The Bright Fist. Barron can use a Bonus Action to bring a radiant yellow glow to his right hand. While in this state, Barron can double his base Strength modifier for attack rolls and damage rolls. This also changes his Bludgeoning Damage into Radiant Damage. This lasts until the end of his Turn, and can only be used Once every other turn.
All Seeing Eye. Barron can detect all magic within his proximity, and thus has resistance against all magical attacks. This includes, but is not limited to, Enchanted Items, Spell Attacks, and Breath Weapons.
Legendary Resistance (3/Day). If Hawkin fails a saving throw, it can choose to succeed instead.
Nullstone Ring. The Castellan carries a Nullstone Ring. The ring creates an invisible barrier 2-3 inches above the surface of the skin surrounding the entire body with a Antimagic Field. I does not affect any mundane objects from passing through it, nor does it stop the affects of poison unless of course they are a manifestation of a magic. It also has a secondary effect, that allows its magic nullification to extend to any creatures within 10ft. The Anti-Magic Field remains active until it is turned on/off by using an Action on a turn. Notes: Requires 1 hour to attune and unattune to. While attuned, if the wearer drops to 0 HP, or is forced to remove the ring for any reason, the ring, its wearer, and any gear on the wearer's person is instantly disintegrated leaving nothing but a pile of ash.
Multi-Attack: Per Turn, Barron can attack 3 times.
Unarmed Attack. +9 to hit, reach 5 ft., one target. Hit: 2 D10 +9 Bludgeoning Damage.
Deflect Energy. When you take cold, fire, lightning, or force damage, you can use your reaction to deflect it. When you do so, the damage you take is reduced by 1d10+20.
Deflect Missile. Barron can use his reaction to deflect or catch the missile when he is hit by a ranged weapon attack. When he does so, the damage you take is reduced by 1d10+20. If he reduces the damage to 0, he can catch the missile if it is small enough for him to hold in one hand and you have at least one hand free. If you catch the missile in the way, you can make a ranged attack at +6 to hit, with damage equal to that rolled by the original firer.
Counter Blow. You can use your opponents failure to your advantage. If a creature misses you with an attack, you can immediately use your reaction to make a melee attack against that creature.
Barron Hawkin can take 5 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Barron Hawkin regains spent legendary actions at the start of his turn.
Detect. Barron Hawkin makes a Wisdom (Perception) check.
Attack. Barron Hawking makes a fist attack.
Stunning Blow. Barron Hawkin makes a fist attack, if hit the opponent takes half damage, is knocked prone, and stunned until the start of Barron Hawkin's next turn.
Iron Fist (costs 2 Actions). Barron makes a fist attack, if it hits, the blow has such force, that in addition to normal damage, the opponent is propelled directly away from the Barron 45 ft.
Leap Attack (costs 2 Actions). Barron Hawkin leaps up into the air and dashes over to attack a single target with his Bright Fist. He arrives in an unoccupied space 5 ft. away from his target. Target must make a DC 13 Dexterity saving throw or take a Melee Weapon Attack. Melee Weapon Attack: +9 to hit, reach 50 ft., one target. Hit: (2d10+9) bludgeoning damage. If on this turn Hawkin is using Bright Fist the to hit and damage rolls are adjusted accordingly.
Trembling Strike (costs 3 Actions). Barron Hawkin strikes the ground with his Bright Fist, triggering an earth tremor. All other creatures on the ground within 60 feet of Hawkin must succeed on a DC25 Strength saving throw or be knocked prone.
Previous Versions
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Coming Soon
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