The Bulwark
Level Proficiency Bonus Features Strain Points Shield Bash
1st +2 Bulwark Greatshield, Shield Bash - 1d6
2nd +2 Strain, Survival Tactics 2 1d6
3rd +2 Unparalleled Durability, Aegis Order 3 1d6
4th +2 Ability Score Improvement 4 1d6
5th +3 Extra Attack 5 2d6
6th +3 Mighty Heft 6 2d6
7th +3 Aegis Order Feature 7 2d6
8th +3 Ability Score Improvement 8 2d6
9th +4 Push Through 9 3d6
10th +4 Aegis Order Feature 10 3d6
11th +4 Shrug Off 11 3d6
12th +4 Ability Score Improvement 12 3d6
13th +5 Steadfast 13 4d6
14th +5 Battle-Hardened 14 4d6
15th +5 Aegis Order Feature 15 4d6
16th +5 Ability Score Improvement 16 4d6
17th +6 Survivor's Reward 17 5d6
18th +6 Aegis Order Feature 18 5d6
19th +6 Ability Score Improvement, 19 5d6
20th +6 The Strain of Might 20 5d6

Class Features

As a Bulwark, you gain the following class features

Hit Points


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

Proficiencies


  • Armor: Light Armor, Medium Armor, Heavy Armor, Shields
  • Weapons: Simple Weapons, Warhammers, Morning Stars, Flails.
  • Tools: Smith's Tools.
  • Saving Throws: Strength, Constitution
  • Skills: Choose two from Athletics, History, Insight, Intimidation, Medicine, Perception, Religion, and Survival

Equipment

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

  • (a) ring mail or (b) chain mail
  • (a) a flail or (b) a morningstar or (c) a warhammer
  • (a) two light hammers or (b) two handaxes
  • (a) a Dungeoneer's Pack or (b) an Explorer's Pack

Alternatively, you may start with 5d4 × 10 gp to buy your own equipment.

Multiclassing

To qualify for a new class, you must meet the ability score prerequisites for both your current class and your new one. Ability Score Minimum: Strength 13, Constitution 13


When you gain a level in a class other than your first, you gain only some of that class's starting proficiencies.

Armor: Medium Armor, Shields

Skills: Athletics

Tools: Smith's Tools

Bulwark Greatshield

At 1st level, you start with a 45lbs "Bullwark Greatshield", and can create one by using Smith's Tools. Doing so requires 50gp worth of materials, and 1d6 hours of work. The Bulwark Greatshield grants Half-Cover instead of the usual +2 AC Bonus a shield provides.


At 12th level it provides Three-Quarter cover instead.

Shield Bash

The Bulwark Greatshield might mainly be for defense, but you learned how to utilize it just as deftly as a weapon.

At 1st level, if you take the Attack Action, you may replace one of your attacks to make a Shield Bash Attack against a creature within 5 feet of you with your Bulwark Greatshield.

You are considered Proficienct for this Melee Attack roll, and deal 1d6 Bludgeoning Damage on a hit.

At 6th level, your Shield Bash counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

The amount of damage dealt increases as you gain levels in this class, as shown in the Shield Bash column of the Bulwark Table.

Strain/Tenacity

Starting at 2nd level, you gain a pool of Strain Points representing your endurance in battle. Some Bulwark class features expend Strain Points when you use them, or apply different effects based of the number of Strain Points expended. Your bulwark level determines the number of points you have, as shown in the Strain Point column of the Bulwark table. If a class feature were to expend Strain Points while your Strain Point pool is already at 0, you gain one level of exhaustion instead per Strain Point expended. Your Strain Point Pool is reset when you take a long rest.

Additionally, you know special techniques you can achieve with your Bulwark endurance. You can choose one of the following techniques at 2nd level, and then choose another at 6th level, and 14th. Using any of the techniques expends 1 Strain Point.


