Colossus

Frantically, a thief looks around the room of adventurers. He draws a dagger and pushes past the two advancing on him, plunging the steel into the chest of the one standing in the doorway, only to have the metal fold against his rock-like skin

A demon lord stands towering over a human in glinting armor. Despite having just fought through three circles of hell, her armor is not dented and she showed no sign of injury. Unphased, the demon lord draws back and releases an unholy torrent of flame. As the dust clears, her armor shines as bright as ever

Surviving devastating blows and being the last one standing are the hallmarks of a collossus,

The Collossus
Level Proficiency Bonus Features
1st +2 Daunting Presence
2nd +2 Stamina surge (d8)
3rd +2 Tempered Flesh, Practice, First Practice Feature
4th +2 Ability Score Improvement
5th +3 Uncanny Save, Barricade
6th +3 Tempered Flesh (Special)
7th +3 Stamina Surge (d10), Second Practice Feature
8th +3 Ability Score Improvement
9th +4 Tempered Flesh Improvement, Tempered Flesh
10th +4 Indomitable
11th +4 Third Practice Feature
12th +4 Ability Score Improvement, Tempered Flesh (Special)
13th +5 Stamina Surge (d12)
14th +5 -
15th +5 Tempered Flesh
16th +5 Ability Score Improvement
17th +6 Legendary Resistance (1/day)
18th +6 Tempered Flesh (Special)
19th +6 Ability Score Improvement
20th +6 Legendary Resistance (2/day), Solid Constitution

Class Features

As a collossus, you gain the following class features

Hit Points


  • Hit Dice: 1d12 per collossus level
  • Hit Points at 1st Level: 12 + your Constitution modifier
  • Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per collossus level after 1st

Proficiencies


  • Armor: all armor, shields
  • Weapons: simple melee weapons, shortswords, tridents, whips
  • Tools: None

  • Saving Throws: Intelligence, Wisdom
  • Skills: Choose any four

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a simple melee weapon and a shield
  • (a) five javelins or (b) any simple melee weapon
  • A suit of armor

Daunting Presence

While you aren't the greatest threat on the battlefield, you certainly resemble it. Starting at level 1, any time a creature starts its turn within 15' of you, it must make an intelligence saving throw (DC 8 + your proficiency modifier + your constitution modifier). On a failure, they cannot willingly exit your reach until the end of their next turn, and all attacks they make have disadvatage against targets that are not yourelf. Any time a creature that is under the influence of daunting presence succeeds an attack against you, they may re-attempt the saving throw

Tempered Skin

When you get this ability, choose one of the following damage types. You become resistant to that damage type. You may choose another damage type and become resistant to it at 6th, 9th, 12th, 15th and 18th level. The list of damages expands at 9th level, and at 6th, 12th, and 18th level you may instead choose one from slashing, piercing or bludgeoning damage.

The damages you can choose from before 9th level are Acid, Cold, Fire, Lightning, Poison and Thunder. From 9th level onward you can also choose from Force, Psychic, Radiant and Necrotic

Stamina Surge

You can call on your impressive might to bolster yourself in desperate situations. At second level, you gain a pool of d8's equal to your constitution modifier. As a bonus action, you may spend one of these d8s and roll it, and gain bonus hit points equalling the amount rolled. These become d10's at level 7 and d12's at level 13, and you regain all expent dice following a long rest

you can at any point expend a hit dice and regain an expent dice

Practice

At third level, you adopt a practice. Choose one of the practices listed at the end of this chapter. You get features from this practice at third, seventh and eleventh level

Uncanny Save

At 5th level, Whenever you are subjected to an effect that allows you to make a saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Barricade

Also at 5th level, you can concentrate and bolster yourself against all damage. As an action, you can gain resistance to all damage until the start of your next turn. For this time, all melee attacks have advantage against you

Indomitable

At tenth level, you become proficient in all saving throws

Legendary Resistance

At 17th level, you become nearly unphasable. once per long rest, you may turn any saving throw you fail into a succesful one. You may use this a second time per long rest starting at level 20

Solid Constitution

At 20th level, you achieve near-immortality. your constitution score increases by four, and it's maximum becomes 24

Collossus Practices

Collossus' natural resolve takes on many shapes. As they progress, Collossus will find themselves preffering certain styles of survival over others

The Defender

The defender uses their stubborn life force to protect and guard their allies

Shieldbearer

At third level, any time a creature that is within 5' of you is attacked, you may use your reaction to direct the attack towards yourself

Behind Me

At seventh level, when you and another creature are hit by an area effect that deals damage, you may use your reaction to reduce the damage against them to 0. If you do this, you take damage equalling half of what they would have

Like This

At 11th level, any time a creature that is within 10' of you makes a saving throw they are not proficient in that you are, you may grant them advantage on that saving throw. You cannot use this feature more than once per turn. This area becomes 30' at 15th level

The Meat

The Meat are simply walls of flesh, almost impossible to carve through

Unarmored Defense

Starting at third level when you take this path, while you are not wearing armor you may calculate your armor class as 10 + your dexterity modifier + your constitution modifier. You can use a shield and still gain this effect

Cutting Board

At 7th level, your flesh becomes as hard to withdraw from as it is to pierce. When you are struck by a weapon attack that deals piercing damage, the attacker must make a strength save (DC 8 + your constitution modifier + your proficiency bonus). on a failure, the weapon becomes lodged in you and cannot be used until removed. The weapon can be removed with a bonus action, requiring for any creature except yourself to make an athletics check with the same DC. If you remove the weapon, you are considered proficient in it until the end of your next turn

If the weapon was a natural melee attack, such as a hyena's Bite or an Imp's Sting, for as long as the weapon is stuck in you the attacking creature cannot move further from you than the reach of the attack. If you or it try to move further than this, the other is moved as well and you move as though you were dragging it while grappling. Contesting athletics checks can be made to prevent the movement

If the weapon was ranged, the attacker instead does not get to make a strength save and the missile becomes stuck. When you remove the missile, it attains the Thrown (30'/60') property, and deals damage as normal

Once you reach 15th level, attacks that deal slashing damage are also subject to this feature

Rampant Constitution

At 11th level, your body ignores damage, but continues to regenerate as though it had been. Any time you succeed a constitution saving throw, you may immediately use your Stamina Surge feature without expending a use of it

The Ironclad

The Ironclad Specialize in heavy armour, and glancing blows of any sort off of their countenance

Steel Hide

Your skin hinders most attacks. At third level, your armor class permanently increases by two

Armored Resilience

By 7th level you have learned to utilize your armor against effects both magical and mundane. While you are wearing armor, any time you roll under a certain amount on a saving throw as shown on the Armored Resilience table, you may treat your roll as though it were that amount

Armored Resilience
Armor Class Minimum Roll
5-8 3
9-12 4
13-15 5
16-18 6
19-20 7
21-22 8
23-24 9
25-26 10