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THE BASTION

A 5E PROTECTOR CLASS

The Bastion

The elf observes the blobs of aether that trail away from each passerby, destined to go unnoticed by all but for a few. A jagged scream rings out, and in a moment her own aether expands into an aura that envelops the charging bandits. Their cries of frustration turn to pain as her blades of aura parry then slash at them.

A winter wolf stalks its prey in the snowy mountains of its home. A half-orc has foolishly entered her territory. Yet there is a strangeness. The prey has walked from dawn to dusk without signs of fatigue nor coldness of breath. Regardless, hidden within the folds of snow she tenses to strike. A moment passes, then two. She leaps, and so does the prey towards her. A sudden sharp pain then dulls the swiftness of her teeth. A damning conclusion begins to dawn on her: this is not prey. It is predator.

Aether is the raw, limitless energy that fuels all magic and connects all things, living and nonliving, together. A bastion is a stalwart defender who learns how to manipulate the aether within and around themselves, deflecting attacks and creating bursts of raw elemental power.

The Origins of Defense

The first bastion is said to have been a young recruit knocked unconscious at the onset of an assault against her town. Copies of a diary passed down within all bastion unions depict this person witnessing two things upon awakening: the town’s gate breached and broken, and a “living aura enclosing and drifting from anything and everything”. Years later, when that town’s sister city came under similar assault, and there remained only 200 soldiers to defend against 5 times that many, a person radiating a soft colored light appeared to join them. Only one defender died that day, and she left behind a diary which was copied and distributed amongst the survivors.

Within that diary were teachings on the refinement of one’s spirit and its unitive nature with the ambient aether (called “The Weave” in some realms) of the world. From the soldiers descended unions, a loose mix of masters, instructors, and students that move in the defense of the besieged and seek new talent to train and temper. Though these unions take many paths, all bastions share in the desire to act in the defense of oneself and others.

Reactive Protectors

Becoming a bastion requires natural talent and unceasing self-reflection. Few can tap into the aether that lies dormant within every creature, and even fewer can learn to join it. Bastions temper their spirit to expand their awareness, and in doing so learn to expand the thin layer of aether that envelops all creatures into an invisible sphere of power. Attuned to the aether within this circle of influence, a bastion can feel the shape and movement of all that trespasses within it, and react with a preternatural sense.

 
   Bastions are defensive warriors that leap into the fray to protect their allies and frustrate their enemies. They will tend to stay as close to as many creatures as possible to maximize the benefits of their aegis aura. When they strike, they can twist nearby aether into raw, elemental evocation. While bastions do not strike hard, few contenders can match their adaptability, endurance, and protective capability.

Creating a Bastion

When creating a bastion, first think about who discovered your talent and your experiences within their union. Who was your master? How did they interpret the tie between the aether and the spirit? Did you follow in their footsteps, or did you challenge their instruction? Because refining the spirit demands a variety of experiences, it is uncommon for students to remain with their masters indefinitely or for a union to stay in one place for long. Did you leave your master on good terms, or under more unfortunate circumstances?

If you were not part of a union, then perhaps you found a copy of the first bastion's diary and began studying it. Where did you find it? Who left it behind? Regardless of your origins, a central tenet passed down from the first bastion forms a universal tether: "One is all, all are one. Aether connects all that which was, is, and will be. To raise the spirit is to become an enduring bastion that protects these bonds."

How do you interpret this message? What bonds connect you to others? How will you go about protecting these bonds? Or, if you reject the teaching, why?

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BASTION | CREATED BY ANDREW T. HA

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BASTION | CREATED BY ANDREW T. HA
The Bastion

