Medium Humanoid
Armor Class 20 Divinity
Hit Points 250 (20d8 + 50)
Speed
STR
20 (+5)
DEX
30 (+10)
CON
15 (+2)
INT
10 (+0)
WIS
12 (+1)
CHA
15 (+2)
Damage Vulnerabilities Necrotic
Damage Resistances Bludgeoning, Fire, Lightning
Damage Immunities Acid, Cold
Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened
Senses Passive Perception 20
Languages --
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Andreias Amarantos. When a creature attacks Achilles the attack is at disadvantage unless the creature is at disadvantage. If they have no divinity, they also deal half damage.

Magic Resistance. (C). 
Grants resistance to all harmful cantrips and spells of 4rd level or lower. 

Riding. (A+). Gives Achilles the ability to ride any and all things that be regarded as a vehicle/way of transportation. 

Battle Continuation (A): Personal skill of Achilles. A crystallization of his resilience. If damage is taken that would reduce him to zero hit points, he must make a constitution saving throw with a DC of 13, unless the damage is from a critical hit. On a success, Lancer drops to one hit point instead. For attacks that hit multiple times, each hit it rolled for separately. Additionally, upon dropping two zero hit points, Lancer can take a single action immediately before collapsing.

Valor. (A+). Thanks to this ability, Achilles is able to nullify mental interference such as coercion, confusion, and glamour. Achilles has complete immunity to anything that can change his perception, mental state, or persuade him. 

Divinity. (C). Personal skill of Achilles. Proofs of a servant divine servant aptitude. When faced with enemies that possess forms of divine protection such as the Shield of Faith and other similar abilities, Achilles ignores these protections. Additionally, any creature that uses gods as a source of their power are at constant disadvantage when within 20ft of Achilles. 

Affection of the Goddess. (B). A skill that represents the affection is from his mother, Thetis. Achilles gains advantage on the first attack of every fight. 

Second Wind: Achilles has a limited well of stamina that he can draw on to protect himself from harm. On his turn, he can use a Bonus Action to regain Hit Points equal to 1d10 + his CR (20). Once he uses this feature, he must finish a short or Long Rest before you can use it again. 

Action Surge: Achilles can push himself beyond his normal limits for a moment. On his turn, he can take one additional action on top of his regular action and a possible Bonus Action. Once he uses this feature twice, he must finish a short or Long Rest before he can use it again. This ability can be used only once on the same turn. 

Extra Attack: Achilles can attack four times, instead of once, whenever he takes the Attack action on his turn.

Indomitable: Achilles can reroll a saving throw that he fails. If he does so, he must use the new roll. After he uses this ability three times,  he can't use this feature again until he finishes a Long Rest.

Remarkable Athlete: Achilles can add half his Proficiency Bonus (round up) to any Strength, Dexterity, or Constitution check he makes that doesn’t already use his Proficiency Bonus In addition, when he makes a running long jump, the distance he can cover increases by a number of feet equal to his Strength modifier.

Superior Critical: Achilles's weapon attacks score a critical hit on a roll of 18–20. 

Actions

Thrust. Achilles thrusts with Diatrekhōn Astēr Lonkhē. Attack roles with this spear have a +8 to their hit chance. Deals 3d8+4 piercing magical damage to overcome resistances. 10ft range. Additionally, damage dealt with this spear cannot be healed due to the curse it imposes.

Duel Field. Achilles creates a field for a fair fight between two opponents. A fair battleground between two opponents, where no gods, outside help or elements of luck can intervene. It creates an arena cut off from all of the surrounding environment and time, which isn’t released until one of the combatants is defeated. z

In terms of magical theory, it is virtually the same as Aestus Domus Aurea. It is a separate dimension outside of time that is comparable to a Reality Marble, so when the duel within concludes, it will have lasted only a second from an outside perspective. Due to Hector not wishing to fight Achilles with the advantage of his immortality, he developed the ability so that they could evenly fight.

Troias Tragōidia. Achilles summons his chariot, a three-horsed chariot that is able to move through the sky. It boasts extraordinary power, firmly charging and "riding like lightning", which is very difficult to stop. After summoning, Achilles can choose to blast forward. Any creature within attack range of 200ft, they must succeed on a 20 DEX save or take 12d12+10 bludgeoning damage and be dragged along with the Chariot. 

Dromeus Komētēs. The embodiment of Achilles' legend that he is the fastest among all the heroes of all eras. It allows him to run through a giant battlefield in a single breath, and obstacles on the field will not slow him down even as he charges through a dense forest. This allows Achilles to move up to 500ft away in an instant, or appear behind an opponent in a flash and gain an advantage on their next attack. This can be used as a bonus action. 

Akhilleus Kosmos. Achilles' ultimate trump card is his shield, a Divine Construct said to be constructed by the god of smithing, Hephaestus. Achilles must spend a turn summoning it. After summoning it, Achilles is completely immune to all forms of damage for 1d4 rounds. 

Reactions

Blitz. As a reaction to an attack missing him, Achilles can Blitz an opponent and kick them in the face, causing them to take 2d8 bludgeoning damage. 

Previous Versions

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