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D&D Build GuideHow to Build a Tank

The one who stands in the doorway: the classes, species, feats and spells that let you soak hits and keep enemies off your friends, plus three builds ready to play.

2024 RULES

What Makes a Tank

D&D has no taunt button. Monsters attack whoever they like, so a tank has to do two jobs at once:

  • Survive the hits: high Armor Class, a big Hit Point pool, damage Resistance and good saving throws.
  • Make yourself the problem: hit hard enough, or lock enemies down well enough, that ignoring you costs them more than attacking you.

The second job is the one people forget. A fighter in plate who deals no damage and threatens nobody gets walked around. A tank who punishes anyone who moves past, pulls enemies to their side or shields the wizard with a Reaction actually protects the party.

This guide uses the 2024 rules. Ability score increases come from your background, so any species can play any tank.

Thrain's take

I've watched a lot of tanks stand in the right place and still lose the wizard. Positioning is half of it. Tell me where you're standing and who you're covering, and the monsters have to go through you or around you, and going around you should hurt.

Best Classes for a Tank

Legendary: build around it Epic: excellent Rare: good Uncommon: works Common: weak fit
Fighter
Heavy armor, a shield and the DefenseDefenseFighting Style featWhile you're wearing Light, Medium, or Heavy armor, you gain a +1 bonus to Armor Class. style from level 1. Second WindSecond WindLevel 1 featureYou have a limited well of physical and mental stamina that you can draw on. As a Bonus Action, you can use it to regain Hit Points equal to 1d10 plus your Fighter level. You can use this feature twice. heals you mid-fight, IndomitableIndomitableLevel 9 featureIf you fail a saving throw, you can reroll it with a bonus equal to your Fighter level. You must use the new roll, and you can't use this feature again until you finish a Long Rest. rerolls a failed save, and weapon masteries like Sap and Topple blunt the enemy's offence.
Legendary
Paladin
Heavy armor plus Aura of ProtectionAura of ProtectionLevel 6 featureYou radiate a protective, unseeable aura in a 10-foot Emanation that originates from you. The aura is inactive while you have the Incapacitated condition. You and your allies in the aura gain a bonus to saving throws equal to your Charisma modifier (minimum bonus of +1). at level 6: you and nearby allies add your Charisma modifier to every saving throw. Lay on Hands and Shield of FaithShield of Faith1st-level AbjurationConcentrationCastingBonus ActionRange60 feetDuration10 minutesA shimmering field surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration. keep you standing.
Legendary
Barbarian
RageRageLevel 1 featureYou can imbue yourself with a primal power called Rage, a force that grants you extraordinary might and resilience. You can enter it as a Bonus Action if you aren't wearing Heavy armor. gives Resistance to Bludgeoning, Piercing and Slashing damage on a d12 hit die. Lower AC than a plate wearer, but by far the most Hit Points to burn through.
Epic
Cleric
The Protector Divine OrderDivine OrderLevel 1 featureYou have dedicated yourself to one of the following sacred roles of your choice. Protector. Trained for battle, you gain proficiency with Martial weapons and training with Heavy armor. Thaumaturge. You know one extra cantrip from the Cleric spell list. adds heavy armor. Spirit GuardiansSpirit Guardians3rd-level ConjurationConcentrationCastingActionRangeSelfDuration10 minutesSaveWisdomDamage3d8 RadiantProtective spirits flit around you in a 15-foot Emanation for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate creatures to be unaffected by it. punishes every enemy that stays near you, and you can heal yourself.
Epic
Druid
Wild Shape forms come with Temporary Hit Points. The Circle of the Moon (Player's Handbook) makes it a real front line; other circles are better behind one.
Rare
Monk
Fast and slippery with EvasionEvasionLevel 7 featureWhen you're subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw and only half damage if you fail. and Deflect Attacks, but a monk dodges rather than soaks and has few ways to make enemies stay.
Uncommon

Best Species for a Tank

Dwarf
Dwarven Toughness adds a Hit Point every level, and Dwarven Resilience shrugs off poison. The classic shield wall.
Legendary
Goliath (Stone Giant)
Stone's Endurance takes a chunk off an incoming hit as a Reaction, and Large Form at level 5 makes you physically harder to get around.
Legendary
Orc
Relentless Endurance drops you to 1 Hit Point instead of 0 once per Long Rest, and Adrenaline Rush gets you back into position with Temporary Hit Points.
Epic
Human
Versatile gives a second Origin feat. Take Tough for two extra Hit Points per level, and Resourceful hands you Heroic Inspiration every day.
Epic
Dragonborn
Resistance to your ancestry's damage type, and a Breath Weapon for crowds that try to swarm you.
Rare

Feats, Fighting Styles and Masteries

Fighting styles. DefenseDefenseFighting Style featWhile you're wearing Light, Medium, or Heavy armor, you gain a +1 bonus to Armor Class. is the default: +1 AC in any armor. Two Player's Handbook styles are better at protecting other people. Protection lets you raise your shield as a Reaction to give an enemy Disadvantage against the ally next to you, and Interception shaves damage off a hit on a neighbour.

