Champion of the Parish
Among the faithful of Avacyn exist all types of worshipers- some pledge their lives to the church, preaching the powers of Avacyn and providing aid through medicine, and others walk into the dark of night brandishing steel blades. Of these latter, however, there are all too few, and without the aid of the angels themselves, humanity would long ago have been overwhelmed. But angels themselves are just rare, and focus their time on combating the ills which humans themselves can not face- or, more recently, on searching for their lost archangel leader. Thankfully, the parish champions have risen in their stead.
To Ward Against Darkness While not formally recognized by the Church of Avacyn, many think that it on't be long before the leaders of the church are forced to recognize the legitimacy of the parish champions. These misfit cathars are often drawn from the ranks of those who drop out from formal cathar groups, either unable to take the strain of such a life or too injured or elderly to continue on the path. But once returned to their home villages, few have any idea of what direction to take their life, and the desire to protect their people still burns in their hearts. The same when evils such as vampires, werewolves, and necromancers come knocking at their gates.
To Establish a Common Defense Earlwood Shanks as the first to recognize the important role these misfits cathars could still play in the defense of their communities. Shanks himself is an older man, some sixty years of age and a cathar all his life- but unlike other cathars, he did not continue to death. Instead he as rendered lame in a werewolf attack, defending his home village from a pack. Alone, without time to wait for church assistance, Earlwood would have died were it not for the quick actions of his community, who went at the pack brandishing farming tools and hunting knives. Though the attack cost him a leg, Shanks was given insight on the importance of a community learning to protect itself, and sought out other cathars like himself to start the parish champions.
And to Protect with Mutual Aid The members of the parish champions each remain in the town they call home, guiding villagers and citizens, and teaching them basic methods for self-defense, as well as simple battle-tactics for defending their homes. While the concept seems simple on the surface, the parish champions also spend time practicing unusual fighting techniques which rely on the aid of others, and which are especially useful in large numbers. Through both, parish champions have helped drastically reduce the number of causalities caused by outside attacks. When joining secular laws that the church uses, former cathars are expected to pledge and upheld only three, eternal tenants: To ward against darkness, to establish a common defense, and to protect with mutual aid.
Champion of the Parish
Among the faithful of Avacyn exist all types of worshipers- some pledge their lives to the church, preaching the powers of Avacyn and providing aid through medicine, and others walk into the dark of night brandishing steel blades. Of these latter, however, there are all too few, and without the aid of the angels themselves, humanity would long ago have been overwhelmed. But angels themselves are just rare, and focus their time on combating the ills which humans themselves can not face- or, more recently, on searching for their lost archangel leader. Thankfully, the parish champions have risen in their stead.
Armor Class | 16 (half-plate) | ||
---|---|---|---|
Hit Points | 9d8+18 | ||
Speed | 30 ft. | ||
Strength | 14 (+2) | ||
Dexterity | 12 (+1) | ||
Constitution | 14 (+2) | ||
Intelligence | 10 (+0) | ||
Wisdom | 11 (+0) | ||
Charisma | 13 (+1) | ||
Senses | Passive Perception 10 | ||
Languages | Common | ||
Challenge | 2 (450 XP) | ||
Special 1 | Martial Advantage | Once per turn, the champion can deal an extra 2d8 damage | to a creature it hits with a weapon attack if the creature is within 5 feet |
of an ally of the champion that isn't incapacitated | |||
Special 2 | Pack Tactics | The champion has an advantage on attack rolls against | a creature if at least one of the champion's allies is within 5 feet |
of the creature and the ally isn't incapacitated | |||
Action 1 | Multiattack | The champion makes one attack | with its longsword and one with its dagger |
Action 2 | Longsword | Melee Weapon Attack | d20+4 to hit |
Reach 5 ft., one target | Hit 1d8+2 slashing damage | ||
Action 3 | Dagger | Melee Weapon Attack | d20+4 to hit |
Reach 5 ft., one target | Hit 1d4+2 piercing damage | ||
Action 4 | Leadership | For 1 minute, the champion can utter a special command | or warning whenever a nonhostile creature that it can see within 30 feet |
of it makes an attack roll or a saving throw. | The creature can add a d4 to roll provided it can hear and understand the champion. | A creature can benefit from only one Leadership die at a time. | This effect ends if the champion is incapacitated |
Reaction | Human Spirit | Whenever another human within 60 ft, of the champion, | rolls initiative or is reduced to 0 hit points, |
the champion gains an advantage on all weapon attacks until the end of its next turn |
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