Bastion (5e Class)
Bastion
Creating a bastion
You decided to help protect the innocent; that much is a constant between bastions. The only question is how. Will you crush the enemy before they can reach you? Will you heal your allies and draw fire for them, taking hits meant for them? Or will you stand in the front and be an immovable wall, allowing them to hide behind you?
- Quick Build
You can make a bastion quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Strength. Second, choose the soldier background.
Class Features
As a bastion you gain the following class features.
- Hit Points
Hit Dice: 1d12 per bastion level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per bastion level after 1st
- Proficiencies
Armor: all armor, shields
Weapons: all weapons
Tools: Blacksmith's tools
Saving Throws: Constitution, Strength
Skills: pick three of the following- athletics, acrobatics, intimidation, nature, medicine, persuasion, history
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a Tower Shield or (b) a shield or (c) a martial weapon with the two handed property
- a martial weapon
- (a) chain mail or (b) breastplate
- (a) a dungeoneer's pack or (b) an explorer's pack
Level | Proficiency Bonus | Features |
---|---|---|
1st | +2 | Protectorate's Cause, Untiring Arm |
2nd | +2 | Shield Bash |
3rd | +2 | Cause Feature, Call to Arms |
4th | +2 | Ability Score Improvement |
5th | +3 | The Best Defense |
6th | +3 | Evoke Challenge |
7th | +3 | Fearsome Cry |
8th | +3 | Ability Score Improvement |
9th | +4 | Extra Attack |
10th | +4 | Cause Feature |
11th | +4 | Hearty |
12th | +4 | Ability Score Improvement |
13th | +5 | Call to Triumph |
14th | +5 | Evoke Rage |
15th | +5 | War Cry |
16th | +5 | Ability Score Improvement |
17th | +6 | Cause Feature |
18th | +6 | Undying Loyalty |
19th | +6 | Ability Score Improvement |
20th | +6 | Epitome of the Warrior |
Protectorate's Cause
At 1st level, pick how you will protect those who need it by choosing the path you follow. The paths are detailed after the class features and grant benefits at levels 1, 3, 10, and 17.
Untiring Arm
A shield does not burden you but aids you instead. When using a shield, you do not feel its weight- meaning that its weight does not count towards encumbrance. In addition, whenever you use a tower shield you do not have disadvantage on Attack rolls. You still, however, have disadvantage on Stealth rolls.
Shield Bash
A shield may mainly be for defense, but you know how to utilize it just as deftly as a weapon. At 2nd level, on your turn you may take an Attack action to bash your opponent with your shield. You add your proficiency bonus to the Attack roll. If the attack hits, you deal bludgeoning damage equal to 1d6 + your Strength Modifier. The target must then make a Strength Saving throw of 8 + your proficiency bonus + your Strength Modifier or be pushed back 10 feet. If this pushes the target outside the attack range of your allies, they may make opportunity attacks against the creature.
You cannot perform two Shield Bash attacks if you choose to dual-wield shields (should your DM allow you to initially). Your offhand shield will only do 1d4 + your Strength modifier of damage should you hit.
You must be wielding a shield to use this ability.
Call to Arms
Starting at 3rd level, you can bring light to the hearts of your allies. As an action, you can have any number of allies within 25ft of you gain the following benefits: at the start of each of their turns, they regain 1d4+ CON mod hit points; they gain advantage on the first attack roll they make. This effect lasts a number of turns equal to your proficiency bonus. You can use this feature a number of times equal to your Constitution modifier, and regain all uses at the end of a long rest. At 13th level, this is replaced by Call to Triumph.
Ability Score Increase
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.
The Best Offense
The best offense is a good defense, regardless of what some may say. Starting at 5th level, you take less damage from physical sources while wearing some armors. While wearing a breastplate, half plate, or ring mail, take 1 less damage. While wearing chain mail or splint mail, take 2 less damage. While wearing plate mail, take 3 less damage.
