Tank

A human walks out in front of a group of hostile survivors. He has large muscles and takes off his shirt, dropping it on the ground. The human is clearly at a disadvantage, being outnumbered as he is. The first attacker chuckles to himself as he steps forward, ready to end the Tanks life. But before he has the time to react, the Tank steps forward and punches him square in the stomach. He flies back and hits a wall behind him, putting a visible dent in it. The other attackers look at him with expressions of shock and awe pasted on their face.

Tanks are the main line of defense in a party, like a fortress to a kingdom. Your goal is to protect and maintain your allies during battles or adventures. You want to defend, whether you defend the weak or are a hired brute. Maybe you want to show off your superior physical mass, or perhaps you are just doing your job. Tanks are generally larger members of their group, to better defend their allies.

Tanks are unarmed combatants, warriors who use their fists to defeat their opponents. Pit fighters, martial artists, guild enforcers, tavern brawlers and bouncers, bruisers differ in paths, but share the same skill and love for the combat arts, and a body covered in scars and marks of this brutal path. Tanks face their challengers with a fearless look and unshakable confidence, brute forcing their way out of danger.

### **Fearless**

You are constantly faced with unimaginable Danger and have chosen to opt out of fear. You look your enemies dead in the eyes as he beat them to near death, a fearless look plastered on your face. To someone who doesn't know better, they'd call you Fearless. This seeming lack of Fear makes you a force to be reckoned with on the battlefield. When most would place their weapons on the ground and cower in fear, you let out an earsplitting battle cry that can strike fear into anyone's heart. Even the most fearless of enemies.

### **Street Warriors**

Tanks master the art of fighting with their bare hands. Instead of relying on fancy martial techniques, learn through study of manuals or training regimes in monasteries or schools, everything they know was learned through lived experience. Their techniques, despite their cully looks, are honed with experience, and hide great technique and a singular style. Each Tank masters an individual style, tailored by their combat experiences. Some Tanks are heavy and bulky, using their brute force to their advantage, enduring strikes and delivering imprecise, but devastating blows, while others are skinny and fast, relying on quick movement and fast strikes.

## **Creating a Tank**

When creating a Tank, consider why your allies turn to you to do all the Heavy Lifting. Is it because your the strongest member of your group? How did you start your life as a Tank? Have you grown up in a dangerous place, where fighting was just a daily routine for you? Have you been born in poverty, using the fighting pits as a means to sustain yourself?

Also, usually Tanks cultivate a reputation, and even a moniker granted after their behavior while fighting. What's your reputation? Are you famed by ending fights in a single round on the streets?

#### **Quick Build**

You can make a Tank quickly by following these suggestions. First, Strength should be your highest ability score, followed by Constitution. Second, choose the Military Soldier Background. Third, choose Endurance and Intimidation as your class skills. And finally, choose a Double Barreled Shotgun and 10 Bullets and a Baseball Bat as your Equipment.

## **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:** Blunt Melee Weapons, Heavy Melee Weapons
* **Tools:** None
* **Saving Throws:** Strength, Constitution
* **Skills:** Choose four from Firearms, Athletics, Endurance, Insight, Intimidation, First Aid, Perception, Persuasion, or Survival

### **Equipment**

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

* (a) A Machete or (b) Two Handguns with 10 Bullets Each
* (a) A Baseball Bat or (b) A Crossbow with 20 Bolts
* A Torn Leather Jacket and Two Knives of your Choice
* A Climber's Kit

### **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 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, 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 bullets, 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 you, 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.

### **Fury**

In battle, you fight with primal ferocity. Starting at 2nd level, you can enter a Fury as a bonus action on your turn. While in a Fury, you gain the following benefits if you aren't wearing heavy armor:

* You have advantage on Strength checks and Strength saving throws.
* When you make a melee weapon attack using Strength, you gain a bonus to the damage roll equal to your Proficiency + your Strength Modifier (Minimum of 1).
* You have resistance to bludgeoning, piercing, and slashing damage.

You are unable to do anything that requires concentration while you are in a Fury.

Your Fury lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your Fury on your turn as a bonus action.

You can Fury a number of times equal to you Tank level, regaining all expended uses when you finish a long rest.

### **Fighting Style**

When you reach 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following Fighting Style Feat options from Defense, Dueling, Great Weapon Fighting, Protection, Two Weapon Fighting, and Unarmed Fighting. You can't choose a Fighting Style Feat more than once, even if you later get to choose again.

### **Tank Archetypes**

At 3rd level, you choose one of eight Archetypes. Choose from the Challenger, the Champion, the Battlerager, the Berserker, the Beast, the Brute, the Street Fighter, The Bruiser, The Brawler, 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, 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.

### **Indominable Might**

When you reach 15th level, if your total for a Strength check is less than your Strength Score, you can use that score in place of the total.

### **Champion**

You embody the power of the wilds. When you reach 17th level, Your Strength and Constitution Scores each Increase by 4. Your maximum for those scores is now 24.

### **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 your turn, you can use a bonus action to 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. You can't gain temporary Hit Points again until you finish a long rest.

## **Multiclassing**

* **Prerequisites.** To qualify for multiclassing into the Tank class, you must meet these prerequisites: Strength 13 or Higher, Constitution 13 or Higher

* **Proficiencies.** When you multiclass into the Tank class, you gain the following proficiencies: Medium and Heavy Armor, Heavy Melee Weapons, Endurance, and Intimidation