—Spell Slots per Spell Level—

Level Proficiency Bonus                                                             Features Aegis Radius Aether Art Damage   1st     2nd     3rd     4th     5th  
1st +2 Touch of Aether, Vanguard's Rush
2nd +2 Aegis, Spellcasting, Aether Art (3 uses) 10 1d6 2
3rd +2 Spirit Union 10 1d6 3
4th +2 Ability Score Improvement 10 1d6 3
5th +3 Aegis of Assault 15 2d6 4 2
6th +3 Aegis of Renewal, Fortify Aura 15 2d6 4 2
7th +3 Spirit Union Feature, Aether Art (4 uses) 15 2d6 4 3
8th +3 Ability Score Improvement 15 2d6 4 3
9th +4 20 3d6 4 3 2
10th +4 Spirit Union Feature 20 3d6 4 3 2
11th +4 Extra Reaction, Aether Art (5 uses) 20 3d6 4 3 3
12th +4 Ability Score Improvement 20 3d6 4 3 3
13th +5 25 4d6 4 3 3 1
14th +5 Bond of Aether 25 4d6 4 3 3 1
15th +5 Spirit Recovery, Aether Art (6 uses) 25 4d6 4 3 3 2
16th +5 Ability Score Improvement 25 4d6 4 3 3 2
17th +6 30 4d6 4 3 3 3 1
18th +6 Aura Sense 30 4d6 4 3 3 3 1
19th +6 Ability Score Improvement 30 4d6 4 3 3 3 2
20th +6 Spirit Union Feature 60 4d6 4 3 3 3 2

Quick Build

You can make a bastion more quickly by following these suggestions. First, make Strength or Dexterity your highest ability score, depending on your choice of weaponry. Your next highest score should be Wisdom to fuel your spellcasting and bastion abilities. Second, choose the Hermit background.

Class Features

As a bastion, you gain the following class features.

Hit Points


  • Hit Dice: 1d10 per bastion level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per bastion level after 1st

Proficiencies


  • Armor: All armor
  • Weapons: Simple weapons, martial weapons
  • Tools: None
 


  • Saving Throws: Constitution, Intelligence
  • Skills: Insight, and choose two from Animal Handling, Athletics, Medicine, Nature, Perception, and Survival

Equipment

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

  • (a) one two-handed weapon or (b) two one-handed melee weapons
  • (a) five javelins or (b) a light crossbow and 20 bolts
  • (a) leather armor, (b) chain shirt or (c) chain mail
  • (a) explorer's pack or (b) scholar's pack
  • a component pouch
Starting Equipment

When you create a bastion, you can start with 5d4 x 10 gp instead of receiving the equipment from your class and background.

Touch of Aether

Beginning at 1st level, you discover the flow of aether within yourself and learn to project it outwards. Your first lesson involves taking a part of your own inner aether and imbuing it onto another creature or object. While touching a creature or an object, you can as an action leave a mark on the location you are touching. This mark is invisible to anyone but you and creatures that can see magical auras or invisible creatures and objects.

You can have a number of marks equal to your Wisdom modifier (minimum 1), and if you place a mark in excess of that number, your oldest mark disappears. You always know the direction of your mark so long as it remains on the same plane as you, though you do not learn the distance between you and it. The mark lasts until it is replaced by a newer mark, you or the mark move within the range of an anti-magic field or similar, or until a dispel magic spell is cast upon your mark.

Vanguard's Rush

Also at 1st level, the aether flowing throughout your body empowers you when you act in the defense of your allies. As a Bonus Action, you can move up to your speed toward an ally that you can see. Additionally, if you successfully shove a creature that is adjacent to an ally, you can move that creature an additional 5 feet.

Aegis

At 2nd level, you learn how to create an aura of safety. As a bonus action on your turn, you can create a 10-foot-radius aura. Whenever a creature within the range of this aura including yourself is hit by an attack, you can as a reaction force the attacker to reroll the same attack roll. The attacker must use the new result. This aura lasts for one minute, until you fall unconscious, or until you choose to end it (no action required by you).

Its size increases as you gain bastion levels, as shown in the Aegis Radius column of the Bastion class table. You can use this feature twice. You regain expended uses when you finish a short or long rest.

 

Aegis Focus

When you cast a bastion spell that requires a material component while your aegis feature is active, you can ignore that component unless it has a value.

Spellcasting

By 2nd level, you learn how to draw upon the ambient aether to enact your will, much as a Druid does. See chapter 10 of the Player's Handbook for the general rules of spellcasting. The bastion spell list is detailed at the end of this document.

Spell slots

The bastion table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell longstrider and have a 1st-level and a 2nd-level spell slot, you can cast longstrider using either slot.