Bulwark Save DC 8 + your proficiency bonus + your Strength modifier


  • Great Push As an Action, you can force a creature within 5 feet of you, who is up to one size category larger than you or smaller to make a strength saving throw against your Bulwark Greatshield DC, or take damage equal to your Shield Bash, and pushed back 10 feet. On a successful save, they only take half damage and are not pushed back. The distance pushed with this feature increases when you reach 5th level(15ft), 11th level(35ft), and 17th level (45ft)

  • Great Leap As an action, you can leap 10 feet in any direction to an space you can see. If a creature occupies that space, it must make a Dexterity Saving throw against your Bulwark Greatshield save DC or be pushed back 5 feet and be knocked prone. On a successful save they are not knocked prone. The distance you jump further increases when you reach 5th (15ft), 11th level (20ft), and 17th level (25ft)

  • Great Stance As an action, you can anchor yourself down into the ground, reducing your movement speed to 5ft. While you're within this stance, you count as one size category Larger against forced movement, and your Bulwark Greatshield provides Three-Quarter cover instead of Half-Cover to you and allies behind you. You must have moved less than half your movement speed to use this stance. You can end this stance as a Bonus Action.











Survival Tactics

At 2nd level, you have learned when to make a stand, and when to retreat to fight another day. You can use any of the following features as an Action, with a duration of 1 minute, by expending 1 Strain point.


  • Run Proud You can use your action to reduce your AC by 2, and gain an additional 10ft movement speed.
  • Stand Firm You can use your action to reduce your movement speed by 15ft, and increase your AC by 1.

At 10th level, you gain access to the following improved features.


  • Mighty Dash You can use your action to reduce your AC by 3, and gain an additional 15ft movement speed.
  • Stalwart Stance: You can use your action to reduce your movement speed by 20ft, and increase your AC by 2

You can end this feature early as a bonus action.

Unparalleled Durability

Starting at 3rd level, you take a reduced amount of damage from weapon attacks equal to half the Strain Points you have expended rounded down.

Aegis Order

When you reach 3rd level, you dedicate to an Aegis Order that binds your body to it's teachings. Up to this time you have been in a preparatory stage, training to an order, but not yet dedicated to it. Straving from an Aegish Path may leave unimaginable strain on your body. Now you choose from the available list of Orders.

Your choice grants you features at 3rd, 7th, 10th, 15th and 18th level.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Mighty Heft

Starting at 6th level, your body learns to go beyond the strain of normal men. 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.

Aegis Order Feature

At 7th level, you gain a feature granted to you by your Aegis Order.

Push Through

You march your way through all harm and conflict collides with your Greatshield, pushing through all obstacles that come your way.

Beginning at 9th level, you may use your Strength Saving Throw instead of your Dexterity Saving Throw. Bonuses and Penalties that apply to Dexterity Saving throws apply as normal(except Attribute Score). You must be wielding your Bulwark Greatshield to use this feature.

Aegis Order Feature

At 10th level, you gain a feature granted to you by your Aegis Order.

Shrug Off

Your continues exposure to strain enabled your body to harden and toughen up, enabling you to shrug off damage you have taken.

Starting at 11th level, on your turn, you may use your Bonus Action to regain hit points equal to your level.

If damage taken would reduce you to 0 hit points, you may use your reaction to activate this feature immediatly.

Once you've used this feature, you must finish a short or long rest before you can use it again.

Steadfast

Starting at 13th level, your marching prowess shows it's real might. You count as one size category larger for checks against being Grappled, Shoved and Knocked Prone, and have advantage on such checks.

At 18th level, you count as one size category larger involving such checks, and you can't gain disadvantage on them.

Battle-Hardened

Having experiences numerous battles up to this point, your body adapts to the sudden changes in the field.

Starting at 14th level, you gain resistance to all damage during any round the Bulwark is surprised, or surprises a creature.

Aegis Order Feature

At 15th level, you gain a feature granted to you by your Aegis Order.




























The Strain of Might

Having reached the near pinnacle of strength, your body resists what goes beyond the strain of normal men.

At 17th level, when you gain a level of exhaustion, you can choose to not gain it instead. You can use this feature up to 3 times, and you regain a use of this feature when you complete a long rest.

Unbreakable Constitution

Beginning at 18th level, If you are subjected to an effect that allows you to make a Constitution 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.

Aegis Order Feature

At 18th level, you gain a feature granted to you by your Aegis Order.

