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Bar-BEAR-ian Tank Build
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<blockquote data-quote="Dustin Fletcher" data-source="post: 7313950" data-attributes="member: 6930132"><p><span style="font-size: 12px"><strong>**EDITED WITH ADJUSTMENTS AND CORRECTIONS**</strong></span></p><p></p><p></p><p><strong>Dwarven Bar-BEAR-ian Tank</strong></p><p>________________________________________</p><p></p><p></p><p><strong>Hill Dwarf Barbarian (Totem Warrior) 20</strong></p><p><strong>Armor Class</strong> 30 (shield+5, Dex+5, Con+8, RoP+1, CoP+1) </p><p><strong>Hit Points</strong> 365 (20d12+220((Con+Hill Dwarf+Tough)) Hit Die) </p><p><strong>Proficiency Bonus</strong> +6 </p><p><strong>Speed</strong> 35 ft</p><p> <strong>Size</strong> Medium</p><p><strong>Initiative</strong>+4</p><p><strong>Alignment</strong> Whatever strikes your fancy </p><p><strong>Languages</strong> Common, Dwarvish</p><p></p><p></p><p><strong>Ability Scores</strong></p><p>Strength 20 (+7); add proficiency bonus to saves </p><p>Dexterity 20 (+5); add shield bonus to saves </p><p>Constitution 26 (+8); add proficiency bonus to saves </p><p>Intelligence 12 (+1)</p><p>Wisdom 18 (+4); add proficiency bonus to saves</p><p>Charisma 8 (-1)</p><p></p><p></p><p><strong>Attacks</strong></p><p><strong>Melee Attack</strong>: Dwarven Thrower (+14 to hit; 1d8+8 bludgeoning; 2d8+8 thrown; +1d8 vs Giant) x2</p><p></p><p></p><p><strong>Skills:</strong> Athletics, Intimidation, Perception, Survival</p><p></p><p></p><p><strong>Tool Proficiencies</strong></p><p>Brewer Supplies</p><p></p><p></p><p><strong>Equipment</strong> shield+3, Dwarven Thrower, Ring of Protection, Cloak of Protection, Manuel of Bodily Health, Manual of Quickness of Action.</p><p></p><p></p><p><strong>Race</strong> - Hill Dwarf</p><p><strong>Darkvision:</strong> You can see in dim light within 60 feet as if it were bright light and in darkness as though it were dim light. When you do so, your vision is in black and white. </p><p><strong>Dwarven Resilience:</strong> You have advantage on saving throws against poison, and you have resistance against poison damage.</p><p><strong>Stonecunning:</strong> Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.</p><p><strong>Dwarven Toughness:</strong> Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.</p><p></p><p></p><p><strong>Background-</strong> Whatever</p><p>Whatever takes your fancy. I took Soldier.</p><p></p><p></p><p></p><p></p><p><strong>Class- Barbarian (Totem Warrior)</strong></p><p></p><p></p><p><strong>Rage:</strong> You can enter a rage as a bonus action.</p><p>While raging, you gain the following benefits if you aren’t wearing heavy armor:</p><p>• You have advantage on Strength checks and Strength saving throws.</p><p>• When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.</p><p>• You have resistance to bludgeoning, piercing, and slashing damage.</p><p><strong>Unarmored Defense:</strong> While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.</p><p><strong>Danger Sense:</strong> You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.</p><p><strong>Primal Path:</strong> Totem Warrior</p><p><strong>Spirit Seeker:</strong> You gain the ability to cast the beast sense and speak with animals spells, but only as rituals.</p><p><strong>Totem Spirit- Bear:</strong> While raging, you have resistance to all damage except psychic damage. </p><p><strong>Feat – Tough:</strong> Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.</p><p><strong>Extra Attack:</strong> When you take the attack action, you get 2 attacks.</p><p><strong>Fast Movement:</strong> Starting at 5th level, your speed increases by 10 feet while you aren’t wearing heavy armor.</p><p><strong>Aspect of the Beast- Bear:</strong> You gain the might of a bear. Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects.</p><p><strong>Feral Instinct: </strong>you have advantage on initiative rolls and if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.</p><p><strong>Feat – Shield Master </strong></p><p></p><p></p><p>• You can add your shield bonus to dex saves or other harmful effects that target only you;</p><p>• When you make a dex save against a spell that does half dmg on a successful save, you can use your reaction to take 0 dmg instead;</p><p>• When you take the attack action, you can use your bonus action to shove a creature 5 feet with your shield.