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- <CHAMPION> (Revised)
- --------------------
- (Colosseum Fighter)
- At level 3, your years spent fighting all manner of man and beast in the Colosseums has given you much bestiary knowledge.
- -Choose 2 specialtys.
- - At level 10, choose 2 specialtys.
- - At level 15, choose 2 specialtys.
- - At level 20, choose 2 specialtys.
- [Humanoid]- The most common enemy. Attacks made against these opponants can crit between 19-20. At level 18, between 18-20.
- [Beastial]- These opponants are nothing more but wild animals that run off of instinct, You gain the effect of "parry" against them.
- [Flying]- You have honned your skills with ranged combat. Any ranged attack made on a flying target rolls with advantage.
- [incorporeal]-You have a sixth sense when dealing with ghost like beaings. You are unable to be possesed by spirits,
- you can sense incorporeal beings within 20 feet but not their location.
- [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
- the average between your dex and str mod (max 3).
- [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.
- [Magic]- These cheap conjurers cant stoop you. You gain advantage on savings throws against magic that would inflicts direct damage.
- [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.
- (Remarkable Athlete)
- At level 5, the archetypal Champion focuses on the development of raw physical power honed to deadly perfection.
- -Thrown weapons have their base and extended range doubled. When you make a savings throw that you have proficiency in,
- you may add half your DEX or STR proficiency to it rounded up. In addition when you make a running jump,
- the distance you can cover is increased by a number of feet equal to your strength modifier.
- (Advance Fighting Style)
- At level 10, you can choose ether a second option from the Fighting Style class feature, or you can upgrade your current fighting style.
- {Upgraded Fighting Styles}
- - Archery: You gain a +3 to bonus attack rolls you make with ranged weapons and extend their range by 15 yards.
- - Defense: While you are wearing armor, you gain a +1 bonus to AC, Medium armor you wear can have a DEX modifer of 4.
- - Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +6 bonus to damage rolls.
- - Great Weapon fighting: When you roll on the lower half of a damage die for an attack you make with a melee weapon that
- 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
- - 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
- disadvantages on all attack rolls from that creature. you must be wielding a shield.
- - Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
- Additionally, if both your main and off-hand attack succsesfully strike the same enemy, you gain an additional damage die for your off hand.
- This can only happen once per turn.
- (World Renowned)
- 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.
- You gain Proficieny in Intimidation, Preformance, and Persuasion. These skills now scale off strength and roll advantage when used in battle.
- (Survival)
- 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
- 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.
- If you are stable for 3 turns you regain 10+ Con mod.
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