Quick Build. You can make a Bastion quickly by following these suggestions. First, make Strength or Dexterity as your highest ability score, depending on your weapons choice. Followed by your Wisdom score for your spell casting and bastion's ability.
hit dice:
1d10
hit points at 1st level:
10 + Constitution Modifier
hit points at higher levels:
1d10 + Constitution Modifier per level after first
armor proficiencies:
All Armor
weapon proficiencies:
Simple weapons, martial weapons
tools:
none
saving throws:
Strength, WIsdom
skills:
Insight, and choose two from Animal Handling, Athletics, Medicine, Nature, Perception and Survival
starting 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
spellcasting:
By 2nd level, you learn how to draw upon the ambient aether to enact your will, much as a Druid does. Consult your appropriate handbook for general rules of spellcasting.
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.
Spell Knowns 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 down) 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
Unwavering Ward
If another creature makes an attack within a number of feet of you equal to your Aegis radius, you can expend a bastion spell slot. If you do so, you gain a number of reactions equal to the spell slot level expended that are available to you until the start of your next turn, and if your aegis is not active, you gain the benefits of it until the start of your next turn. These reactions can only be used for your Aegis feature.
Spell List
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
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
Nondetection
Protection From Energy
Revivify
Wind Wall
4th Level
Aura of Life
Death Ward
Elemental Bane
Hallucinatory Terrain
Locate Creature
Otiluke’s Resilient Sphere
5th Level
Antilife Shell
Circle of Power
Contact Other Plane
Dream
Rary’s Telepathic Bond
Wall of Force
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).
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.
class features:
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. As an action while touching a creature or an object, you can leave a mark on it. 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. Any enemy creature will have disadvantage on attack roll against you and your ally when it makes its attack inside the aura. 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 table. You can use this feature twice. You regain expended uses when you finish a short or long rest.
Defensive 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.
Aether Alert
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 makes an attack, you can use your reaction to make a melee attack, melee spell attack or a spell attack against the attacking creature. The attacking creature must be within a number of feet equal to your aegis radius.
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).
subclass options:
Spirit Union
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 dividualized 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 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 Battlemind Spells
Bastion Level |
Spells |
3rd |
False Life |
5th |
Misty Step |
9th |
Haste |
13th |
Death Ward |
17th |
Steel Wind Strike |
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 Valor
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
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 level 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 Moon
- 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.
Union of The Emitter
Emitters manipulate aether from a distance, expanding their reach 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 |
Spell |
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 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 level 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 of 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 of 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.
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 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.
Level | Proficiency Bonus | Features | Aegis Radius | Aether Art Damage | 1st Level Spell slot | 2nd | 3rd | 4th | 5th |
---|
1 | +2 | Touch of Aether, Vanguard's Rush | - | - | - | - | - | - | - |
2 | +2 | Aegis, Spellcasting, Aether Art (3 uses) | 10 | 1d6 | 2 | - | - | - | - |
3 | +2 | Spirit Union | 10 | 1d6 | 3 | - | - | - | - |
4 | +2 | Ability Score Improvement | 10 | 1d6 | 3 | - | - | - | - |
5 | +3 | Aegis of Assault | 15 | 2d6 | 4 | 2 | - | - | - |
6 | +3 | Aegis of Renewal, Fortify Aura | 15 | 2d6 | 4 | 2 | - | - | - |
7 | +3 | Spirit Union Feature, Aether Art (4 uses) | 15 | 2d6 | 4 | 3 | - | - | - |
8 | +3 | Ability Score Improvement | 15 | 2d6 | 4 | 3 | - | - | - |
9 | +4 | - | 20 | 3d6 | 4 | 3 | 2 | - | - |
10 | +4 | Spirit Union Feature | 20 | 3d6 | 4 | 3 | 2 | - | - |
11 | +4 | Extra Reaction, Aether Uses (5 uses) | 20 | 3d6 | 4 | 3 | 3 | - | - |
12 | +4 | Ability Score Improvement | 20 | 3d6 | 4 | 3 | 3 | - | - |
13 | +5 | - | 25 | 4d6 | 4 | 3 | 3 | 1 | - |
14 | +5 | Bond of Aether | 25 | 4d6 | 4 | 3 | 3 | 1 | - |
15 | +5 | Spirit Recovery, Aether Art (6 Uses) | 25 | 4d6 | 4 | 3 | 3 | 2 | - |
16 | +5 | Ability Score Improvement | 25 | 4d6 | 4 | 3 | 3 | 2 | - |
17 | +6 | - | 30 | 4d6 | 4 | 3 | 3 | 3 | 1 |
18 | +6 | Aura Sense | 30 | 4d6 | 4 | 3 | 3 | 3 | 1 |
19 | +6 | Ability Score Improvement | 30 | 4d6 | 4 | 3 | 3 | 3 | 2 |
20 | +6 | Spirit Union Feature | 60 | 4d6 | 4 | 3 | 3 | 3 | 2 |