Spells Known of 1st Level and Higher

You know a number of 1st-level spells of your choice equal to your Wisdom modifier + half your Bastion level (rounded up) from the bastion spell list. Each time you learn a new spell, the spell must be of a level of which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.

Spellcasting Ability

Wisdom is your spellcasting ability for your spells, since you cast through meditative insight into yourself and the world around you. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one. Bastion class features that force a saving throw also use your Spell save DC.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

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BASTION | CREATED BY ANDREW T. HA

Aether Art

Also at 2nd level, you discover how to channel aether into bursts of elemental power. When you declare an attack, you can imbue the attack with one of the following options. If the attack hits, you deal an additional 1d6 damage of a type determined by the option and apply its effect to the target creature. If you miss, the creature takes half of this extra damage. The additional damage increases as you advance in level, as shown on the Aether Art Damage column of the Bastion class table.


  • Spring’s Storm. The additional damage is lightning damage. On a hit, the target can’t make reactions until the end of your next turn.
  • Summer’s Fury. The additional damage is fire damage. On a hit, you deal additional damage to the target equal to your Wisdom modifier.
  • Autumn’s Roar. The additional damage is thunder damage. On a hit, the target is pushed up to 10 feet away from you.
  • Winter’s Chill. The additional damage is cold damage. On a hit, the target's speed is reduced by 10 feet until the end of your next turn.

You can use this feature thrice. You regain all expended uses of this feature when you complete a short or long rest. You gain an additional use of this feature at 7th level, and another at 11th and 15th level.

Spirit Union

When you reach 3rd level, you forge a union with a particular aspect of the spirit. The Battlemind, the Warden, the Emitter, and the Ardent are made available at the end of the class description. Your choice will augment your aegis and aether art features. You gain spirit union features at 3rd level as well as at 7th, 10th, and 20th.

Union Spells

Each union has a list of associated spells. You learn these spells at the levels specified in the union description. Union spells do not count against your number of spells known. If you gain a union spell that doesn't appear on the bastion spell list, the spell is nonetheless a bastion spell for you.

Ability Score Improvement

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.

Aegis of Assault

Starting at 5th level, you can attack creatures who threaten your allies. When a creature you can see within your aegis radius makes an attack, you can use your reaction to make a melee spell attack against the attacking creature. You are proficient with it, you add the modifier you use for a weapon you're wielding to its attack and damage rolls, and it deals your weapon's damage type on a hit.

 

Aegis of Reversal

At 6th level, while your aegis is active, you can as an action allow any number of creatures within your aegis aura to make a saving throw to end an effect that a save could end.

Fortify Aura

Also at 6th level, while your aegis aura is active, if you start your turn without having used one or more reactions since your previous turn, you gain temporary hit points equal to your Wisdom modifier + half your Bastion level. These temporary hit points disappear when your aegis ends.

Extra Reaction

Starting at 11th level, you can make an additional reaction per round.

Bond of Aether

At 14th level, you learn how to strengthen the imperceptible links that exist between all living creatures. As a 10 minute ritual, you can magically link up to 8 creatures within touch range including yourself. This effect conveys the following information between members so long as they remain on the same plane and lasts for 24 hours or until you use this feature again, whichever comes first:

  • Their general direction and distance from one another
  • Their emotional state
  • Their health status and any conditions they may be suffering from

Spirit Recovery

Starting at 15th level, when you roll initiative you regain 1 use of your Aether Art feature. This cannot exceed your maximum number of uses.

Aura Sense

At 18th level, when bathed in your aegis, all things shine by the light of their aether. You are aware of the location of all creatures and objects within the range of your aegis aura, and they shed a dim light 20 feet in all directions perceptible only to you, including creatures and objects in the ethereal plane. Creatures with the shapeshifter feature reveal their true forms to you superimposed over whatever other form they are taking. Creatures capable of casting spells and magical objects shed bright light 20 feet in all directions, then dim light 20 feet beyond that, perceptible only to you. You can selectively choose to turn off or on this light (no action required by you).