</p><p><strong>Brutal Critical (3 dice): </strong>You can roll three additional weapon damage dice when determining the extra damage for a critical hit with a melee attack. </p><p><strong>Spirit Walker:</strong> you can cast the commune with nature spell, but only as a ritual. When you do so, a spiritual version of one of the animals you chose for Totem Spirit or Aspect of the Beast appears to you to convey the information you seek.</p><p><strong>Relentless Rage:</strong> If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.</p><p>Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.</p><p><strong>Totemic Attunement-Bear:</strong> While you’re raging, any creature within 5 feet of you that’s hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can’t see or hear you or if it can’t be frightened.</p><p><strong>Feat- Resilient Wisdom:</strong> </p><p>• Increase the chosen ability score by 1, to a maximum of 20.</p><p>• You gain proficiency in saving throws using the chosen ability.</p><p><strong>Indomitable Might:</strong> your total for a Strength check is less than your Strength score, you can use that score in place of the total.</p><p><strong>Primal Champion:</strong> Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.</p><p></p><p></p><p><strong>Proficiencies:</strong> All armor and shields. Simple and Martial Weapons. Strength, constitution, Dexterity (Resilient Feat) saving throws. </p><p></p><p></p><p><strong>Saving Throws:</strong></p><p>Str +13</p><p>Dex +7 (+12 with Shield Master)</p><p>Con +16</p><p>Int +3</p><p>Wis +12</p><p>Cha +1</p><p></p><p></p><p>2 Ability Adjustments went to Boost Dex to 20 and Wis to 18</p><p></p><p></p><p></p><p></p><p>This build makes you nearly impossible to hit, while taking half damage from everything save Psychic. If you can get Shield of Faith and Haste cast on you that would give you an AC- 34. If you get any more Stat Boosts from epic boons to increase your Con up to 30 that would give you 405hp and if you can keep going and increase your dex, you could increase your AC even more. And even in death with Relentless Rage to keep going. You have more hit points than most boss monsters and can take no damage on all successful Dex Saves with Shield Master and Half on a fail (Half of Half actually because of Bear Totem). Your main weakness are any spells that have you make Wis, Int, or Cha saves. Also you don’t deal a lot of damage but can force enemies to focus on you with Totemic Attunement So your Damage Dealer or Glass cannon can deal the damage While you soak the hits. </p><p></p><p></p><p>This build was built on a Higher Array of 18, 16, 15, 15, 12, 8 (For a Standard Array, Sacrifice Str for Con and Dex) </p><p></p><p></p><p>Hope you enjoy this, Its my first real 5e Build and would love feedback. </p><p></p><p></p><p>Thanks!</p></blockquote><p></p>
[QUOTE="Dustin Fletcher, post: 7313950, member: 6930132"] [SIZE=3][B]**EDITED WITH ADJUSTMENTS AND CORRECTIONS**[/B][/SIZE] [B]Dwarven Bar-BEAR-ian Tank[/B] ________________________________________ [B]Hill Dwarf Barbarian (Totem Warrior) 20[/B] [B]Armor Class[/B] 30 (shield+5, Dex+5, Con+8, RoP+1, CoP+1) [B]Hit Points[/B] 365 (20d12+220((Con+Hill Dwarf+Tough)) Hit Die) [B]Proficiency Bonus[/B] +6 [B]Speed[/B] 35 ft [B]Size[/B] Medium [B]Initiative[/B]+4 [B]Alignment[/B] Whatever strikes your fancy [B]Languages[/B] Common, Dwarvish [B]Ability Scores[/B] Strength 20 (+7); add proficiency bonus to saves Dexterity 20 (+5); add shield bonus to saves Constitution 26 (+8); add proficiency bonus to saves Intelligence 12 (+1) Wisdom 18 (+4); add proficiency bonus to saves Charisma 8 (-1) [B]Attacks Melee Attack[/B]: Dwarven Thrower (+14 to hit; 1d8+8 bludgeoning; 2d8+8 thrown; +1d8 vs Giant) x2 [B]Skills:[/B] Athletics, Intimidation, Perception, Survival [B]Tool Proficiencies[/B] Brewer Supplies [B]Equipment[/B] shield+3, Dwarven Thrower, Ring of Protection, Cloak of Protection, Manuel of Bodily Health, Manual of Quickness of Action. [B]Race[/B] - Hill Dwarf [B]Darkvision:[/B] You can see in dim light within 60 feet as if it were bright light and in darkness as though it were dim light. When you do so, your vision is in black and white. [B]Dwarven Resilience:[/B] You have advantage on saving throws against poison, and you have resistance against poison