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  1.  
  2.  
  3. <CHAMPION> (Revised)
  4. --------------------
  5.  
  6.  
  7. (Colosseum Fighter)
  8. At level 3, your years spent fighting all manner of man and beast in the Colosseums has given you much bestiary knowledge.
  9. -Choose 2 specialtys.
  10. - At level 10, choose 2 specialtys.
  11. - At level 15, choose 2 specialtys.
  12. - At level 20, choose 2 specialtys.
  13. [Humanoid]- The most common enemy. Attacks made against these opponants can crit between 19-20. At level 18, between 18-20.
  14.  
  15. [Beastial]- These opponants are nothing more but wild animals that run off of instinct, You gain the effect of "parry" against them.
  16.  
  17. [Flying]- You have honned your skills with ranged combat. Any ranged attack made on a flying target rolls with advantage.
  18.  
  19. [incorporeal]-You have a sixth sense when dealing with ghost like beaings. You are unable to be possesed by spirits,
  20. you can sense incorporeal beings within 20 feet but not their location.
  21.  
  22. [Giant]- You show now fear to the largest of foes. Enemies that are a size class above you gain a penalty to their AR equal to
  23. the average between your dex and str mod (max 3).
  24.  
  25. [Aquatic]- You are no stranger to this submerged danger. You can hold your breath for twice as long and suffer no penalty to movment while in water.
  26.  
  27. [Magic]- These cheap conjurers cant stoop you. You gain advantage on savings throws against magic that would inflicts direct damage.
  28.  
  29. [Dragons]- Im tired of writing these. You gain resistance to the element of a dragon in combat if he has inflicted that element on to you.
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  33.  
  34. (Remarkable Athlete)
  35. At level 5, the archetypal Champion focuses on the development of raw physical power honed to deadly perfection.
  36. -Thrown weapons have their base and extended range doubled. When you make a savings throw that you have proficiency in,
  37. you may add half your DEX or STR proficiency to it rounded up. In addition when you make a running jump,
  38. the distance you can cover is increased by a number of feet equal to your strength modifier.
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  41.  
  42. (Advance Fighting Style)
  43. At level 10, you can choose ether a second option from the Fighting Style class feature, or you can upgrade your current fighting style.
  44.  
  45. {Upgraded Fighting Styles}
  46.  
  47. - Archery: You gain a +3 to bonus attack rolls you make with ranged weapons and extend their range by 15 yards.
  48.  
  49. - Defense: While you are wearing armor, you gain a +1 bonus to AC, Medium armor you wear can have a DEX modifer of 4.
  50.  
  51. - Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +6 bonus to damage rolls.
  52.  
  53. - Great Weapon fighting: When you roll on the lower half of a damage die for an attack you make with a melee weapon that
  54. you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property
  55.  
  56. - Protection: When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose
  57. disadvantages on all attack rolls from that creature. you must be wielding a shield.
  58.  
  59. - Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
  60. Additionally, if both your main and off-hand attack succsesfully strike the same enemy, you gain an additional damage die for your off hand.
  61. This can only happen once per turn.
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  67.  
  68. (World Renowned)
  69. At level 15, You are a champion among champions in the many arenas of the world, all have heard of your exploits and recognize your strength, friend and foe.
  70. You gain Proficieny in Intimidation, Preformance, and Persuasion. These skills now scale off strength and roll advantage when used in battle.
  71.  
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  74.  
  75. (Survival)
  76. At level 20, you attain the pinnacle of resilience in battle. At the start of each of your turns you regain hit points equal to
  77. 15+ Con Mod if you have no more than half of your hit points left and only if you are above 0, if you have 0 hit points left you become stable.
  78. If you are stable for 3 turns you regain 10+ Con mod.
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