Meatshield (5e Class)

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The Way of the Meatshield

I'm not the sharpest tool in the box, but I'm the biggest, heaviest and most likely to smash someones 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

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 Stupid.

Quick Build

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

Class Features

As a Meatshield you gain the following class features.

Hit Points

Hit Dice: 1d10 per Meatshield level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Meatshield level after 1st

Proficiencies

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

Equipment

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

LevelProficiency
Bonus
FeaturesStoic Points
1st+2Unflinching, Stoic Recovery, Strong Like Bull-
2nd+2[[#|]]2d8
3rd+2Brash Attack, Battle Hardened2d8
4th+2Ability Score Improvement2d8
5th+3Brash Attack, Pack Mule3d8
6th+3[[#|]]3d8
7th+3[[#|]], [[#|]]3d8
8th+3Ability Score Improvement, Brash Attack3d8
9th+4[[#|]], [[#|]]4d8
10th+4[[#|]]4d8
11th+4Killing Blow, Hard Headed4d8
12th+4Ability Score Improvement, Brash Attack4d8
13th+5[[#|]], [[#|]]5d8
14th+5[[#|]]5d8
15th+5[[#|]], [[#|]]5d8
16th+5Ability Score Improvement, Brash Attack5d8
17th+6[[#|]], [[#|]]6d8
18th+6[[#|]]6d8
19th+6Ability Score Improvement, Brash Attack6d8
20th+6Ultimate Tank6d8

Battle Hardened

At 1st level, your constant battles made your body prepared for wounds. You can spend 1 minute meditating (which can be done as part of a rest) to gain a number of temporary hit points equal to 5 for each level you have in this class, lasting for 1 hour. You can use this feature a number of times equal to your level on this class.

Stoicism

At 2nd level, you learn how to resist even the most gruesome strikes. You gain a number of stoic dices, that you can use to activate stoic features. You regain all expended die when you finish a short or a long rest.

Peerless Athlete

You can add one stoic die to the result of any Strength, Dexterity or Constitution check you make.

Herculean Built

You can add one stoic die to the result of any Strength or Constitution check you make

Meatshield

Whenever you are within 5 feet of a creature, you can throw yourself in the way of an attack targeted towards that creature. As a reaction, you become the target of the attack, instead of the protected creature, and you reduce the damage by an amount equal to the number rolled + your proficiency bonus + your Constitution modifier.

Blocker

At 2nd level, as a bonus action, you can choose a creature within 5 feet of you to block. When you do so, that creature can't move from its place until it takes the Disengage action to do so. In addition, any attack it makes against a creature other than you is made at disadvantage.

Bigger Target

At 3rd level, you can make yourself appear a bigger threat to your offenders due to your sheer size. As a bonus action, you can make a Strength (An ability score was not entered for this template!) check, contested by your opponents Wisdom (An ability score was not entered for this template!). If you win the contest, you can generate one of the following effects:

  • You become the main target of the attacks of this creature. For 1 minute, all attacks that creature make against a creature other than you are made at disadvantage, and the creature can't willingly move 30 feet away from you. If you move away 30 feet of the creature, make an attack against any other creature, become frightened or unconscious, the effect ends.
  • You become terrorizing for the target. For 1 minute, the creature is frightened by you. At the end of each of its turns, the creature can make another contest to end the effect.

You can use this feature a number of times equal to your Strength modifier, regaining all uses after a long rest.

Strong Health

By 3rd level, you become immune to disease. At 9th level, you become even healthier, and you have advantage on saving throws against poison and have resistance to poison damage.

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.

Extra Attack

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

Living Shield

Starting at 6th level, you can shield your allies from harm. Whenever an allied creature must make a Strength, Dexterity or Constitution saving throw, you can use your reaction to move up to 30 feet to its direction and give to that creature a bonus equal to your Constitution modifier to that roll.

At 18th level, you gain an special reaction that you can use for your living shield, allowing you to use this feature twice on the same round.

Strong Like Bull

At 9th level, whenever you have Battle Hardened active, you are considered one size larger for carrying and lifting capacity and for grappling or shoving actions. In addition, you have advantage on Strength checks and Saving throws.

Finally, your melee weapon attacks deal 2 additional damage.

Warding Posture

At 10th level, you can choose any creature of your choice within 10 feet. While you can force any attack to the chosen creature to be made against you instead.

Revenge Blow

At 11th level, you become more aggressive in your intent of protecting your allies. Whenever an allied creature takes damage from an attack, you can move up to 30 feet to its position and take the Attack action. All attacks must be made against the attacker of your ally. This movement doesn't provoke attacks of opportunity.

Iron Skin

At 13th level, you can spend one action and choose one damage type of your choice. For 1 minute, you become resistant to the chosen damage type.

Hard Headed

At 17th level, whenever you roll initiative and have no stoicism die, you regain one.

Unbreakable

At 18th level, you don't become unconscious when reaching 0 hit points. Instead, you suffer 3 levels of exhaustion, that can only be removed by regaining at least one hit point. You still make death saving throws as normal.

Ultimate Tank

At 20th level, you are resistant to Slashing, Bludgeoning and Piercing damage.

Multiclassing


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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