Origin feats. Tough (Player's Handbook) is the best Origin feat for a tank, worth two Hit Points per level. AlertAlertOrigin featWhen you roll Initiative, you can add your Proficiency Bonus to the roll. gets you into the doorway before the enemy moves.

Level 4 and up.

  • Sentinel (Player's Handbook) is the closest thing D&D has to a taunt: hit an enemy with an Opportunity Attack and its Speed drops to 0, and you get to swing when an adjacent enemy hits someone else.
  • Heavy Armor Master (Player's Handbook) reduces Bludgeoning, Piercing and Slashing damage from each hit by your Proficiency Bonus.
  • Shield Master (Player's Handbook) shoves or knocks enemies Prone and protects you from area spells.
  • GrapplerGrapplerGeneral featIncrease your Strength or Dexterity score by 1, to a maximum of 20.: a grappled enemy has a Speed of 0, so it cannot reach your wizard at all.

Weapon masteries. A longsword, mace or spear has Sap: a creature you hit has Disadvantage on its next attack. A warhammer has Push and a battleaxe has Topple. All three work with a shield.

Best Spells for a Tank

Protect Yourself

For paladins, Protector clerics and fighters with a spell or two.
Shield of FaithShield of Faith1st-level AbjurationConcentrationCastingBonus ActionRange60 feetDuration10 minutesA shimmering field surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration. +2 AC as a Bonus Action
ShieldShield1st-level AbjurationCastingReactionRangeSelfDuration1 roundAn imperceptible barrier of magical force protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from Magic Missile. +5 AC as a Reaction, for magic fighters
HeroismHeroism1st-level EnchantmentConcentrationCastingActionRangeTouchDuration1 minuteA willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to the Frightened condition and gains Temporary Hit Points equal to your spellcasting ability modifier at the start of each of its turns. Temporary Hit Points every turn, no fear
Protection from Evil and GoodProtection from Evil and Good1st-level AbjurationConcentrationCastingActionRangeTouchDuration10 minutesUntil the spell ends, one willing creature you touch is protected against creatures that are Aberrations, Celestials, Elementals, Fey, Fiends, or Undead. The protection grants several benefits. Creatures of those types have Disadvantage on attack rolls against the target. Fiends and undead struggle to hit you

Protect the Party

Spirit GuardiansSpirit Guardians3rd-level ConjurationConcentrationCastingActionRangeSelfDuration10 minutesSaveWisdomDamage3d8 RadiantProtective spirits flit around you in a 15-foot Emanation for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate creatures to be unaffected by it. Enemies near you slow down and take damage
BlessBless1st-level EnchantmentConcentrationCastingActionRange30 feetDuration1 minuteDamage1d4You bless up to three creatures within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target adds 1d4 to the attack roll or save. +1d4 to attacks and saves for three
Warding BondWarding Bond2nd-level AbjurationCastingActionRangeTouchDuration1 hourYou touch another creature that is willing and create a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has Resistance to all damage. +1 AC and saves for an ally, and you take the same damage they do
AidAid2nd-level AbjurationCastingActionRange30 feetDuration8 hoursChoose up to three creatures within range. Each target's Hit Point maximum and current Hit Points increase by 5 for the duration. More Hit Points for three, no Concentration

Three Tank Builds

Dwarf fighter
ArmorThe Shield Wall
Species
Dwarf
Class
Fighter (Champion)
Background
Soldier (Savage AttackerSavage AttackerOrigin featYou've trained to deal particularly damaging strikes. Once per turn when you hit a target with a weapon, you can roll the weapon's damage dice twice and use either roll against the target.)
Style
DefenseDefenseFighting Style featWhile you're wearing Light, Medium, or Heavy armor, you gain a +1 bonus to Armor Class.
17STR
10DEX
15CON
8INT
13WIS
12CHA

Plate, shield and a longsword with Sap. Dwarven Toughness and Second WindSecond WindLevel 1 featureYou have a limited well of physical and mental stamina that you can draw on. As a Bonus Action, you can use it to regain Hit Points equal to 1d10 plus your Fighter level. You can use this feature twice. keep you up, and Remarkable AthleteRemarkable AthleteLevel 3 featureThanks to your athleticism, you have Advantage on Initiative rolls and Strength (Athletics) checks. gives you Advantage on Initiative, so you reach the doorway first. Take Sentinel at level 4.