With a shield, take 1 less damage in addition to the above.
Evoke Challenge
Starting at 6th level, you can draw the aggro of all enemies in your area. As an action, you shout out a challenge to any number of creatures within 25ft of you. These creatures must make a DC(10+proficiency+STR mod) wisdom save or be taunted by you for a number of turns equal to your proficiency bonus. A taunted enemy has disadvantage on all attack rolls against a creature other than you. You can use this feature a number of times equal to your Constitution modifier, and regain all uses at the end of a long rest. At 14th level, this is replaced by Evoke Rage.
Fearsome Cry
Starting at 7th level, you can drive fear into the hearts of your enemies. As an action, you let out a terrifying yell, trying to intimidate any number of creatures within 25ft of you. These creatures must make a DC(10+proficiency+STR mod) wisdom save or be afraid of you and your allies for a number of turns equal to your proficiency bonus. They can make the save again at the end of each of their turns. You can use this feature a number of times equal to your Constitution modifier, and regain all uses at the end of a long rest. At 15th level, this is replaced by War Cry. You gain immunity to fear.
Extra Attack
Starting at 9th level, you may attack twice instead of once when you take the attack action.
Hearty
Starting at 11th level, you gain an additional 1 hit point per level. Gain 11 hit points immediately for levels 1-11.
Call to Triumph
Starting at 13th level, your allies believe they can never lose with you on their side. As an action, you can have any number of allies within 100ft of you gain the following benefits: at the start of each of their turns, they regain 1d4+ CON mod hit points; they gain advantage on the first attack roll on their turn; they gain immunity to effects that would reduce their movement speed; they gain immunity to being charmed. These effects last a number of turns equal to your proficiency bonus + your constitution modifier. You can do this a number of times equal to double your constitution modifier, and regain all uses after a long rest.
Evoke Rage
Starting at 14th level, you are really, REALLY good at drawing the attention of enemies. As an action, you shout out a challenge to any number of enemies within 50ft of you. These creatures must make a DC(10+proficiency+STR mod) wisdom save or be taunted by you and feel the need to approach you as if by the Sympathy spell, only with more violence. If these creatures decide to attack a creature other than you while taunted in this way, they have disadvantage on attack rolls and deal half damage. This effect lasts a number of turns equal to your proficiency bonus + your constitution modifier. You can do this a number of times equal to double your Constitution modifier, and regain all uses after a long rest.
War Cry
Starting at 15th level, you can drive fear into the hearts of even the most stalwart of foes. As an action, you bellow a terrifying threat to any number of enemies within 30ft of you. These creatures must make a DC(10+proficiency+STR mod) wisdom save or be afraid of you and your allies. If the creature is normally immune to fear, they make the check with advantage, but are still afraid if they fail. While they are afraid of you in this way, they must use their full action to get as far away from you as possible. The enemies can remake the save at the end of each of their turns. This effect lasts a number of turns equal to your proficiency bonus + your Constitution modifier, or until they succeed on the save. You can do this a number of times equal to double your Constitution modifier, and regain all uses after a long rest.
Undying Loyalty
Starting at 18th level, you refuse to die and leave your allies alone to fight whatever killed you. When you drop to 0 hit points, you can make a DC15 Constitution saving throw. On a success, you instead drop to 1 hit point. Each time you do this, the DC increases by 2, and resets after a long rest.
Epitome of the Warrior
At 20th level, you are in peak condition. Your Strength and Constitution scores are increased by 4, and the max for these scores is now 24.
The Fortress
- Shield Bearer
When you pick this Cause at 1st level, you can choose up to 1 other creature within 5ft of you to gain the AC benefit of your shield.