damage. [B]Stonecunning:[/B] Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. [B]Dwarven Toughness:[/B] Your hit point maximum increases by 1, and it increases by 1 every time you gain a level. [B]Background-[/B] Whatever Whatever takes your fancy. I took Soldier. [B]Class- Barbarian (Totem Warrior)[/B] [B]Rage:[/B] You can enter a rage as a bonus action. While raging, 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 that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table. • You have resistance to bludgeoning, piercing, and slashing damage. [B]Unarmored Defense:[/B] While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit. [B]Danger Sense:[/B] You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated. [B]Primal Path:[/B] Totem Warrior [B]Spirit Seeker:[/B] You gain the ability to cast the beast sense and speak with animals spells, but only as rituals. [B]Totem Spirit- Bear:[/B] While raging, you have resistance to all damage except psychic damage. [B]Feat – Tough:[/B] Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points. [B]Extra Attack:[/B] When you take the attack action, you get 2 attacks. [B]Fast Movement:[/B] Starting at 5th level, your speed increases by 10 feet while you aren’t wearing heavy armor. [B]Aspect of the Beast- Bear:[/B] You gain the might of a bear. Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects. [B]Feral Instinct: [/B]you have advantage on initiative rolls and if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn. [B]Feat – Shield Master [/B] • You can add your shield bonus to dex saves or other harmful effects that target only you; • When you make a dex save against a spell that does half dmg on a successful save, you can use your reaction to take 0 dmg instead; • When you take the attack action, you can use your bonus action to shove a creature 5 feet with your shield. [B]Brutal Critical (3 dice): [/B]You can roll three additional weapon damage dice when determining the extra damage for a critical hit with a melee attack. [B]Spirit Walker:[/B] you can cast the commune with nature spell, but only as a ritual. When you do so, a spiritual version of one of the animals you chose for Totem Spirit or Aspect of the Beast appears to you to convey the information you seek. [B]Relentless Rage:[/B] If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead. Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10. [B]Totemic Attunement-Bear:[/B] While you’re raging, any creature within 5 feet of you that’s hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can’t see or hear you or if it can’t be frightened. [B]Feat- Resilient Wisdom:[/B] • Increase the chosen ability score by 1, to a maximum of 20. • You gain proficiency in saving throws using the chosen ability. [B]Indomitable Might:[/B] your total for a Strength check is less than your Strength score, you can use that score in place of the total. [B]Primal Champion:[/B] Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24. [B]Proficiencies:[/B] All armor and shields. Simple and Martial Weapons. Strength, constitution, Dexterity (Resilient Feat) saving throws. [B]Saving Throws:[/B] Str +13 Dex +7 (+12 with Shield Master) Con +16 Int +3 Wis +12 Cha +1 2 Ability Adjustments went to Boost Dex to 20 and Wis to 18 This build makes you nearly impossible to hit, while taking half damage from everything save Psychic. If you can get Shield of Faith and Haste cast on you that would give you an AC- 34. If you get any more Stat Boosts from epic boons to increase your Con up to 30 that would give you 405hp and if you can keep going and increase your dex, you could increase your AC even more. And even in death with Relentless Rage to keep going. You have more hit points than most boss monsters and can take no damage on all successful Dex Saves with Shield Master and Half on a fail (Half of Half actually because of Bear Totem). Your main weakness are any spells that have you make Wis, Int, or Cha saves. Also you don’t deal a lot of damage but can force enemies to focus on you with Totemic Attunement So your Damage Dealer or Glass cannon can deal the damage While you soak the hits. This build was built on a Higher Array of 18, 16, 15, 15, 12, 8 (For a Standard Array, Sacrifice Str for Con and Dex) Hope you enjoy this, Its my first real 5e Build and would love feedback. Thanks! [/QUOTE]
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