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BASTION | CREATED BY ANDREW T. HA

Spirit Unions

Four unions of the spirit are common sights at the scenes of any siege or protectorate. A union master may have students who align with spirit unions that differ from their own. This occurs because a spirit union is the individualized expression of a bastion's inner aether, though these expressions tend to share prevailing forms. However, all spirit unions amplify the same core abilities, so bastions of all stripes can still commune with one another. As a result, a bastion asserts a particular union only upon reaching 3rd level.

Union of the Battlemind

Battleminds focus the aether within themselves in order to expand the limits of their bodies. Battleminds often spearhead vanguards or serve as scouts, reacting to danger with superhuman quickness and enduring inhospitable climes.

Union spells

You gain union spells at the bastion levels listed.

Union of the Battlemind Spells
Bastion level Spells
3rd false life
5th misty step
9th haste
13th death ward
17th *world-slipping advance

Speed of Thought

At 3rd level, you add your Wisdom modifier to initiative rolls and gain the following benefits when you roll initiative:

  • You can move a number of feet equal to your aegis radius (as shown in the Bastion class table) without triggering opportunity attacks
  • You can activate your aegis feature if you have any uses remaining

Mind Threat

Also at 3rd level, you can momentarily invade a creature’s aether with your own. When you hit a creature with an attack, you can expend a use of your Aether Art feature to force that creature to make an Intelligence saving throw. The creature takes Aether Art psychic damage and has disadvantage on attacks that don’t include you as a target until the end of its next turn on a failed save, or half damage on a success.

Mind Over Body

When you reach 7th level, you learn how to focus your inner aether, shielding yourself against harsh conditions. As an action, you can make yourself immune to the effects of extreme cold, extreme heat, high altitude, and frigid water (as detailed on page 110 of the Dungeon Master's Guide), which lasts for as long as you maintain concentration or until you end it (no action required by you).

 

Emergent Vigor

At 10th level, whenever you roll a hit die to regain hit points at the end of a short rest, you can roll twice and choose the greater result.

Harden Aegis

At 20th level, your aura becomes so dense within you that it hardens your body against assault. While your aegis is active, a haloed ring of light appears around your head shining dim light to 10 feet, your muscles bulge then tighten, your body emanates a metallic sheen, and you gain the following benefits:

  • You gain a +2 bonus to AC
  • You have resistance to bludgeoning, piercing, and slashing damage.
  • You gain the benefits of the freedom of movement spell
  • Your aegis aura range is difficult terrain for creatures hostile to you and your allies
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BASTION | CREATED BY ANDREW T. HA

Union of the Warden

Wardens invoke aether from nature and transmute it into potent primal power. Often acting alongside other guardians of the earth, these unchained champions strengthen bonds with the natural world as they use its power to defend it.

Union spells

You gain union spells at the bastion levels listed.

Union of the Warden Spells
Bastion level Spells
3rd ensnaring strike
5th warding wind
9th call lightning
13th stoneskin
17th commune with nature

Guardian’s Might

When you choose this ward focus at 3rd level, you can have elemental power envelop your aegis. Each time you activate your aegis feature, choose one of your Aether Art options. For the duration of your aegis, your aegis depicts harmless sensory effects akin to your chosen Aether Art, such as visible fissures of air and loud cracking sounds for thunder or licks of flames and a warm wind for fire, and you and allies within your aura’s range gain resistance to its damage type.

Nature’s Wrath

Also at 3rd level, you can evoke nature's wrath in a display of elemental fury. As an action, you expend one use of Aether Art to force all creatures in a 15ft cone to make a saving throw. When you do so, choose one Aether Art option.

Creatures in the cone must make a Dexterity saving throw if you chose Spring’s Storm or Summer’s Fury, or a Constitution saving throw if you chose Autumn’s Roar or Winter’s Chill. On a failure, a creature takes the damage and suffers the effect according to your chosen Aether Art. On a success, a creature only takes half as much damage.

Font of Life

At 7th level, you can draw upon nature’s magic to grant sudden fortitude. You can use your action to end one effect a saving throw could end on yourself or on one willing creature that you touch. You can use this feature once. You regain the ability to do so when you finish a short or long rest.

