Brave. The Wanderer has advantage on saving throws against being frightened.
Multiattack. The Wanderer makes two melee attacks.
Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage
Wanderer's Accolade: Ranged Weapon Attack: +1 to hit, range 30/40, Multiple targets. Can only be used once per long rest, Takes one turn to charge up, can be prevented during other player's turn. Must make a ranged attack to the accolade to //backfire onto the monster dealing 4 points of hp damage//
Greatsword//elemental//: Melee Weapon Attack: +5 to hit, reach 5 ft, one target, Hit: 10(2d6+3) + 4 (1d4+0) slashing damage, magical damage
Block: Defense: time limit 40 seconds: Protects from all types of damage 5 minute cooldown: The Wanderer Champion can turn it's back with a sheild on it's back and be protected from ALL TYPES OF DAMAGE. This last for 40 seconds and has a 5 minute cooldown. Cannot be broken, cannot be prevented
Parry. The Wanderer adds 2 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon.
Description
Wanderers travel the lands of this realm with unknown purposes. They're humans like most, some believe that it was due to where they originate from which to is unknown. They don't move as a group but solo, like a lone wolf. Wanderers are seen as big and heavily armoured carrying around greatswords sometimes enchanted with elemental magic such as fire or ice or none at all. They are extremely deadly and in lack of other words "tough but not invincible". They will delve ancient ruins for magical items to them as accolades, these items are used in battle depicting what elemental magic is affiliated with the Wanderer.
Previous Versions
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