[Offense] - Unparalleled Skill:
Ceaseless training with all manner of martial weapons allowed this man insight into the weaknesses and vulnerabilities in all manner of defensive equipment. {1} When making a melee or ranged attack roll against a target, ignore any AC gained through armor, shields, and magical items. {2} As a master of the battlefield and genius of your time, you become immune to the “Charmed” condition and your pool of superiority dice now becomes unlimited. You may equip and use any number of maneuvers at once. The DC for your maneuvers increases by a flat 10, you gain expertise in all martial weapons and may add 3x times your strength modifier to your attack and damage rolls.
[Defense] - The Stalwart:
In one word: Indomitable. {1} You gain a permanent bonus to your AC equal to your constitution modifier + your proficiency bonus, and regenerate that amount per round when going below half your HP. You cannot be subjected to forced movement unless you allow it (This does not count forms of teleportation). Choose one from among this list of conditions at the end of every long rest: frightened, prone, grappled, or restrained. You are immune to the chosen condition until the next long rest. If you would start your turn with one of those conditions, you may choose to remove it. (No action required) {2} A one man army, Siegfried is an absolute war-breaker. When you make a melee attack, you can choose to forgo one target, and instead target any creatures within your weapon's reach, attacking with a single attack roll for all targets. It is considered one attack. Your crit range goes up by one (20 -> 19). Attacks with flanking (if allowed) or pack tactics against you have disadvantage, instead of advantage.
[Utility] - Pushing the Limits:
Almost superceding your genetic limits and physical capabilities, you are capable of ushering in a new genome of human. {1} You can wield heavy or 2-handed weapons in 1 hand and use two-weapon fighting styles with such weapons. If you hold 2 of the same weapon that require attunement, you can attune to both of them. Any creature CR10 and below automatically fail any Strength/Dex checks & saves against you, as your tendons and muscles are 54 times more dense than the average human. {2} Born with the innate talent of a legendary general, you gain advantage on ability checks involving leadership or gaining title, and may add your wisdom modifier to all charisma-based checks and saves, and when under the effects of an Aura of Protection, you may add the bonus twice to your saves. Once per day, you can give an invigorating shout to restore one charge of every ability for any ally (Self included) within 60ft that would normally be recharged by a short rest, as well as one spell slot (Up to 7th level)
[Drawbacks] - Shakeable Will:
Even the strongest shields and biggest mountains shake in the face of irresistible power or tectonic plates. You are human, and this fallible. The following flaws dictate your shortcomings:
- You have disadvantage on all Intelligence-based saving throws.
- You cannot wear any medium or light armor, nor can you equip or use any weapons with the finesse tag.
- Using non-magical weapons causes them to break after 4 attacks due to your monstrous strength.
- You have a -5 modifier to all Dexterity (Stealth) checks due to your heavily armored nature & lack of training.
- You can only gain half as much HP when being healed from any source outside your innate healing.
- Attacking creatures with a good alignment (That aren’t doing anything “evil”) causes you to make all your attack rolls against them with disadvantage.
- Creatures with evil alignment gain a +5 to their attack rolls when targeting you.
- Due to your heavily armored nature and the weakness of all plate mail, any ranged attacks against you done with arrows or bullets is rolled with advantage.
- In the event you are caught grappled, restrained, or prone, all attacks made against you automatically hit until the condition is removed. Bypassing your monstrous AC.
- Any death saves you make are done with disadvantage. Nothing is powerful enough to bring the Stalwart to his knees. And if there was? Then that’s terrifying.
- When it comes to resisting the “Frightened” condition, you roll your saves with disadvantage. Unless an ability makes you temporarily immune, then you roll as normal. You cannot have advantage when rolling this save.
- When rolling an athletics/strengh check that exceeds your strength score, the result is instead your strength score.
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