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  1.  
  2. ## **Bulwark**
  3. Tough individuals trained by the Order of Defenders to shield others from harm.
  4.  
  5.  
  6.  
  7. ### The Bulwark Protectors
  8. Trained by the Order of the Defenders, Bulwarks are all specifically trained in the art of defending allies and surviving almost anything.
  9.  
  10.  
  11. "Need a healer in your party?"; "No thanks, we've got him!"; "Oh... maybe next time." Bulwark Joke
  12.  
  13. ### Creating a Bulwark
  14. Who trained you and where? Why were you being trained? Sometimes, criminals are taken in by the Order and trained to protect instead of kill. Was it your choice to become a Bulwark, or is some 3rd party involved? What are your ambitions for the future? Mercenary work is where one most often finds Bulwarks, but other lines of work exist with men & women like these strong and tough individuals. What are your hobbies? Any other skills? Any friends? Enemies?
  15.  
  16. The most important aspect of character when creating an impenetrable Bulwark is most definitely their inner weakness. So what is yours and who knows about it? Character flaws are going to be quite important to way your character evolves as a person, so take your time to think them through.
  17.  
  18. Increase your Bulwarks Size category by 1, however you cannot go past the limited height on your race. This Size increase does not make you Taller, only Stronger.
  19. #### Quick Build
  20. ou can make a Bulwark quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Strength. Second, choose the Soldier or Mercenary background. Third, choose the Chain Mail, the Longsword, the hand Crossbow and the Explorer's Pack.
  21.  
  22.  
  23. <img src='https://i.pinimg.com/736x/80/1f/58/801f58640b865ed4c86a8680b6ba2b5d--character-ideas-character-art.jpg' style='position:absolute; top:0px;right:-100px;width:708px; mix-blend-mode:multiply; transform:rotate(0deg)scaleX(1.)scaleY(1)'/>
  24.  
  25. <img src='https://www.gmbinder.com/images/JH5NQVm.png' style='position:absolute; top:0px;right:10px;width:780px; transform:rotate(0deg)scaleX(1)scaleY(1)'/>
  26.  
  27.  
  28.  
  29. \pagebreakNum
  30.  
  31.  
  32. <div style='margin-top:300px;'></div>
  33.  
  34.  
  35.  
  36.  
  37.  
  38.  
  39. ## Class Features
  40. As a Bulwark, you gain the following class features.
  41. #### Hit Points
  42. ___
  43. - **Hit Dice:** 1d12 per bulwark level
  44. - **Hit Points at 1st Level:** 12 + your Consitution modifier
  45. - **Hit Points at Higher Levels:** 1d12 (or 7) + your Constitution modifier
  46.  
  47. <img src='https://www.gmbinder.com/images/RVaHjr8.png' style='position:absolute; top:0px;right:0px;width:816px; transform:rotate(0deg)scaleX(1)scaleY(1)'/>
  48.  
  49. #### Proficiencies
  50. ___
  51. - **Armor:** All armors, shields
  52. - **Weapons:** Simple Weapons, Martial Weapons
  53. - **Tools:** None
  54.  
  55. ___
  56. - **Saving Throws:** Strength, Constitution
  57. - **Skills:** Choose 3 from Athletics, Acrobatics, History, Insight, Intimidation, Investigation, Medicine, Nature, Perception, Religion, Survival
  58.  
  59.  
  60.  
  61. #### Equipment
  62. You start with the following equipment, in addition to the equipment granted by your background:
  63. - *(a)* Ring Mail or *(b)* Chain Mail or *(c)* Splint
  64. - *(a)* Longsword or *(b)* Morningstar or *(c)* Warhammer
  65. - *(a)* A Hand Crossbow or *(b)* 4 Light Hammers or *(c)* 4 Handaxes
  66. -*(a)* Dungeoneer's Pack or *(b)* Explorer's Pack
  67. -If you are using starting wealth, you have 20GP in funds.
