Tank

= 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: Light, Medium and heavy armor

Weapons: Simple Weapons, Martial Weapons with the heavy and two-handed properties.

Tools: None

Saving Throws: Strength, Constitution

Skills: Choose two from Athletics, Endurance Insight, Intimidation, Medicine, Perception, Persuasion, Survival

Equipment

 * (a) A Double Barreled Shot gun and 20 Bullets or (b) Two Handguns with 20 Bullets Each
 * (a) A Baseball Bat or (b) A Crossbow with 20 Bolts
 * (a) Three Cans of Non-perishable food and a Bottle of water or (b) Four Bottles of water
 * A Torn Leather Jacket and Two Knives of your Choice

Defensive Reactions
At 1st level, you have the training to defend allies from a specific threat. When you hit a creature with a weapon attack, you may Mark the creature. "Marking" is not magical, it is merely you focusing on a specific threat. When the threat makes an attack against a friendly creature within 5 feet, a Tank may take one of two reactions; impose their shield over the intended target, granting them half cover or making an opportunity attack with a weapon after the creature's attack. You may only have one creature Marked at any given time. "Marking" is for creatures, but Tanks may also focus on a situation rather than a hostile creature.

When a trap is triggered, a spell is cast, or any other danger other than an attack, a Tank may use their reaction to impose their shield over an adjacent creature granting half cover, shove the creature or grapple them with no check required. The creature must be willing for Tanks to use their reaction to shove or grapple them. A Tank may use this feature to shove friendly creatures out of a blast of fire, covering them against a rain of arrows, or grabbing them to keep them from falling.

Tanks may use this feature on unwilling NPCs or Creatures on a successful shove or grapple check, but for the sake of preventing Tanks from bullying other PCs with reaction shoves and grapples, Players must be willing.

Vitality
At 1st level, you bend the limits of Mortal Strength and Physical ability by uses of Vitality. Vitality is raw willpower. You have an amount of Vitality equal to your level + your Wisdom Modifier. You have a Vitality DC of 8 + your proficiency bonus + your constitution modifier. As a reaction, you can raise your shield and reduce the damage you receive by 1d4 + Tank level. using 1 Vitality. All expended Vitality are regained at the end of a long rest.

Heavily Armored
At 1st level you use your physical prowess to heavily attack and defend. You can hold a shield with a two handed and/or heavy weapon. However, while in use the weapon only adds half your proficiency bonus to hit and your movement speed is reduced by 5 feet.

Stamina
At 2nd level, you gain a dice called a Stamina dice. This dice is used much like a Martial arts dice, but its main use is for Tank maneuvers. When you use a Tank maneuver, you roll your Stamina dice. On a roll of the highest number, you regain your stamina, and may use a maneuver again. If you fail the roll, you cannot use maneuvers. You may roll on the start of each of your turns.

Your Stamina dice starts as a d4, improving at levels 5, 9, 13 and 17 by one die size. Also at those levels, you gain a +1 bonus to the required number needed to recharge your stamina, displayed in the chart below, at level 17 it is instead a +2 bonus. A d4 Stamina dice recharges on a roll of 4, a d6 a roll of 5 or 6, a d8 a roll of 6, 7 or 8, a d10 a roll of 7-10, and a d12 7-12.

In addition, you may make a Maneuver recklessly. When you do so, you gain an additional effect, at the cost of giving your stamina rolls disadvantage, working much like a d20 with disadvantage.

Maneuvers
At 2nd level, you may select two Maneuvers. At levels 3, 7 and 11, you gain one additional Maneuver.

Striking Maneuvers
These Maneuvers may be activated when you hit a creature with a weapon attack.


 * Crippling Strike. On hit with a weapon attack, you may use stamina to slow the target by 10 feet until the end of your next turn. When used recklessly, the target is instead slowed by 15 feet and has disadvantage on dexterity saves for the same duration.
 * Grappling Strike. On hit with a weapon attack, you may use stamina to grapple as a bonus action on that turn. When used recklessly, you have advantage on the grapple check.
 * Frightening Strike. On hit with a weapon attack, you may use stamina to impose a wisdom save. If the target fails, it is frightened of you until the end of your next turn. When used recklessly, the target has disadvantage on attack rolls against you for the same duration.
 * Shoving Strike. On hit with a weapon attack, you may use stamina to knock the target back by 10 feet or prone. When used recklessly, the target is knocked back 15 feet and prone.
 * Slashing Strike. On hit with a weapon attack, you may use stamina to attack again once as a bonus action. This bonus attack must be done against a creature adjacent to the one you just hit. When used recklessly, you may use that bonus action to hit as many creatures that are in your range, as long as you haven't damaged them this turn and they are all adjacent to each other in a line.

Rallying Maneuvers
These Maneuvers may be activated as a bonus action, targeting your allies.


 * Bolstering Rally. As a bonus action, you may use stamina to grant yourself or one creature within 10 feet of you an amount of temporary hp equal to a roll of your stamina dice. When used recklessly, you may grant them two of your stamina dice rolls in temporary hp, and as long as that temporary hp lasts, they have advantage on saves against being frightened or charmed.
 * Charging Rally. As a bonus action, you may use stamina to grant yourself and one creature within 10 feet of a bonus of 20 more movement speed until the start of your next turn. The creature may use their reaction to use the bonus movement immediately without provoking opportunity attacks. When used recklessly, the speed increases to 30 feet, and you may grant as many creatures within 10 feet of you the bonus.
 * Commanding Rally. As a bonus action, you may use stamina to sacrifice one of your attacks. As a reaction, a creature you choose within 10 feet of you may use their reaction to make a single attack. When used recklessly, their attack deals your Stamina dice more damage on hit.
 * Reviving Rally. As a bonus action, you may use stamina to bring a stabilized creature within 10 feet back to 1 hp and up from being prone. When used recklessly, the target may heal your Stamina dice in hp. A creature may only heal this way once per day, but may heal again if they are put on death saves again.
 * Helpful Rally. As a bonus action, you may use stamina to use the help action on a creature within 10 feet of you. When used recklessly, the range increases to 20 feet, and you may use your reaction to move 15 feet towards them without provoking opportunity attacks.

Fighting Style
At 2nd level, you may select one of the fighting styles:


 * Defense. While you are wearing armor, you gain a +1 bonus to AC
 * Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon
 * Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
 * Protection. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.


 * Unarmed Fighting. Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.

Tank Archetypes
At 3rd level, you choose 1 of 5 Archetypes. Choose from the Challenger, the Battlerager, the Berserker, the Beast, or the Defender. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th.

Ability Score Increase
When you reach 4th level, and again at 8th, 10th 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
At 5th level, when you make the attack action, you can make an additional attack.

Guardians Reaction
At 7th level, you may make a reaction for each creature within 10 feet of you. Once you have used a reaction for a specific creature, you may not use a reaction against that creature until the start of your next turn.

Determination
At 14th level, your resolve to prove your toughness and protect your allies improves. When you roll for death saves, you may add a roll of your Stamina dice onto a save. Once you use this ability, you may not do so again until you come back to 1 hp.

Fortress of Fortitude
At 18th level, you gain +2 constitution, and your maximum constitution score is 24. Achieving a 24 is only possible if you take an ability score improvement for constitution next level.

Invincible
At level 20, your body is like that of steel. On the start of each of your turns, you gain 10 temporary hp. When you use a maneuver, you may gain 6 temporary hp. While you have either pool of temporary hp, you resist bludgeon, slashing and piercing damage.

__INDEX__ __NONEWSECTIONLINK__