Survivor's Reward

Claiming victory through countles battles, surviving no matter the harm brought upon you, you reap the reward of your endless dedication.

Starting at 20th level you gain you following benefits:

  • You gain resistance to Slashing, Bludgeoning and Piercing damage.
  • Your Constitution score increases by 2. Your maximum for those scores is now 22.

The Undying Sentinel


Aegis Order Subclass


Protective Reflexes

At 3rd Level, your body moves by instinct to protect. You can use a reaction to apply one of these effects:

  • When a creature you can see within 5 feet of you is hit by an attack roll, you can use your reaction to cause the attack to hit you instead.
  • When an allied creature within 5ft of you is subject to a Strength, Dexterity or Magical Constitution saving throw, you may choose to aid them as a reaction. If you do so, they gain resistance to damage from the saving throw, but you take damage equal to them.
  • As a reaction, you can force a creature within 5 feet of an allied creature you can see to make a Wisdom saving throw with a DC equal to your Bulwark Save DC. On a failed save, attacks, spells and effects must target or include you in their effect until the start of your next turn.

At the 10th Level, the range of your Protective Reflex effects are doubled.

You can use this feature a number of times equal to half your Strain Point maximum rounded down. You regain all expended uses after taking a long rest.

Faithful Companion

At 7th level, Having laid your commitment in your allies, and dedicated yourself to them.

You can cast Calm Emotions a number of times equal to your Constitution modifier per long rest (minimum of once). You use Constitution as your spellcasting modifier.

When you are Charmed or Frightened you can use your reaction too use this features centered on yourself.

Great Defender

Starting at 10th level, you can use any of the following techniques at the cost of expending 1 Strain.

  • Personal Protector: As an action, you deticate yourself to a specific individual, enabling you to share a space with the target without interupting their ability to fight. For 1 minute, or until you no longer share that space, all attacks and effects must target you instead of the creature you share a space with.
  • Bolstered Health: As an action, you draw upon your inner strength, granting you temporary hitpoints equal to your Bulwark level. You also gain Advantage on Constitution Saving throws for 1 minute, after which you loose your Temporary hitpoints.
  • Tenacious Resolve: As an Action, you harden your senses and body, granting you resistance to Piercing, Slashing, Bludgeoning and One damage type of your choosing for 1 minute, or until you take damage, After which you loose these resistances.



























Beyond Oneself

Starting at 15th level, as an action, you can touch one willing creature and create a mystical connection between you and the target for 1 minute. 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. Also, each time it takes damage, you take the same amount of damage.

This effect ends if you drop to 0 it points, or if you and the target are separated by more than 60 feet.

You can use this feature a number of times equal to your Constitution modifier per long rest.

Undying Loyalty

Starting at 18th level, you refuse to die and leave your allies alone to fight whatever killed you.

When you drop to 0 hit points, you can make a DC12 Constitution saving throw. On a success, you instead drop to 1 hit point. Each time you do this, the DC increases by 4, and resets after a long rest. This feature is unaffected by Unbreakable Constitution.

The Spartan Tower


Aegis Order Subclass

Block the Sun

Beginning at 3rd level, while you are wielding a shield, allies wielding a shield within 10 feet of you gain a +1 bonus to their AC.

Phalanx Training

Starting at 3rd level, you the following benefits.

  • When you use a spear, its damage die changes from a d6 to a d8, and from a d8 to a d10 when wielded with two hands.
  • As a bonus action on your turn, you can increase your reach with a spear by 5 feet for the rest of your turn.
  • When wielding a spear, you can choose to deal Piercing or Slashing damage on attack rolls with it.

Spartan Ferocity

Starting at 7th level, you can use your strain points to cast the following spells at each indicated level. You use your Constitution modifier as your spellcasting modifier.

You can only use this feature while using a Spear as your weapon equal to your Constitution modifier per long rest.

Smite Spells
Bulwark Level Spells Strain
7th Booming Blade, Green-Flame Blade 1
7th Searing Smite, Thunderous Smite, Wrathful Smite 2
9th Branding Smite, Flame Blade 3
11th Blinding Smite 4
15th Staggering Smite 5
17th Banishing Smite, Holy Weapon 6

Ancestral Pride

Channeling the ancestral spirits of your lineage, you adapt to the ever-changing tide of battle, enforcing your might on the enemies that stand before you.

