Champion's Plate: Magic Immunity. The Champion's Plate grants him near-divine protection from all harm. While this armor is donned, the Champion can't be affected or detected by spells of 3rd level or lower that are cast by hostile creatures. He has advantage on saving throws against all other spells and magical effects.
Champion's Blade Art. The Champion can telepathically control the 8 blades he carries with him. As a bonus action on his turn he can move each of them individually up to 20 feet, otherwise they remain with him. The blades are magical and gain a +3 bonus to attack and damage rolls, and deal an additional 2 damage die (included in the attack).
Multiattack. The Champion makes four attacks with his blades.
Blades of the Champion. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 25 (3d10 + 8) slashing damage. Each of the Champion's blades are enchanted with one of the following magical abilities. Each blade can only be used once per turn and their effect only activates if the attack damages the target:
- Blade of Vulnerability. The targeted creature becomes vulnerable to one damage type of the Champion's choice until the next time it is damaged.
- Blade of Impediment. The targeted creature can only move at half of its normal speed until the end of its next turn.
- Blade of Abolishment. The targeted creature is stripped of one positive effect currently active on them of the Champion's choice. Any effect granted by a spell of 5th level or higher is immune to this effect.
- Blade of Invigoration. The Champion regains hit points equal to the damage dealt by this blade.
- Blade of Wounding. The targeted creature takes 5 (1d8) necrotic damage at the start and end of its next turn.
- Blade of the Unholy. The targeted creature must make a DC 19 Constitution saving throw, taking 36 (8d8) radiant or 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful save.
- Blade of Lost Vision. The targeted creature must succeed on a DC 19 Constitution saving throw or be blinded for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
- Blade of the Sacred Seal. The targeted creature must make a DC 19 Charisma saving throw or ne teleported to a pocket dimension inside the blade. The Champion must concentrate on this effect as it would a concentration spell. While the creature is trapped inside the blade, it cannot be used again until the creature is removed. The Champion can project an image of itself into this pocket dimension as an action.
Previous Versions
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