- Sunken In
When you decide to settle into a defensive stance, there aren’t many who can break past it. At 3rd level, if you do not use your movement on your turn you go into a defensive stance. In this stance, all attacks made against you are done with disadvantage. In addition, if a creature tries to leave your attack range and you manage to hit them with an opportunity attack, you reduce their movement to 0. Finally, one ally near you when your “Sunken In” ability is active will benefit from the bonus AC your shield provides in addition to the one protected by Shield Bearer. Furthermore, you may use your Reaction to provide one ally within 5ft of you ¾ cover against an attack targeting them when you are Sunken In. This does not work against AoE spells or attacks.
In order to use this ability, you must not move (even 5 feet) on your turn.
You must be wielding a shield to use this ability.
- Spell Wall
Special training allows you to prevent even magic from passing you. Starting at 10th level, when an area of effect spell hits near you, you may use your reaction to make a constitution check with DC of 10+ the level of the spell. If you succeed, any creatures with you in a straight line between them and the center of the spell are exempt from the effects of the spell.
You must be wielding a shield to use this ability.
- The Shieldwall
Starting at level 17, as an action you can become the Fortress itself. For the next three rounds, you are immune to all damage coming from attacks and spells, and all allies within 5 feet of you will take half damage from the same sources. Moving any distance, using a ranged attack or attempting to cast a spell cancels this stance. You may do a single attack as an action; more than one attack in a round will break the stance. Once the effect expires, you will have disadvantage on every attack you make for three rounds.
This stance may only be used once per long rest.
The Crusher
- Spin Attack
Starting when you pick this Cause at 1st level, you can use your attack to attack each enemy within melee distance of you. These attacks all have disadvantage. Spin attack can only be done once per round of combat, and requires you to use a two-handed weapon.
- Blood Frenzy
Starting at 3rd level, whenever you kill a creature with a two-handed weapon, you can use a bonus action to make a melee attack against another creature within 5ft.
- More Fear
Starting at 10th level, whenever you kill a creature with a two-handed weapon, you can use the Fearsome Cry or War Cry feature as a bonus action.
- Deer in Headlights
Starting at 17th level, you inspire fear to the levels that enemies lose their minds. Whenever you make a creature afraid of you, roll a d8 to determine the direction that creature moves. 1/2- away from you 3/4- right 5/6- left 7- no movement (loses action) 8- towards you If a creature that moves towards you enters your melee range, you can make a free melee attack against that creature. If it moves away from you out of your melee range, you can make a free melee attack with advantage against that creature.
The Templar of Steel
- Healing Hands
Starting at 1st level when you pick this Cause, you gain a pool of healing points equal to 5*your bastion level. You can expend any number of points from this pool to restore hit points to another creature, or 5 points to cure a creature of a disease or condition afflicting it. You can remove multiple diseases or conditions at once.
- Beacon of Virtue
Starting at 3rd level, allies within 10ft of you have advantage on all wisdom, charisma, and intelligence saves against being controlled, influenced, or charmed by magical means. You emit bright light for 10ft, and dim light for 10ft after that.
- Draw Fire
Starting at 10th level, when an ally within 10ft of you is being hit with a ranged attack, you can use your reaction to intercept the projectile with your body. The attack hits regardless of your armor class, but deals half damage (rounded up). You can use this after the attacker declares the attack, but you must do so before the dice is rolled. To use this feature, you must see both the attacker and the attacked. This can't affect AoE spell attacks.
- Logic Override
Starting at 17th level, creatures under the effect of your Call to Triumph feature gain immunity to fear and charm, and always regain max hit points on the d4. Creatures under the effect of your Evoke Rage feature must also remake the wisdom save whenever they want to attack another creature. If they fail, they cannot attempt to attack another creature while under the effect of Evoke Rage. If they succeed, they must still make the attack and damage rolls with disadvantage.
Multiclassing
Prerequisites. To qualify for multiclassing into the bastion class, you must meet these prerequisites: 14 Strength, 16 Constitution
Proficiencies. When you multiclass into the bastion class, you gain the following proficiencies: Heavy armor, martial weapons
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