  68.  
  69. <img src='https://i.pinimg.com/originals/bb/86/a5/bb86a57eaf506e0f07fdc239b7dda1fc.png' style='position:absolute; top:-30px;right:0px;width:816px; mix-blend-mode:multiply; transform:rotate(0deg)scaleX(1)scaleY(1)'/>
  70.  
  71. <img src='https://www.gmbinder.com/images/Tkbl4ji.png' style='position:absolute; top:-50px; left:0px; width:816px;
  72. transform:rotate(0deg);'/>
  73.  
  74. ### The Strain of Might
  75. Starting level 1, you have a pool of Strain Points equal to your Proficiency Bonus, plus your constitution modifier.
  76.  
  77. The pool is empty and resets to zero after finishing a long rest.
  78.  
  79. Some abilities of the Bulwark give you Strain points when you use them, or depend on the amount of Strain accumulated.
  80.  
  81. If an ability were to give you Strain while your Strain point pool is already at its maximum, you gain 1 level of exhaustion instead.
  82.  
  83.  
  84.  
  85. \columnbreak
  86. <div style='margin-top:360px;'></div>
  87.  
  88. <div class='classTable'>
  89.  
  90. #### The Bulwark
  91. | Level | Proficiency Bonus | Strain Points | Features |
  92. |:---:|:---:|:---|:----------------------------------:|
  93. | 1st | +2 | 2+con | The Strain of Might, Shield, Tactics of Survival and Sacrifice, Reflexes of Survival and Sacrifice |
  94. | 2nd | +2 | 2+con | Armour Expertise|
  95. | 3rd | +2 | 2+con | Bulwark Archetype Feature |
  96. | 4th | +2 | 2+con | ASI, Extra Attack |
  97. | 5th | +3 | 3+con | Bulwark Archetype Feature|
  98. | 6th | +3 | 3+con | The Bulwark Shield |
  99. | 7th | +3 | 3+con | Bulwark Archetype Feature|
  100. | 8th | +3 | 3+con | ASI, Extra Attack |
  101. | 9th | +4 | 4+con | Bulwark Archetype Feature |
  102. | 10th| +4 | 4+con |Skills of Survival and Sacrifice, Great Strength |
  103. | 11th| +4 | 4+con | Bulwark Archetype Feature|
  104. | 12th| +4 | 4+con | Ability Score Increase |
  105. | 13th| +5 | 5+con | Bulwark Archetype Feature|
  106. | 14th| +5 | 5+con| The Bulwark Shield |
  107. | 15th| +5 | 5+con| Bulwark Archetype Feature |
  108. | 16th| +5 | 5+con| Ability Score Increase |
  109. | 17th| +6 | 6+con| Might of Survival and Sacrifice |
  110. | 18th| +6 | 6+con| Survivor's Reward|
  111. | 19th| +6 | 6+con| ASI, Extra Attack |
  112. | 20th| +6 | 6+con| The Might of Strain |
  113.  
  114. </div>
  115.  
  116.  
  117. \pagebreakNum
  118.  
  119.  
  120.  
  121.  
  122.  
  123. ### The Bulwark Sheild
  124. "After your training as a stoic defender, you were given one of the Greatshields that are the namesake of the Order."
  125.  
  126. Starting level 1, you have a Shield called the "Bulwark Greatshield" and know how to make one and where to get one. You gain proficiency in Smithing tools, and specialize in crafting armor and this signature shield, the "Bulwark Greatshield". These shields have the "Heavy" property for anyone but you, it grants +3AC instead of the usual +2AC, and can be used a number of unique ways. You can choose one of the following techniques at level 1, then choose another one at levels 6 and 14. You can also substitute dexterity saves for strength saves to block instead of dodge, having the same effect on failure or success. The Bulwark shield increases size by 1 category.
  127.  
