Base Class: Fighter
All Fighters know how to wield Heavy Weapons and wear Heavy Armor. But, Heavy Champions are in a league of their own. They are unique in their ability to equip both what would be a two handed weapon for others and a shield. Heavy Champions are statues of steel (sometimes more exotic materials) standing firm on the front line between the on coming horde in front and their allies at their back.
Giant's Grip
This ability negates Heavy and Two Handed Weapon Properties for you. You may wield 1 weapon with the Heavy or Two Handed Properties (Great Sword for example) in one hand. This feature does not allow Two Weapon Fighting with Two Heavy Weapons. You may use a Heavy Weapon with a Light Weapon as per Usual Two Weapon Fighting rules. The Dual Wielder Feat will allow Heavy Weapons and Versatile Weapons, but not Two Heavy Weapons.
Heavy Armor Mastery
Reduces Non-Magic Piercing, Slashing, and Bludgeoning Damage by 3.
Armored Strength
Standing Firm means planting your feet with all your might. Which means you've trained relentlessly to be able to bring your Strength to bear in order to bolster your armor. You are well on your way to being a humanoid juggernaut. When the unstoppable force comes for you, your armor and your muscles become the immoveable object.
You can add half of your Strength modifier (Rounded Down) to your Armored Armor Class when wearing Heavy Armor.
Improved Heavy Armor Mastery
Grants Resistance to Non-Magical Piercing, Bludgeoning, and Slashing Damage and Reduces Magical Piercing, Bludgeoning and Slashing Damage by 3 if wearing Heavy Armor.
Greater Heavy Armor Mastery
You gain Total Resistance to all Piercing, Bludgeoning, and Slashing Damage while you are wearing heavy armor.
Heavy and Two Handed Expertise
Your skill with Heavy and Two Handed weapons has become unparalleled and your Expertise with these weapons is rewarded with each and every strike.
Armor of the Juggernaut
Your devotion to keeping your allies safe has sprouted the ability to more effectively protect yourself. As a Bonus Action You gain Temporary HP equal to 1/4 of your Maximum. Damage taken is reflected back to the source within 10ft as Force Damage. 2 Uses per Short Rest. Damage Reflection Lasts until the Temporary HP is consumed or 10 minutes have elapsed whichever comes first.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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10/24/2021 1:53:11 PM
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13
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0
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1
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Coming Soon
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10/24/2021 1:58:20 PM
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12
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0
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2
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Coming Soon
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10/24/2021 6:05:30 PM
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18
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0
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2.1
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Coming Soon
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10/25/2021 9:00:03 PM
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16
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1
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2.2
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Coming Soon
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11/28/2022 12:28:40 AM
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39
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13
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2.5
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Coming Soon
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