Tank
Tank
Req. 18 Constitution
1. Hardened: Passive
You have physical and magic damage reduction equal to (your constitution-10).Whenever you’re rolling to block, add +3 to your roll.
2. For You: Passive
You have bonus max HP equal to your Constitution. The first time you are critically struck in an encounter, reduce the damage taken by your (saves x level).
3. Ready Willing, and Able: Passive
Shields or two handed weapons have either the tower or kiteshield ability while you’re wielding them. Whenever you successfully block in combat, you heal for (1% of your max hp+ an additional 1% for every 4 saves you have)
4. Rise to the Occasion: Passive
You have advantage on rolls to break free of cc. Whenever you break free of cc or recover from being flatfooted, you gain +5 bonus movement on your next shift.
5. Sweep ‘em Off Their Feet: Encounter Action
Target up to three adjacent melee range enemies, and force them to roll CON against you. Stun, knock prone, and daze the first target; knock prone, and daze the second target; and knock back the third target two spaces, and daze them. If
any outroll you, simply knock them back two spaces and remove them from the effect order.
6. Not on My Watch: Encounter Interrupt
When an enemy tries to move through or around you within three or less spaces you can smash into them to knock them prone and deal them physical damage equal to your (Constitution+CON mod+level+saves).You get a save.
7. DODGE!: Encounter Interrupt
When your allies are in trouble you can have them flock to you, all allies within (3+saves) spaces of you can get behind you, with you and all affected allies moving to the halfway point between each other. If the projectile can change direction or the attacker is still within 3 spaces of you, you take the raw damage for them instead. This counts as a save.
8. Not Even Close: Passive
Anytime you make a save you gain +1 damage and +3 max HP permanently, and for the rest of the encounter, you gain an additional copy of one of your passives, and they stack with each other.
9. End of the Line: Daily Action
Until the end of your next turn, all your allies (besides you) within (5+ saves) spaces of you are immune to damage and status effects and cannot be targeted. Anyone who attacks you during this time is taunted for two rounds.
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