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Blade Champion

About once every century, a humanoid infant is selected to be exposed to processes both alchemical and arcane in nature that would make any reasonable person turn and run. After decades, the end result is a warrior that is nigh immortal, is more learned than any scholar, and is renowned as a deadly combatant, tearing through armies in their golden armour.

After centuries more of more training, one of these custodians can be inducted into the halls of the blade champions, given their will is strong enough, their swordcraft is honed enough, and their kill count is high enough.

In combat, blade champions are dispatched as a spearhead to allow other forces to break through an emplacement or sent to execute enemy leaders and wreak havoc behind the enemy’s back.

Art Credit

Blade Champion Article on Warhammer Community

Blade Champion

Medium humanoid, lawful good


Armor Class
19 (plate)
Hit Points
161 (14d8 + 98)
Speed
45 ft.

STR DEX CON INT WIS CHA
24 (+7) 21 (+5) 25 (+7) 23 (+6) 24 (+7) 20 (+5)

Saving Throws
Strength +11, Constitution +11, Charisma +9
Skills
Athletics +11, Insight +11, Intimidation +11, Investigation +10, Perception +11
Condition Immunities
charmed, frightened, poisoned, stunned
Senses
darkvision 60 ft., blindsight 30 ft., passive Perception 21
Languages
All
Challenge
12 (8,400 XP)

Legendary Resistance (1/day). When the blade champion fails a saving throw, it can choose to succeeed instead.

Aegis of the Emperor. The blade champion suffers no penalties from exhaustion with the sole exception of death from exhaustion levels. In addition, the blade champion regains all expended hit dice after finishing a long rest, and does not need to sleep, eat and drink, or breathe, and does not age.

Aggressive. As a bonus action, the blade champion can move up to its speed towards an enemy it can see.

Evasion. When forced to make a Dexterity saving throw against an effect to avoid damage, the blade champion takes half damage on a failed save, and no damage on a successful save.

Examplary Swordsman. When a melee attack is made against the blade champion, a roll of 10 or lower always misses, regardless of the attacker’s bonus to hit. In addition, the blade champion has three reactions, rather than just one.

Scholar of Eternity The blade champion can perfectly recall anything it has seen, heard or read in its life.

Actions

Multiattack. The blade champion makes five melee attacks, choosing from either Behemor, Hurricanis or Victus as the style of the attack.

Behemor. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit 18 (2d10 + 7) slashing damage. If the target is Large or bigger, it cannot reduce or negate the damage taken.

Hurricanis. Melee Weapon Attack: +11 to hit, reach 5ft., one target. Hit 13 (1d10 + 7) slashing damage. When this attack profile is chosen, make double the amount of attacks. Once a creature is hit by an attack, it can’t be the target of another Hurricanis attack this turn.

Victus. Melee Weapon Attack: +11 to hit, reach 5ft., one target. Hit 16 (2d8 + 7) slashing damage. Until the start of the blade champion’s next turn, the target always provokes opportunity attacks when moving out of the blade chamion’s reach, including when taking the Disengage action or teleporting (the attack is made before the teleport takes effect).

Reactions

Parry. The blade champion adds 3 to its AC against one melee attack that would hit it.