Medium Humanoid (Elf)
Armor Class 13
Hit Points 32 (3d12 + 6)
Speed 30 ft.
STR
16 (+3)
DEX
12 (+1)
CON
14 (+2)
INT
8 (-1)
WIS
15 (+2)
CHA
10 (+0)
Saving Throws STR +5, CON +4
Skills Athletics +5, Nature +1, Perception +4, Survival +4
Damage Resistances Fire
Senses Passive Perception 14
Languages Common, Elvish
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

 

Channel the Living Flame. The Champion is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The Champion has following spells prepared:
Cantrips (at will): Produce Flame. 
1st level (1 slot): Burning Hands. 

Fey Ancestry. The Champion has advantage on saving throws they make to avoid or end the charmed condition on themself.

Trance. The Champion doesn't need to sleep, and magic can’t put them to sleep. They can finish a long rest in 4 hours if those hours are spent in a trancelike meditation in which they remain conscious.

Rage. Three times per long rest, as a bonus action, the Champion enters a rage for up to 1 minute (10 rounds).  they gain advantage on STR checks and saving throws (not attacks), +2 melee damage with STR weapons, resistance to bludgeoning, piercing, slashing damage. They can't cast or concentrate on spells while raging. Their rage ends early if they are knocked unconscious or if their turn ends and they haven’t attacked a hostile creature since their last turn or taken damage since then. They can also end your rage as a bonus action.

Frenzy Attack. The Champion can choose to frenzy when they rage. While in a frenzy, you can make a single melee weapon attack as a bonus action on each of your turns after this one. Once their frenzied rage ends, they gain one level of exhaustion. 

Savage Attacker. Once per turn when the Champion rolls damage for a melee weapon attack, they can reroll the weapon’s damage dice and use either total.

Slasher. The Champion has learned where to cut to have the greatest results, granting them the following benefits:

  • Once per turn when they hit a creature with an attack that deals slashing damage, you can reduce the speed of the target by 10 feet until the start of your next turn.
  • When you score a critical hit that deals slashing damage to a creature, they grievously wound it. Until the start of the Champion's next turn, the target has disadvantage on all attack rolls.
Actions

 Longsword (1h) Melee Attack. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 1 (1d8 + 3) [Slashing] damage. 

Longsword (2h) Melee Attack. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 1 (1d10 + 3) [Slashing] damage. 

Sickle Melee Attack. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 1 (1d4 + 3) [damage type] damage. 

 

Description

Amongst the Ashen Elves of the Hill-clans, some are born with an almost supernatural affinity for violence that is highly prized by their families. These warriors are awarded with more expensive weaponry then the average Hill-Clan Elf could afford on their own. According to tradition, these champions go into battle unarmored. Some say this is to show the world their bravery, others say it is to draw the attention of their enemies away from their less skilled comrades, but whatever the case, Hill-Clan Champions seem to be blessed with an uncanny resilience in the face of danger.

Previous Versions

Name Date Modified Views Adds Version Actions
12/18/2022 8:43:38 PM
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Nathanatos

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