The Endlessness
guides4 min read

How to Build a Tank in D&D 5e

Build a 5e tank: high AC, high HP, forced engagement mechanics, best class picks, and why Sentinel + Polearm Master makes you unstoppable.

How to Build a Tank in D&D 5e

A tank's job is to absorb damage and force enemies to deal with them, not the squishy party members behind them. In 5e, tanking is trickier than in MMOs because there's no taunt mechanic. You can't make enemies attack you. But you can make it painful for them to attack anyone else.

Core Tank Principles

  1. High AC. Harder to hit means fewer hits landing.
  2. High HP. When hits land, you absorb them.
  3. Forced engagement. Force enemies to attack you via threat of opportunity attacks, conditions, or position.
  4. Damage reduction. Reduce incoming damage via resistance, reactive HP, or features.

Class Picks

Paladin (S-tier)

  • Heavy armor + shield = AC 20 at level 1.
  • d10 HP + Aura of Protection.
  • Compelled Duel forces targeting.
  • Sentinel locks enemies down.

Barbarian (S-tier)

  • Unarmored Defense + high Con + Rage resistance.
  • d12 HP, the biggest pool in the game.
  • Sentinel keeps enemies close.
  • Relentless Rage keeps you upright.

Fighter (A-tier)

  • Plate + shield for AC 20.
  • Action Surge for burst.
  • Second Wind for self-heal.
  • Indomitable for saves.

Cleric (A-tier)

  • Heavy armor (depending on domain).
  • Spirit Guardians forces enemies to stay away or take damage.
  • Spiritual Weapon for bonus action attacks.
  • Sanctuary to reduce incoming attacks.

Monk (B-tier)

  • High mobility, Stunning Strike controls enemies.
  • d8 HP is moderate.
  • Patient Defense reduces damage.
  • Movement advantage lets you position between enemies and the party.

AC Targets

  • Level 1: AC 18+ (heavy armor + shield).
  • Level 5: AC 20+ (plate + shield, or AC boosting features).
  • Level 10: AC 22+ (magic items, Shield spell reactions).

HP Targets

  • Level 5: 50+ HP.
  • Level 10: 90+ HP (with Tough feat, more).
  • Level 15: 150+ HP.
  • Level 20: 200+ HP.

Forced Engagement

  • Sentinel feat: Opportunity attacks reduce enemy speed to 0. They can't go around you.
  • Polearm Master feat: Threaten 10-foot reach + bonus action attack.
  • Compelled Duel (Paladin): Enemy has disadvantage on attacks against anyone other than you.
  • Spirit Guardians (Cleric): AOE slow + damage keeps enemies near you.
  • Protective Aura (non-SRD features): Various domain auras.

Sentinel + Polearm Master is the canonical tank combo. Enemies who try to move past you eat an opportunity attack that stops them. They're forced to fight you.

Damage Reduction

  • Rage (Barbarian): Half damage on physical.
  • Uncanny Dodge (Rogue): Half damage from visible attack, reaction.
  • Heavy Armor Master feat: -3 damage from physical.
  • Defensive Duelist feat: +proficiency AC with a finesse weapon.
  • Shield spell: +5 AC reaction (Wizard, Sorcerer, others with access).

The Endlessness Tank Build

Here's a solid level 5 tank:

Race: Mountain Dwarf (Str + Con, medium armor proficiency).

Class: Paladin (Oath of Devotion).

Stats: STR 16, DEX 10, CON 16, INT 8, WIS 10, CHA 16.

Equipment: Plate armor, shield, longsword, holy symbol.

Fighting Style: Defense (+1 AC) or Protection.

Feats/ASI: Sentinel at level 4. Polearm Master at level 8 (with a glaive swap). Resilient Con at level 12.

Spells prepared: Bless, Compelled Duel, Shield of Faith, Cure Wounds, Aid.

AC: 20 (plate + shield + Defense style). 21 with Shield of Faith.

HP: ~52 at level 5.

Role: Hold the front line. Compel enemies to attack you. Heal when needed.

Solo Tank Play

Solo tanks are durable but might be slower than more aggressive builds. Benefits:

  • Longer encounter duration. You outlast enemies.
  • More control. Sentinel locks enemies into your AOE.
  • Lower healing burden. You heal yourself when needed.

Drawback: Solo tanks might take longer to kill enemies because you're trading offense for defense.

The Endlessness and Tank Builds

Our AI Dungeon Master applies tank mechanics: Sentinel's speed-to-zero on opportunity hits, Polearm Master's reach triggers, Compelled Duel's disadvantage, Aura of Protection's save bonus, Rage's resistance, Shield spell reactions.

For related reads, our paladin guide, barbarian guide, and armor class guide cover more.

Final Takeaway

A great tank is a durable bodyguard. AC 20+, HP 80+ at level 10, and Sentinel + Polearm Master or equivalent control features.

Start a Paladin or Barbarian on The Endlessness and see how much combat changes when you're the wall.

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