World Tree

Starting at 10th level, your bond with nature’s power reveals the world around you to be one living organism connected by aether. You can cast the locate animals and plants spell at-will without expending a spell slot. Additionally, you can share vitality between yourself and others. At the end of a short rest, you can expend hit dice to heal other nearby creatures, and nearby willing creatures can expend hit dice to heal you.

When a creature does so, they roll a hit die and add their Constitution modifier, and the target creature regains a number of hit points equal to the result

 

Guardian Form

At 20th level, you can take on an aspect of the elements corresponding to one of your Aether Art options. As an action, choose one of the following options. For the next 10 minutes, you gain their associated benefits.

Dynamic Dawn
  • You gain immunity to lightning damage and resistance to thunder damage.
  • You can ignore environmental conditions related to rain and wind.
  • You gain a flying speed of 60 feet.
  • When you use your Spring’s Storm option under your Nature’s Wrath feature, you can instead create a line 60-foot long and 5 foot wide and it deals an additional 2d6 lightning damage.
Burning Noon
  • You gain immunity to fire damage and resistance to cold damage.
  • You can ignore environmental conditions related to heat.
  • Any creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes 10 fire damage.
  • When you use your Summer’s Fury option under your Nature’s Wrath feature, you can instead create a 30-foot cone, and it deals an additional 2d6 fire damage.
Howling Dusk
  • You gain immunity to thunder damage and resistance to lightning damage.
  • You can ignore environmental conditions related to rain and wind.
  • Whenever you hit a creature with a weapon attack, they fall prone. Creatures that are 2 or more size categories larger than you are immune to this effect.
  • When you use your Autumn’s Roar option under your Nature’s Wrath feature, you can instead target each creature in a 20-foot cube, and it deals an additional 2d6 thunder damage.
Frigid Midnight
  • You gain immunity to cold damage and resistance to fire damage.
  • You can ignore environmental conditions related to cold.
  • The ground in a 10-foot radius around you is covered in ice and is difficult terrain for creatures other than you. The radius moves with you. Any creature that moves within this radius for the first time on a turn or ends its turn there must succeed on a Dexterity saving throw or fall prone.
  • When you use your Winter’s Chill option under your Nature’s Wrath feature, you can instead target all creatures in a 10-foot-radius sphere within 30 feet of you, and it deals an additional 2d6 cold damage.

Once you use this feature, you cannot do so again until the end of your next long rest.

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BASTION | CREATED BY ANDREW T. HA

Union of the Emitter

Emitters manipulate aether from distance, expanding their reach and awareness outwards. Born from impatience and frustration with aegis' limited range, these impulsive tactitians learn to emit, maintain, and ignite their aether from afar.

Union spells

You gain union spells at the bastion levels listed.

Union of the Emitter Spells
Bastion level Spells
3rd catapult
5th *remote mark
9th conjure barrage
13th otiluke's resilient sphere
17th conjure volley

Project Aura

When you choose this spirit union at 3rd level, each time you activate your aegis feature, you can have your aegis aura also extend from an ally you can see. All abilities that utilize your aegis aura can be used within that additional range. If at the end of your turn you cannot see your target ally, the additional range disappears. On subsequent turns, you can as a bonus action choose a new target or end this ability. Otherwise it ends when the duration of your aegis ends.

Ignition Ward

Also at 3rd level, you can as an action expend 1 use of your Aether Art to place an offensive shield on a friendly or willing creature you touch. Choose one of your Aether Art options. Until the end of your next short rest or long rest, the next time that creature takes non-psychic damage, roll your Aether Art dice and reduce the damage dealt by the result. Each creature within 5 ft. of that creature must then make a Dexterity saving throw, taking damage and suffering the chosen option's effect on a failure, and half damage on a success. A creature can have no more than 1 ignition ward at a time.

Additionally, at 10th level the range for granting a creature the benefit of your ignition ward increases from touch range to any creature within your aegis aura range.

Mark of Senses

At 7th level, you can as a bonus action see, hear, and smell through a mark from your Touch of Aether class feature. You can do so with only one mark at a time. You can choose which and how many senses you convey and do not lose access to your normal senses while this ability is active. You can end this ability at any time (no action required by you). This ability requires concentration to maintain.

