Champion, Variant (5e Creature)

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This content deviates from 5e standards. Its use could dramatically alter campaigns, take extreme care. DesignDisclaimer.png
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This content intends to provide a different experience, or goes beyond the scope of the anticipated subjects and situations, than the 5e rules were intended to handle. Some portions of the content below may not be what you expect from traditional game content. When implementing this content, DMs and Players should read over all the information carefully, and consider the following specific notes of interest:
This creature was created as part of the Player Equivalent CR variant rule using the fighter class and soldier background, and as such does not follow traditional CR.

Champion[edit]

Medium humanoid, any alignment, 20th-level fighter


Armor Class 19 (plate)
Hit Points 224 (20d10 + 100)
Speed 30 ft.


STR DEX CON INT WIS CHA
20 (+5) 12 (+1) 20 (+5) 8 (-1) 14 (+2) 10 (+0)

Saving Throws Str +11, Con +11, Wis +8
Skills Acrobatics +7, Athletics +17, Intimidation +6, Perception +8, Survival +8
Senses passive Perception 18
Languages any one language (usually Common)
Level 20 (0 XP)


Action Surge (2/Short or Long Rest). The champion can choose to take two actions on its turn instead of one.

Alert. The champion gains a +5 bonus to initiative rolls. The champion can't be surprised while conscious, and other creatures don't gain advantage on attack rolls against it as a result of being unseen by it.

Defensive Fighting Style. While the champion is wearing armor, it gains a +1 bonus to AC (included in AC)

Great Weapon Fighting. When the champion rolls a 1 or 2 on a damage die for an attack it makes with a melee weapon it is wielding with two hands, the champion can reroll the die and must use the new roll, even if the new roll is a 1 or 2 (included in the attack).

Great Weapon Master. When the champion attacks with a melee weapon it is wielding with two hands, it can choose to take a -5 penalty to its attack roll. If the champion does so, it gains a +10 bonus to that attack's damage roll.

Indomitable (3/Day). The champion can reroll a saving throw it fails, and must use the new roll.

Superior Critical. The champion's weapon attacks score a critical hit on a roll of 18–20.

Survivor. The champion regains 10 hit points at the start of its turn if it has fewer than half its hit points but at least 1 hit point.

ACTIONS

Multiattack. The champion makes four weapon attacks.

Greatsword. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 5) slashing damage, or +6 to hit and 23 (2d6 + 15) slashing damage with Great Weapon Master. If the champion rolls a 1 or 2 on a damage die, it can reroll the die and must use the new result, even if the new roll is a 1 or 2. The average damage includes this reroll.

Javelin. Melee or Ranged Weapon Attack: +11 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 8 (1d6 + 5) piercing damage.

Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage.

BONUS ACTIONS

Great Cleave. After the champion scores a critical hit with a melee weapon attack, or reduces a creature to 0 hit points with a melee weapon attack, it makes one additional melee weapon attack.

Second Wind (Recharges on a Short or Long Rest). The champion regains 25 (1d10 + 20) hit points.


The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows.


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