Starting at 10th level, you can use any of the following techniques at the cost of expending 1 Strain.

  • Ferocious Spirit: Using your action, you bolster forth the ferocious might of the ancestors, linking their strength to your allies. Until the end of your next turn, allied creatures within 10 feet gain one extra damage dice on their spell and weapon damage rolls.
  • Vanguard March: Using your action, you can bolster forth the ferocious might of the ancestors, raising their shields and thrusting their spears. Until the start of your next turn, creatures within a 15ft cone infront of you need to succeed on a Dexterity saving throw, or take Piercing damage equal to your Shield Bash, and you gain resistance against damage from weapon attacks.
  • Dauntless Roar: Using your action, you bolster forth the ferocious might of the ancestors, releasing an unmatched war cry. Enemy creatures within 20ft of you need to make a Wisdom Saving throw, or be Frightened until the start of your next turn.

Run Through

At 15th level, you learn how to swing your spear with the unbroken Vigour of the Spartans.

While wielding a spear, as part of your Attack Action, you may choose to make one attack instead, impaling your target, and dealing 3d8 piercing damage or 3d10 piercing damage if you're wielding the spear with two hands. The target must make a Constitution saving throw, or take damage equal to your Strength modifier(Minimum of +1) until they are healed.

Additionally, you can expend 1 Strain point, and move your target to an unoccupied space within 5ft of you i they are 1 size category larger or smaller than you.

Last Stand

Starting at 18th level, being at 0 hit points doesn't knock you unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you don't die until your turns ends and you haven't attacked a creature, or taken damage.

You can only use this feature once per long rest.

The Celestial Warlord


Aegis Order Subclass

Restorative Vigor

At 3rd level, you gain the ability to channel your celestial fortitude around you, healing wounds of the unfortionate, and destroying undead in your wake. You have a pool of d6s that you spend to fuel this invigoration. The number of dice in the pool is equal to half your Bulwark level.

As a bonus action, you can touch 1 creature within your reach, spending dice from the pool. The maximum number of dice you can spend at once equals your Constitution modifier (Minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total.

If the creature is an undead, you must make a Melee Weapon attack roll as normal, dealing additional Radiant damage equal to the total rolled.

Your pool regains all expended dice when you finish a long rest.

Empyrean of the Weak

Starting at 7th level, your love of your companions motivates you to protect them further.

You can cast Shield of Faith or Sanctuary a number of times equal to your Constitution modifier per long rest (minimum of 1 time). You use Constitution as your spellcasting modifier.

Divine Teachings

Awakening your inner radiance, you learn how to turn the tides of battle by stretching your divine light to those around you.

Starting at 10th level, you can use any of the following techniques at the cost of expending 1 Strain.

  • Divine Radiance: As an action, while raising your shield to the skies, you create a 20ft sphere of Divine Dazzling Radiance centered on you. All enemy creatures within it's area must make a Constitution saving throw, or take Radiant damage equal to your Shield Bash, and gain the Blinded condition until the start of your next turn.

You can extend the duration of this effect as a bonus action, gaining one additional Strain Point when you do.

  • Restore Faith: As an action, while raising your shield to the skies, you can invigorate the lost hope of allied creatures within a 20ft sphere centered on you. Allied creatures within the area falls under the effect of the Heroism, Bless and Guidance spell until the start of your next turn. You use Constitution as your casting ability modifier.

You can extend the duration of this effect as a bonus action, gaining one additional Strain Point when you do.

  • Shared Resolve: As an action, while raising your shield to the skies, you can share your resolve with allies within a 20ft sphere centered on you. Allied creatures within the area gain Advantage on Constitution and Wisdom Saving throws until the start of your next turn.

You can extend the duration of this effect as a bonus action, gaining one additional Strain Point when you do.

Radiant Ripple

At 15th level, you can use your bonus action you can release your Restorative Vigor in a Radiant Ripple, creatures within a 20 feet radius receive the full effect of your Restorative Vigor feature as normal, beyond the original radius only take half.

