Fighter
Base Class: Fighter

Hunters of legendary beasts and wielders of weapons so massive they seem forged by giants, Colossal Wardens channel their immense strength into dominating the battlefield with overwhelming might. These warriors train to turn oversized weaponry into extensions of their own power, transforming the act of hunting into a test of resilience and skill against monstrous odds.

Level 3: Titan's Grip

You can wield weapons far larger than most warriors dare. If your Strength score is 18 or higher, you can wield oversized weapons without disadvantage, provided the weapon is intended for a creature no more than one size larger than you.

Oversized Weapon. Oversized weapons are melee weapons crafted for creatures larger than a Medium-sized humanoid. An oversized weapon’s damage die increases based on the intended size of the creature it was designed for. For example:

A weapon designed for a Large creature increases its damage die by one step (e.g., a longsword deals 2d8 damage instead of 1d8, or 2d10 if used with two hands) and a weapon designed for a Huge creature increases its damage die by two steps (e.g., a longsword deals 3d8 or 3d10).

Level 3: Remarkable Athlete

Thanks to your athleticism, you have Advantage on Initiative rolls and Strength (Athletics) checks.

In addition, if an effect moves you against your will along the ground, you can take a Reaction to reduce the distance you are moved by up to 10 feet.

Level 7: Colossal Parry

Your mastery of oversized weapons allows you to turn an enemy's aggression against them with immense force and precision.

When a creature hits you with a melee attack, you can use your reaction to attempt a parry. Roll an attack roll using your weapon against the attacking creature. Compare your attack roll to the creature’s attack roll:

Your Roll is Higher: The creature’s attack misses. You can immediately make one weapon attack against the creature at advantage as part of the same reaction.
If your attack roll exceeds the creature’s by 5 or more, your counterattack is a critical hit if it connects.

Your Roll is Equal: The creature’s attack deals half damage instead of full. Both you and the creature are pushed 15 feet away from each other and are knocked prone.

Your Roll is Lower: The creature’s attack automatically becomes a critical hit, unless it was one already.

Level 10: Mountain’s Endurance

You embody the unshakable resilience of a seasoned monster hunter, gaining the following benefits:

Fearless Resilience: You gain advantage on saving throws against being frightened, knocked prone, or restrained.

Master of Terrain: You gain a climbing speed and swimming speed equal to your walking speed, and you ignore nonmagical difficult terrain.

Level 15: Earthshaker

Your overwhelming strength and momentum make your attacks nearly unstoppable, granting the following benefits:

Devastating Impact: When you hit a creature that is larger than you with an oversized weapon, you deal an additional 1d6 damage for each size category above Medium.

Enhanced Mobility: Additionally, your speed increases by 10 feet. When you make a standing long or high jump, you can leap the full distance as if you had moved at least 10 feet immediately before the jump and you have advantage on Dexterity (Acrobatics) checks made to land on your feet when you land in difficult terrain.

Level 18: Apex Predator

Your senses are heightened to supernatural levels, allowing you to track and hunt your prey with unerring precision:

Supernatural Senses: You gain blindsight out to a range of 30 feet.

Tracking Expertise: You gain advantage on Wisdom (Perception) and Wisdom (Survival) checks made to track or locate creatures, even if the trail is hidden by magic or mundane means.

Unassailable Vigilance: You can’t be surprised while you are conscious, and creatures within your blindsight radius can’t gain advantage on attack rolls against you.

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