User:Quincy/Tank (5e Class)

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Tank[edit]

Creating a Tank[edit]

Quick Build

You can make a tank quickly by following these suggestions. First, Strength should be your highest ability score, followed by Constitution.

Class Features

As a tank, you gain the following class features.

Hit Points

Hit Dice: 1d20 per Tank level
Hit Points at 1st level: 20 + Constitution modifier
Hit Points at Higher Levels: 1d20 + Constitution modifier per Tank level after 1st

Proficiencies

Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills:

Equipment

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

  • None
Table:The Tank
Class
Level
Proficiency
Bonus
Features Endurance -
1st +2 Endurance, Immovable, Primary Powers, Secondary Powers, Taunt 12
2nd +2 Ability Score Improvement 14
3rd +2 Brace 16
4th +2 Ability Score Improvement 18
5th +3 Extra Attack 20
6th +3 Ability Score Improvement 22
7th +3 Taunt 24
8th +3 Ability Score Improvement 26
9th +4 Indomitable (one use) 28
10th +4 Ability Score Improvement, Defense! 30
11th +4 Extra Attack (2) 32
12th +4 Ability Score Improvement 34
13th +5 Indomitable (two uses) 36
14th +5 Ability Score Improvement 38
15th +5 Iron Will 40
16th +5 Ability Score Improvement 42
17th +6 Extra Attack (3), Indomitable (three uses) 44
18th +6 Ability Score Improvement, Hard to Kill 46
19th +6 Ability Score Improvement 48
20th +6 Paragon 50

Endurance[edit]

You have a reserve of energy which you can spend to fuel your various powers. The size of this reserve of energy is represented by your endurance score. Your tank level determines the amount of endurance you have, as shown in the Tank class table.

Immovable[edit]

You have advantage on saving throws against being pushed, pulled, or knocked prone. Additionally, even if you are pushed or pulled against your will, you can choose to halve the distance you are pushed or pulled.

Primary Powers[edit]

You have your choice of two primary powers. Primary powers are the most powerful abilities characters can possess, and have some of the broadest applications. You can choose your primary powers from the following list:

Secondary Powers[edit]

You have your choice of three secondary powers. Secondary powers aren't as impressive as primary powers, but you have a free choice of secondary powers, regardless of class. The secondary powers you choose can either complement your primary powers, or provide you with additional capabilities in a pinch.

Taunt[edit]

You're the biggest, most enticing target on the battlefield, and you know how to use your presence to an advantage. With a well-timed taunt, you can get your opponents to drop everything they're doing and attack you, whether or not doing so makes tactical sense.

As a bonus action, you can provoke a creature who can see or hear you. When you do so, that creature must make a Charisma saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or be taunted by you until the end of your next turn.

Beginning at 7th level, when you use this feature, you can taunt any number of creatures you choose within 60 feet of you that can see or hear you.

Ability Score Improvement[edit]

When you reach 2nd level, and again at 4th, 6th, 8th, 10th, 12th, 14th, 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.

Brace[edit]

Starting at 3rd level, when you are hit by an attack that you are aware of, you can use your reaction to brace yourself against the attack. When you do so, the damage of the attack is reduced by 1d20 + your tank level.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

The number of attacks increases to three when you reach 11th level in this class and to four when you reach 17th level in this class.

Indomitable[edit]

Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest.

You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

Defense![edit]

At 10th level, your ability to defend yourself against all manner of attacks significantly improves. You gain a +2 bonus to your AC.

Iron Will[edit]

At 15th level, you gain proficiency in Wisdom saving throws.

Hard to Kill[edit]

Starting at 18th level, when you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. When you do so, you become immune to all damage that doesn't kill you outright until the end of your next turn. Once you have used this feature, you can't use it again until you finish a long rest.

Paragon[edit]

At 20th level, when you roll for initiative and have no endurance remaining, you regain 10 endurance.