2d12 at 3rd level, 4d12 at 7th level, 6d12 at 12th level, and 8d12 at 16th level.

Adaptive Shield

Heroic Ability

Cooldown: 3 Turns

As a bonus action, you can generate an amount of Overhealth depending on how many enemies are nearby. You gain 1d10 in Overhealth on activation, and an additional 1d10 for every hostile enemy within 10 feet of you. As a free action, you can lose half of the hit points in one instance of Overhealth to grant any number of allies within the Adaptive Shield’s enemy targeting radius with ⅔ of the hit points from the instance of Overhealth. This Overhealth lasts until the beginning of your next turn, and lasts on allies until the beginning of their next turn.

Minefield

Ultimate Ability

(95 x level) Ultimate Points

As a bonus action, you can deploy 15 proximity mines around you anywhere within 15 feet of you. Anytime a non-friendly creature enters the space a mine is occupying, they take xd8 force damage and be knocked 10 feet in the direction they came from. These mines have xd4 health, and last for three turns (ends at the end of your third turn) or until destroyed. (x = your level)

Sentinel (WIP)[edit]

Void Channeler (WIP)[edit]

Particle Gunner (WIP)[edit]

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:

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