  128. #### Great Bash
  129. *"Swinging that shield around is definitely not as easy as you make it look!"*
  130.  
  131.  
  132. As an Action, you can make a single melee attack with your shield (1d20+your proficiency) to deal 1d8 bludgeoning damage (2d8 at level 7, 3d8 at level 11, 4d8 at level 15) and attempt to apply a special effect to the target creature of size large or smaller. Target creature must make a Constitution saving throw against a DC of 8+your proficiency bonus+your Strength modifier. On a fail, choose the effect that applies :
  133.  
  134. - Creature is stunned until the end of its next turn.
  135.  
  136. - Creature takes 2d6 additional damage as bludgeoning.
  137.  
  138. **Using this ability gives you 1 point of Strain.**
  139. #### Great Push
  140. *"Towing that huge Bulwark shield around all day as part of your training has given you a strong sense of balance as well as Kord-like muscles."*
  141.  
  142. As an Action, you may force target creature, of a size one greater than yours or smaller that you are in melee range of, to make a Strength or Dexterity Saving Throw (your choice) against a DC of 8+your proficiency bonus+your Strength modifier. On a fail, you may choose the effect that applies to that creature :
  143.  
  144. - Creature falls prone and takes 2d6 bludgeoning damage (3d6 at level 7, 4d6 at level 11, 6d6 at level 15).
  145.  
  146. - Creature is violently pushed back 20ft (30ft at level 7, 40ft at level 11, 50ft at level 15), if it collides with anything solid enough, it takes the equivalent of distance traveled in fall damage plus an extra 1d8 bludgeoning damage (objects and creatures hit by the creature take half the damage dealt to the target of the push).
  147.  
  148. **Using this ability gives you 1 point of Strain.**
  149.  
  150. \columnbreak
  151.  
  152. #### Great Leap
  153. *"Jumping to the rescue has been pounded into your mind and body, allowing you to cover some distances in very fast long jumps."*
  154.  
  155. As an Action, you may leap 15ft in any direction (have fun with that!). Should you leap on a creature, that creature must make a Dexterity saving throw against a DC of 8+your proficiency bonus+your Strength modifier. On a fail, it takes 1d6 (2d6 at level 7, 3d6 at level 11, 4d6 at level 15) bludgeoning damage and is knocked prone.
  156.  
  157. **Using this ability gives you 1 point of Strain.**
  158.  
  159.  
  160.  
  161.  
  162.  
  163. ### Tactics of Survival and Sacrifice
  164. At level 1, you have learned when to make a stand... and when to run.
  165.  
  166. Some abilities require "Sacrifice", meaning reducing a certain value by a certain amount. When effects end, so do the penalties.
  167.  
  168. **Only one effect of this list may be active at any time.**
  169.  
  170. #### Leg Focus
  171. As an Action, you may Sacrifice 2AC to gain 10ft of movement for 1 minute. At level 10 you may sacrifice 4AC to gain 20ft of movement for 1 minute.
  172. #### Shield Focus
  173. As an Action, you may Sacrifice 10ft of movement to gain 2AC for 1 minute. At level 10 you may sacrifice 20ft of movement to gain 4AC for 1 minute.
  174. You may end any of these effects before their duration expires as a Bonus Action on your turn.
  175.  
  176.  
  177.  
  178.  
  179. ### Reflexes of Survival and Sacrifice
  180. At level 1, your body moves by instinct to protect.
  181.  
  182. *"This is what you were trained for, believe in it and the rewards will be greater than you can imagine."*
  183. #### Full Sacrifice
  184. As a Reaction, you may sacrifice Hit Points equal to your level to completely shield an ally within 10ft of you from an attack. You become the target of the attack instead. At level 10 the attack being redirected will be made as if you had resistance to its damage type. At level 17 the attack that is being redirected onto you will be made at disadvantage.
