Champion Bloodline

by Kurupir

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Champion Bloodline

Champions are often praised in life and remembered for decades, but there are a few that are so great that their name is carved so deep in the rock of history that the story of their tales are still being told centuries later. Regardless, these champions’ glory and experience travels through their bloodline, showing in certain individuals.

Champion’s Fortitude

At 1st level, your hit point maximum increases by 1, and it increases by 1 every time you gain a level in this class. Additionally, while you aren’t wearing armour, your armour class is equal 10 + your Charisma modifier + your Dexterity modifier.

Born for Battle

Your ancestor’s training has been passed down to you, making you a natural in martial prowess. At 1st level, you gain proficiency in light and medium armour as well as simple and martial weapons. Additionally, whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest.

Extra Attack

At 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Magical Strikes

At 6th level, once per turn when you attack a creature with a melee weapon attack, you can expend 2 sorcery points to magically enhance it in some way.

Bloodseeker: You gain advantage on your attack roll. Additionally, if you hit, you roll one of the weapon’s damage dice one additional time and add it to the total damage.

Lifethief: If you hit, you deal an additional 1d6 necrotic damage. You regain hit points equal to twice the total necrotic damage dealt with this feature.

Quick Enchantment: If you hit, you deal an additional 1d8 damage of your choice from the following list: cold, fire, lightning, poison, thunder, psychic or radiant .

Opening Strike: If you hit, the creature has to make a Constitution saving throw equal to your Spell Save DC or all attack rolls have advantage against it until the beginning of its next turn.

Burning Wound: If you hit, the creature takes damage equal to half the damage dealt by the attack (rounded up) at the beginning of its next turn.

Champion’s Resolve

At 14th level, you are immune to the frightened and charmed condition. Additionally, whenever you must make a saving throw, you gain a bonus to the saving throw equal to half your Charisma modifier (minimum bonus of +1) rounded up.

True Champion

At 18th level, you have unlocked your inheritance’s full potential. At 18th level, you can use your Magical Strikes feature when you hit the creature, instead of when you attack. Additionally, you can use Magical Strikes twice in the same turn instead of once. Furthermore, your weapon attacks score a critical hit on a roll of 19 or 20.

Credits

Artwork: Eric Deschamps: "Elspeth, Sun's Champion"
Created by: u/Kurupir
Created using: GM Binder

 

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