You can use this feature once per long rest.

Divine Paragon

Starting at 18th level, the inner radiance you carry allows you to resist death. When you have to make a death saving throw at the start of your turn, you can instead spring back to your feet in a burst of radiant energy. You regain hit points equal to half your hit point maximum, and then the Hallow spell is cast on the area centered on you as you stand up. You use your Constitution as your spellcasting modifier.

Once you use this feature, you have a permanently failed Death Saving throw until you finish a long rest.

You can use this feature once per long rest.

The Accursed Shieldbearer


There was once a feared warrior, who as a general took the command of battle. He wielded a heavy, shining shield that bore the many scars of war, used in every fight that came before the warrior. Passed down through the ages from bearer to bearer, the shield tasted the blood of those that fell before it, and fed on the grudges those who failed to live up to the expectations laid down by the first.

Desecrated Shield

Starting at 3rd level, your Bulwark Greatshield counts as Desecrated and Cursed for the sake of Detection Spells and features, but isn't purified by Holy Water or the Hallow Spell.

When you hit a creature with your Shield Bash, you may Desecrate one of their attended objects until the end of your next turn as a reaction. While a creature carries the desecrated object, they gain Vunerability to Necrotic Damage.

Creatures who have Necrotic Resistance or Immunity are immune to this effect.

Infectious Curse

Starting at 7th level, your curse grows contagious, seeking out any excuse to retaliate and harm those that affect it's host. When you fall underneath the effect of a Curse, Hex, or Enchantment Spell, you may expend 1 Strain Point as a reaction, and extend the effect to one creature within range of the original effect.

The creature must succeed on the effect's Saving Throw (If any) as normal, using your Bulwark Save DC.

Accursed Maladictions

Starting at 10th level, you can use any of the following techniques at the cost of expending 1 strain.

  • Blighted Rebuke: Using your action, your curse becomes volatine to those attempting to reaching out. Until the start of your next turn, each creature that makes a melee attack roll against you, or touches you must succeed on a Constitution saving throw, or take Necrotic damage equal to your Shield Bash.
  • Blistering Wraith: Using your action, your curse releases a scorching plague onto unfortunate souls that stand before you. Creatures within a 10ft cone must succeed on a Constitution saving throw or take Necrotic, Poison or Fire Damage of your choice equal to your Shield Bash.

The size of the cone increases when you reach 12th level (15ft), 14th level(20ft), 16th level (25ft), 18th level (30ft).

  • Life Drain: Your curse siphons the life of living creatures. Using your action, you may make a Shield Bash attack against creature within 5ft of you. On a successful hit, you deal an additional 1d4 Necrotic Damage, and gain Temporary Hit Points equal to the Necrotic Damage dealt. Furthermore, the creature's Maximum Hitpoints are reduced by the same amount.

The Necrotic Damage you deal increases when you reach 12th level (1d6), 14th level (1d8), 16th level (1d10), 18th level (1d12).

Blight of Contagion

Starting at 15th level, you can use your strain points to cast the following spells You use your Constitution modifier as your spellcasting modifier.

Spell Level Accursed Spells Strain
1 Dissonant Whispers, Ray of Sickness 2
2 Blindness/Deafness, Crown of Madness 3
3 Phantom Steed, Bestow Curse 4
4 Blight, Sickening Radiance 5
5 Contagion, Antilife shell 6

Calamity

Starting at 18th level, when you are reduced to 0 hit points, or killed outright. The calamity that has laid dormant within you lashes out at all creatures within 30 feet of you, draining the life from their very bodies to envigorate you.

Each creature must make a Constitution Saving Throw. On a Failed save, they take Necrotic Damage equal to your Shield Bash, and have their Hitpoint Maximum reduced by the same amount until they finish a Long Rest. On a succesfull save, they take half damage instead, but still suffer from the reduced Hitpoint Maximum.

Once the calamity has drained the life, you are revived, and regain hit points equal to the total damage this feature dealt.

This feature ignores resistance to Necrotic damage and treats immunity to Necrotic damage as resistance to Necrotic damage.