Remote Aether Bomb

At 10th level, you can prematurely detonate your ignition ward on command. As an action, choose a creature within line of sight that has the benefit of your ignition ward feature. The benefit ends on that creature, and each creature within 10 feet of that creature must then make a Dexterity saving throw, taking damage and suffering the chosen option's effect on a failure, and half damage on a success.


Command Aegis

When you reach 20th level, when you activate your aegis feature, your project aura feature applies to an additional number of allies equal to your Wisdom modifier (minimum +1). Those creatures all gain the benefit of your ignition ward feature. This does not consume uses of aether art.

Union of the Ardent

The Ardent excites the aether within their allies to heal and empower them. Tapping into a creature's revitalizing and invigorating energies, these ceaseless guardians of life inspire the best in their allies and push them to greater heights.

Union spells

You gain union spells at the bastion levels listed.

Union of the Ardent Spells
Bastion level Spells
3rd cure wounds
5th calm emotions
9th beacon of hope
13th aura of life
17th mass cure wounds

Aetheric Surge

When you choose this spirit union at 3rd level, when an ally you can see within 30 feet of you makes a weapon attack, you can as a reaction expend a use of aether art and apply one of its choices to their attack.

Empathic Rise

Also at 3rd level, you can as a bonus action allow a creature you can touch or within your aegis aura range to expend a hit die and recover hit points equal to the result + their Constitution modifier. A creature can't benefit from this feature again until you've completed a short or long rest.

Ardent Mantle

At 7th level, your mere touch boosts the confidence of your allies. Choose one of the following options.

Mantle of Clarity

While you are touching a creature other than yourself, whenever they make any Insight or Medicine checks, they can treat a d20 roll of 9 or lower as a 10.

Mantle of Elation

While you are touching a creature other than yourself, whenever they make any Intimidation, Performance or Persuasion checks, they can treat a d20 roll of 9 or lower as a 10.

Mantle of Illumination

While you are touching a creature other than yourself, whenever they make any Arcana, History, Nature, or Investigation checks, they can treat a d20 roll of 9 or lower as a 10.

 
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BASTION | CREATED BY ANDREW T. HA

Radiance and Recovery

When you reach 10th level, you can emit a bright light centered on you to a range of 20 feet and a dim light 20 feet beyond that, or a dim light to a range of 20. You can activate, switch between, or dismiss this light (no action required by you).

Also, creatures who complete a short or long rest within the range of your light, including yourself, regain one expended hit die. Creatures who regain a hit die this way cannot do so again until you have completed a long rest. You and creatures who end a long rest together regain one additional hit die at the end of the long rest.

Energizing Aegis

At 20th level, whenever you activate your aegis feature, a number of creatures equal to your Wisdom modifier (minimum of one) other than yourself within your aegis aura range can immediately expend any number of hit dice to regain hit points as if they had expended them at the end of a short rest. If they have no hit dice remaining, they instead regain 20 hit points.

Further, creatures within your aegis aura range can stand up from prone using 5 feet of movement.

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BASTION | CREATED BY ANDREW T. HA

Spell List

Bastion Spells

1st Level

Absorb Elements
Alarm
Animal Friendship
Bane
Charm Person
Create or Destroy Water
Detect Magic
Feather Fall
Faerie Fire
Fog Cloud
Heroism
Jump
Longstrider
Mage Armor
*Mark of Listening
Sanctuary
Shield
Thunderwave

2nd Level

Aid
Augury
Calm Emotions
Detect Thoughts
Enhance Ability
Find Traps
Gentle Repose
Heat Metal
Hold Person
Locate Animals or Plants
Locate Object
Magic Weapon
*Mark of Communication


Nystul’s Magic Aura
See Invisibility
Shatter
Silence
Warding Bond

3rd Level

Clairvoyance
Counterspell
Elemental Weapon
Fear
Magic Circle
*Mark of Teleportation
Nondetection
Protection From Energy
Revivify
Wind Wall

4th Level

Aura of Life
Death Ward
Elemental Bane
Hallucinatory Terrain
Locate Creature
*Mark of Control
Otiluke’s Resilient Sphere

5th Level

Antilife Shell
Circle of Power
Contact Other Plane
Dream
Rary’s Telepathic Bond
Wall of Force

 

Bastion & Multiclassing

Bastion follow all the normal rules for multiclassing. The following tables function as additions to those listed on page 163 and 164 of the Player’s Handbook.