Build the Shield Wall
Free to start. No card needed.
Human paladin
AuraThe Oathsworn
Species
Human (Tough)
Class
Paladin (Oath of Devotion)
Background
Soldier (Savage AttackerSavage AttackerOrigin featYou've trained to deal particularly damaging strikes. Once per turn when you hit a target with a weapon, you can roll the weapon's damage dice twice and use either roll against the target.)
17STR
10DEX
14CON
8INT
12WIS
14CHA

Shield of FaithShield of Faith1st-level AbjurationConcentrationCastingBonus ActionRange60 feetDuration10 minutesA shimmering field surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration. early, Aura of ProtectionAura of ProtectionLevel 6 featureYou radiate a protective, unseeable aura in a 10-foot Emanation that originates from you. The aura is inactive while you have the Incapacitated condition. You and your allies in the aura gain a bonus to saving throws equal to your Charisma modifier (minimum bonus of +1). at 6 and Aura of DevotionAura of DevotionLevel 7 featureYou and your allies have Immunity to the Charmed condition while in your Aura of Protection. If a Charmed ally enters the aura, that condition has no effect on that ally while there. at 7: the party stops failing saves and stops being charmed while they stay near you. Lay on Hands picks up whoever falls.

Build the Oathsworn
Free to start. No card needed.
Goliath barbarian
RageThe Mountain
Species
Goliath (Stone Giant)
Class
Barbarian (Path of the World Tree)
Background
Soldier (Savage AttackerSavage AttackerOrigin featYou've trained to deal particularly damaging strikes. Once per turn when you hit a target with a weapon, you can roll the weapon's damage dice twice and use either roll against the target.)
17STR
13DEX
15CON
8INT
12WIS
10CHA

RageRageLevel 1 featureYou can imbue yourself with a primal power called Rage, a force that grants you extraordinary might and resilience. You can enter it as a Bonus Action if you aren't wearing Heavy armor. halves weapon damage, Stone's Endurance trims what is left, and the World Tree path drags enemies to your side from level 6. Hold a shield for the AC, since Unarmored Defense allows one.

Start an adventure free
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Playing a Tank at the Table

  • Stand in the choke point. A doorway, a bridge or a corridor turns "the monsters go around you" into "the monsters go through you". Say where you are standing and what you are guarding.
  • Threaten, don't just survive. Use your Reaction for Opportunity Attacks, your weapon mastery to Sap or Topple, and spells like Spirit GuardiansSpirit Guardians3rd-level ConjurationConcentrationCastingActionRangeSelfDuration10 minutesSaveWisdomDamage3d8 RadiantProtective spirits flit around you in a 15-foot Emanation for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate creatures to be unaffected by it. so enemies near you have a bad time.
  • Keep the squishy ones behind you. Ask the wizard where they want to stand before the fight, not during it.
  • Use your saves and Hit Points as a resource. You can afford to take the hit the cleric cannot. Step in front of the dragon's breath if it keeps the healer up.
Try it

Build any of the tanks above and hold the line in a real campaign, with a Dungeon Master whose monsters fight back.

Build a tank

FAQ

What is the best tank class in D&D 2024?

Fighter and paladin. Both wear heavy armor and carry a shield. The fighter has the best defensive feats and masteries, and the paladin protects the whole party with Aura of Protection. A barbarian has the most Hit Points and Resistance while raging, at a lower AC.

How do you make enemies attack the tank in D&D?

There is no taunt, so make attacking anyone else expensive. Stand in choke points, take Sentinel to stop enemies in their tracks, use the Protection fighting style or Sap mastery, and pick spells like Spirit Guardians or Compelled Duel.

What is the best species for a tank?

Dwarf, for an extra Hit Point every level and poison Resistance. Goliath (Stone Giant) and Orc are close behind. In the 2024 rules any species works, since your background sets your ability scores.

Can a barbarian tank in heavy armor?

No. A barbarian cannot Rage while wearing heavy armor. Use Unarmored Defense or medium armor with a shield, and let Rage's damage Resistance do the work.

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This guide includes material from the System Reference Document 5.2 by Wizards of the Coast LLC, licensed under the Creative Commons Attribution 4.0 International License. TableForge is not affiliated with Wizards of the Coast. Full licenses.