  185. #### Partial Sacrifice
  186. As a Reaction, you may take half of the damage from an attack targeting or affecting (Area of effect spells) target ally within 20ft of you. That ally takes half the damage they would otherwise take from that attack.
  187. #### Unpredictable Defense
  188. As a Reaction, You may sacrifice 3AC to impose disadvantage on all attacks made by target enemy against target ally within 5ft of you until the start of your next turn.
  189. \pagebreaknum
  190.  
  191. ### Shield Expertise
  192. Starting at level 2, you've learned how to maximize the efficiency of your shield.
  193. While using The Bulwark Shield, you have + 1AC.
  194.  
  195. \pagebreak
  196.  
  197. ### Bulwark Archetype
  198. *"You now know enough of your deep nature and how you react in a crisis to choose your Path as a Bulwark."*
  199.  
  200. At 3rd level, you choose an archetype feature out of the different Paths of the Bulwark.
  201. ### Extra Attack
  202. Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
  203.  
  204. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.
  205.  
  206.  
  207. ### Skills of Survival and Sacrifice
  208. At level 10 these abilities become available
  209.  
  210. #### Trick Opening
  211. *"Trick... or Treat ? Depends on whether they dare..."*
  212.  
  213. As a Bonus Action, You may sacrifice 4AC to impose disadvantage on all attacks against you until your next turn.
  214.  
  215. #### Tighten the Flesh
  216. "Its just a flesh wound, and my flesh is mostly made of muscles...*hunmg!*... See ? No more blood !"
  217.  
  218. As a Bonus Action, you may heal for an amount equal to twice your max Strain Points. You can use this ability up to 3 times per short rest.
  219.  
  220. #### Swift Burst
  221. *"You learn to walk into them at first, then you learn to walk over them..."*
  222.  
  223. As a Bonus Action, all enemies within melee range (5ft) of you must make a dexterity saving throw against a DC of 8+your proficiency bonus+your Constitution modifier. On a fail, they fall prone.
  224. ### Might of Survival and Sacrifice
  225. At level 17, these abilities become available.
  226.  
  227. #### Ultimate Smite
  228. You Smite an enemy with all your might.
  229.  
  230. As an Action make a melee attack against a creature within range, this attack is a critical on an 18, 19 or 20.
  231.  
  232. On a hit, you deal 10d12+(current Strain)bludgeoning damage to target creature.
  233.  
  234. **Using this ability gives you 2 points of Strain.**
  235.  
  236. #### Ultimate Rescue
  237. You shield an ally from all incoming damage.
  238.  
  239. As a Reaction, you jump to target creature within 25ft and it becomes immune to all damage until the start of your next turn.
  240.  
  241. **Using this ability gives you 2 points of Strain.**
  242.  
  243. ### Survivor's Reward
  244. At level 18, you gain immunity to 2 damage types of your choice
  245.  
  246. ### The Might of Strain
  247. At level 20, double your Strain point pool maximum.
  248.  
  249. \columnbreak
  250.  
  251. ## Bulwark Archetypes
  252. ### Path of the Protector
  253. *"The Protector focuses on saving allies from damage and taking hits for them. They sacrifice more but gain more from their sacrifice."*
  254.  
  255. #### Unbreakable
  256. At level 3 : For every point of Strain accumulated, you reduce all damage taken by 1.
  257.  
  258. #### Life Before Death
  259. At level 5 : Full Sacrifice's radius increases to 25ft.
  260.  
  261. #### Increased Focus
  262. At level 7 : Focus shield suffers reduction of sacrifice by half
  263.  
  264. #### Big Basher
  265. At level 9 : Great Bash is now usable without a Bulwark Greatshield, does 1d8 extra damage and can affect huge creatures.
  266.  
  267. #### Effortless Jumps
  268. At level 11 : Great Leap no longer gives Strain.
  269.  
  270. #### Forceful Burst
  271. At level 15 : Swift Burst now deals 4d8 bludgeoning damage to any creature failing the save.
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