| Mod | Save | ||
|---|---|---|---|
| STR | 17 | +3 | +5 |
| DEX | 12 | +1 | +1 |
| CON | 14 | +2 | +4 |
| Mod | Save | ||
|---|---|---|---|
| INT | 11 | +0 | +0 |
| WIS | 12 | +1 | +1 |
| CHA | 9 | −1 | −1 |
Martial Prowess. The champion deals an additional 2 damage on melee weapon damage rolls (included in the damage rolls).
While following the command of a captain, the champion gains additional abilities based on the captain’s level:
2nd. Ability Score Increase. The champion’s Strength, Dexterity, or Constitution increases by scores by 2, to a maximum of 20.
6th. Second Wind (Recharges after a Short or Long Rest). On his turn, the champion can use a bonus action to regain hit points equal to 1d10 + the captain’s level.
10th. Ability Score Increase. The champion’s Strength, Dexterity, or Constitution increases by scores by 2, to a maximum of 20.
14th. Deadly Accuracy. The champion’s weapon attack rolls score a critical hit on a roll of 19 or 20.
18th. Martial Advantage (1/Turn). The champion can deal an additional 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the champion that isn’t incapacitated.
Action Name. Enter the description for your action.
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage, or 10 (1d10 + 5) . slashing damage if used in two hands.
Javelin. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Mythic Action Name. Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
A Champion is a skilled, tactical fighter, just as comfortable in the saddle during military drills as armored on the field of battle.
Bond: “I will follow my commander into any fray, and I will gladly fight by their side until my death.”
ABILITY SCORES
Whenever you gain the Ability Score Improvement class feature, your cohort’s abilities also improve. Your cohort can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your companion can’t increase an ability score above 20 using this feature, unless its description specifies otherwise. When you improve a cohort’s ability scores, remember to also increase other relevant statistics, such as skill bonuses, bonuses to hit and damage, and spell save DCs.
HIT POINTS
For each captain level you gain after 2nd, your cohort gains an additional hit die and increases its hit points accordingly.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
Previous Versions
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8/28/2025 11:24:11 PM
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2
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1/7/2026 3:57:48 AM
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6
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Coming Soon
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