Multiclassing Prerequisites
Class   Ability Score Minimum
Bastion   Strength or Dexterity 13, Wisdom 13
  Proficiencies Gained
  Light armor, medium armor, simple weapons,   martial weapons

*New Spells

World-slipping Advance

5th-level conjuration


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: S
  • Duration: Concentration, up to 1 minute

Until this spell ends, each time an attack hits or misses you, you can teleport up to a distance of 30 feet.

Touch of Aether Spells

These spells are unique to the bastion class feature: Touch of Aether. Only a character with access to this class feature can learn these spells.

Mark of Listening

1st-Level transmutation


  • Casting Time: 1 action
  • Range: 300 feet
  • Components: S, M (at least one Touch of Aether mark)
  • Duration: Concentration, up 10 minutes

You form an auditory link with a mark from your Touch of Aether feature within range (no line of sight required). You can hear as if you were in that space for the spell's duration. You can still hear sounds around your self. Excessive noise from around yourself may make it difficult to hear sound from your mark and vice versa.

Mark of Communication

2nd-Level transmutation


  • Casting Time: 1 minute
  • Range: 300 feet
  • Components: S, M (at least two Touch of Aether marks)
  • Duration: 1 hour

You form an communicative link between two marks from your Touch of Aether feature within range (no line of sight required).

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BASTION | CREATED BY ANDREW T. HA

Remote Mark

2nd-Level conjuration


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: S
  • Duration: Instantaneous

You place a mark from your Touch of Aether class feature on a creature or a surface within range.

Mark of Teleporation

3rd-level conjuration


  • Casting Time: 1 action
  • Range: 1 mile
  • Components: S, M (at least one existing Touch of Aether mark)
  • Duration: Instantaneous

You teleport yourself to an empty space adjacent to a mark from your Touch of Aether class feature within range. The mark must be on the same plane of existence as you. The mark disappears when you arrive at your destination. If there is insufficient space, then the spell fails and you do not expend the spell slot.

Mark of Control

4th-level enchantment


  • Casting Time: 1 action
  • Range: 100 feet
  • Components: S, M (at least one Touch of Aether mark)
  • Duration: Concentration, up to 1 minute

Choose a humanoid creature within range that has at least one of your Touch of Aether marks on them. That creature must make a Charisma saving throw. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. On a failed save, you take control of its movements, including what it says. It remains aware of everything you make it do and say and that it is being controlled, but it does not necessarily become aware of you. You can choose to perceive through its senses, but doing so causes you to lose perception of your own surroundings.

You must use an action on each of your turns to give it commands, which you project mentally and through somatic hand gestures. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. If you are in combat, they follow your commands on their own turn. If you do not give them any commands on your turn, then they regain control over their body, though the spell does not end.

Your commands cannot cause the creature to knowingly put itself into direct mortal danger. Any mental ability checks they must make as a response to your commands you substitute with your own. Each time the target takes damage, it makes a new Charisma saving throw against the spell, ending the spell on a success. If the target moves beyond the range of this spell, this spell ends.

 

Previous Work

1. Tinkerer Class v0.1 and Tinkerer Class v1.0

2. Guide to Balancing, and Judging the Balance of, Homebrew Classes

2. Designing Mechanics of the Big Bad

3. Big Boss Solo Inserts

4. Goal Oriented Encounters

Changelog

12/30/2017: v1.1
  • Lowered Affect Discharge cap from 6d6 to 5d6 to match with the Paladin.
  • Changed name from Vanguard to Bastion.
  • Dropped Aether Sight in favor of Guardian's Might & Flight.
  • Speed of Thought reorganized; no mechanical change.
  • Nerfed Emergent Vigor. Now only makes sure you cannot recover less than your INT + CON mod hit points.
  • Wording change to Project Aura and Command Aegis. No mechanical change.
  • Swapped Ardent's 3rd level order spell aura of vitality to beacon of hope.
  • Swapped Ardent's Ardent Mantle: Mantle of Clarity's Perception for Medicine, and added Performance to Mantle of Elation.
  • Changed prone function of Energizing Aegis.
  • Aura of vitality removed from spell list.
  • Aether disc changed to not operate like a mount.