You can use this feature once per Long Rest.

The Survivor


When great wars break out and destroy homes, decimate cities and slaughter innocent lives, the survivor is the one left to live in the wreckage. They are the men, the women, and the children fighting to make a life for themselves and their loved ones, and in many ways, are stronger than any adventurer could hope to be.

Note:

Delay the Inevitable

Your desire to push through and survive allows you to temporarily set aside pain and injuries.

Beginning at 3rd level, you gain a pool of vigor that resets to 0 at the start of your turn. With that pool, you can delay a number of points of damage equal to your Bulwark level x 2 which you take at the start of your next turn instead. When you are healed while there is damage stored within your pool, you may choose to reduce the number in your pool instead of healing as normal.

Desperation

Your days of surviving have let you too believe that Fight or Flight isn't always the solution. You have learned how to achieve the impossible when the situation is most dire.
Starting at 3rd level, you can use your Bonus Action, to give yourself advantage on Strength Checks and Saving Throws for 1 minute.

You can use this feature once per long rest.

Desire to live

At 7th level, you may add half your proficiency bonus, rounded down, to any Saving Throw you make that doesn't already include your proficiency bonus.

Dirty Tactics

Starting at 10th level, you can use any of the following techniques at the cost of expending 1 Strain.

  • Sunder Through: Using your Bonus Action, you deal double damage to objects and structures within reach until the end of your turn. If you choose to attack an attended object, the target must make a Dexterity Saving Throw to avoid the object from being damaged.
  • Cross Fire: When you are targeted by an attack, you may use your Reaction to drag a creature within 5ft of you infront of the attack. The target must succeed on a Strength(Athletics) or Dexterity(Acrobatics) check contested by your Strength(Athletics) or be dragged infront of the attack, becoming the target of the attack instead of you.
  • Sickening Blow: Using your action, you may make an underhanded attack against a single opponent within 5ft of you. The target must make a Constitution Saving throw, and if they fail, inflict damage equal to your Shield Bash, and they gain the Blinded or Deafened Condition untill the start of your next turn. On a succesful save, they aren't blinded or Deafened. At 15th level, you may apply the Poisoned condition instead.

15

A

18 One More Time/Perseverance

d

Magic Items


Items and Equipment

Spellwall Shield

Armor (Bulwark Greatshield), major tier, Legendary (requires attunement by a Bulwark)

While holding this shield, you have advantage on saving throws against spells and other magical effects.

If you succeed on a Saving Throw, or missed by a Spell Attack involving a Line or Ray, you may use your reaction to make a Strength Check with a DC of 10 + The spell level. If you succeed, any creature that would be hit after you is exempt from the effect of the spell, and you may re-direct the Spell in any direction of your choosing, except at the caster.

Changes


Steadfast Change

Note: Changes were made to shorten text, as at 18th level you count as a size category larger when Grappling, Shoving or Knocking someone Prone instead of only when against it.


  • From: "At 18th level, you count as one size category larger on checks involving Grappling, Shoving and Knocking Prone"
  • To: "At 18th level you count as one size category larger involving such checks instead, and can't gain disadvantage on them."

Bulwark Greatshield Change

Note: Providing Three-Quarter cover itself would be too strong, as a +5 to Dexterity Saving Throws ontop of +5AC would be too much. Changed it to +2 AC on cover instead, as to still give increases when you gain Three-Quarter cover from other sources, while at the same time increasing the base AC the Bulwark Greatshield provides.


  • From:"At 12th level, your Bulwark Greatshield grants Three-Quarter Cover instead of Half-Cover"
  • To: "At 12th level, you gain an additional +2 AC from cover while wielding your Bulwark Greatshield"

Unbreakable Constitution Change

Note: A friend of mine pointed out that using this would either be Crazy Strong, or completely useless. To keep the power of an 18th level feature, I swapped it for a version of the Rogues Evasion, but for Constitution instead.


  • From: "Beginning at 18th level, if your total for a Constitution check is less than your Constitution score, you can use that score in place of the total."

  • To: "Beginning at 18th level, If you are subjected to an effect that allows you to make a Constitution 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."