01/10/2018: v1.2
  • Changed the name of Guardian's Might & Flight to Vanguard's Rush
  • Added art to P7
  • Aether disc removed from spell list and deleted entirely for being, sadly, too much of a Manhwa fan-insert.
  • Added links under Previous Work on P10

01/15/2018: v1.3
  • Changed spellcasting stat from Intelligence to Wisdom
  • Changed 1st page flavor text.
  • Changed Spirit Order to Spirit Union
  • Changed all references to Order to Union.
  • Removed instances of the phrase Aether Sight from the Class Table
  • Refined wording of features and Spirit Union flavor - no mechanical changes.
  • Refined each subclass' flavor text.
  • Rearranged text on P9 - no mechanical change.
  • Added colored orbs to P9.
  • Swapped skills from "Athletics, Arcana, History, Investigation, Nature, Perception, and Insight" to "Insight, and choose two from Animal Handling, Athletics, Medicine, Nature, Perception, and Survival"
  • Swapped all instances of "/u/Leuku" with "Andrew T. Ha"
  • Refined wording of Aegis of Assault
  • Removed line from Aether Art referencing Aegis of Assault
  • Deleted Battlemind's 7th level Persistent Harrier
  • Fixed some bullet point errors under Warden's 20th level Guardian Form
  • Clarified line of sight for Emitter's 3rd level Project Aura
  • Added "or long rest" to Emitter's 3rd level Ignition Ward
  • Added to Emitter's 3rd level Ignition Ward restricting number of wards a creature can have on them.
  • Added "non-hostile" keyword to Emitter's 3rd level Ignition Ward
  • Removed redundant wording under Ardent's 10th level Radiance and Recovery



01/17/2018: v1.4
  • Removed restriction on not targeting self from 6th level Aegis of Reversal
  • Added Wisdom Modifier to 6th level Fortify Aura
  • Changed name of Warden's 10th level World's Tree to World Tree
  • Added "bastion" keyword to 1st level Aegis: Aegis Focus
  • Rearranged Vanguard's Rush description. No mechanical change.
  • Swapped 1st level spells Compelled Duel, Identify, Illusory Script, Magic Missile, Silent Image, Tenser's Floating Disc in exchange for Charm Person, Create or Destroy Water, Faerie Fire, Heroism, Sanctuary, Thunderwave
  • Swapped 2nd level spells Arcane Lock, Knock in favor of Gentle Repose, Heat Metal.
  • Swapped 3rd level spells Dispel Magic, Glyph of Warding, Sending in favor of Counterspell, Fear, Revivify.
  • Swapped 4th level spell Geas in favor of Dream.
  • Clarified how the mark of communication spell works
  • Changed the mechanics for how 6th level Aegis of Reversal works
  • Changed name of 20th level Warden Guardian Forms Electric Dawn to Dynamic Dawn and Frozen Midnight to Frigid Midnight
  • Changed mechanics of Battlemind's 3rd level Mind Spike dramatically, renamed to Mind Threat
  • Increased base number of uses of Aether Art from 2 to 3, and maximum from 5 to 6.

01/21/2018: v1.5
  • Added "the same" wording to 2nd level Aegis
  • Changed 1st level Vanguard's Rush to grant a bonus action movement towards an ally instead of an additional 10 feet.
  • Removed "weapon" key word from 2nd level Aegis, allowing it to apply to spell attacks
  • Reorganized wording of Aegis of Assault - no mechanical change.
  • Improved the range of the 2nd level remote mark spell from 60 feet to 120 feet.
  • Improved the 5th level spell world-slipping advance to include attacks that hit you as well as miss
  • Added a range limit to the 3rd level spell mark of teleporation
  • Changed Battlemind's 10th level Emergent Vigor so as to not intersect with the durable feat
01/29/2018: v1.6
  • Added Cover Page
11
BASTION | CREATED BY ANDREW T. HA