So here's the Champion Version of Luc.
[Edited for Correct Math. ]
Name: Luc Krolnochack
Race: Hill Dwarf
Background: Guild Artisan
Class: Fighter
Archtype: Champion
Level: 16
Abilities: Mod Save
Str 25 _____7_____12
Dex 10 ____0 _____0
Con 20 ____5 _____10
Int 13 _____1 _____1
Wis 13 ____1 _____6
Chr 10 ____0 _____0
Skills:
Athletics +12
History +6
Insight +6
Nature +6
Passive Perception +11
HP: 276
AC: 22
Armor: Adamantine Dwarven Plate
Attacks: 3 main, 1 off
(Dual Weapon Wielding)
Initiative: +8 (Alert feat + Remarkable Athlete Martial Archtype Feature)
Melee'
Dryshek +15 to hit, 1d8+10 (x3)
Dumatharl +14 to hit, 1d8+9 damage
Ranged
Dryshek +15 to hit, 2d8+10 damage (3d8+10 damage vs giants)
Class Abilities:
Fighting style: Two-Weapon Fighting
When engaging in two-weapon fighting, add your ability modifier to the second attack
Second Wind; On your turn, use a bonus action to regain 1d10+16 hp. Regain after a short or long rest.
Action Surge (one use)
On your turn, take 1 additional action and a posible bonus action. Regain after a short or long rest.
Martial Archtype: Champion
Martial Archtype Feature (
Superior Critical) Weapon attacks score a critical hit on 18, 19 or 20.
Extra Attack (2)
Martial Archtype Feature (
Remarkable Athlete) Add +3 to any Str, Dex or Con check you make that doesn't use your proficiency bonus and your running long jump distance increases by 7ft.
Indomitable (Two Uses)
Reroll a saving throw that you fail, you must use the new roll. Regain ability after a long rest.
Martial Archtype Feature (
Additional Fighting Style: Defense)
Feats:
Tough
Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.
Dual Wielder
* You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
* You can use two weapon fighting even when the one handed melee weapons you are wielding aren't light.
* You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
Mage Slayer
* When a creature within 5 feet of you casts a spell, you can use your reaction to make a melee weapon attack against that creature.
* When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain concentration.
* You have advantage on saving throws against spells cast by creatures within 5 feet of you.
Alert
* You gain +5 bonus to Initiative
* You can't be surprised while you are conscious
* Other creatures do not gain advantage on attack rolls against you as a result of being hidden from you.
Resilient
* Increase [Wisdom] ability score by 1, to a maximum of 20.
* You gain proficiency in [Wisdom] saving throws.
Sentinal
* When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.
* Creatures within 5' of you provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
* When a creature within 5' of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.
Magical Items:
Adamantine Dwarven Plate
Armor, Very Rare (plate)
While wearing this armor, you gain a +2 bonus to AC. In addition, if an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 feet.
This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.
Dryshek
Adamantine Dwarven Thrower, Gleaming Minor Property
Weapon, Very Rare (requires attunement, battleaxe, dwarf)
You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it deals an extra 1d8 damage or, if the target is a giant, 2d8 damage. Immediately after the attack, the weapon flies back to your hand.
Dumatharl
+2 Adamantine Battleaxe, Delver Minor Property, Religious: Dumathoin
Dumatharl has 3 charges. While holding it, you can use an action to expend 1 of its charges, and if a secret door or trap is within 30 feet of you, Dumatharl pulses and points at the one nearest to you. Dumatharl regains 1d3 expended charges daily at dawn.
Ioun Stone (Absorbing) (Requires Attunement)
Belt of Fire Giant Strength (Str 25) (requires attunement)
Eye of Dumathoin
Gem of Seeing - Wondrous Item, Rare (requires attunement. Dwarven make. Has the Harmonious Minor property for Dwarven users)
This gem has 3 charges. As an action, you can speak the gem's command word and expend 1 charge. For the next 10 minutes, you have truesight out to 120 feet when you peer through the gem.
The gem regains 1d3 expended charges daily at dawn.
Ring of Swimming
Tear of Krovis (+1 to 1 save/day)
Silver Griffin's Medallion (Cast Cure Wounds as a 1st level spell. Refresh after a long rest)
Kildare's Ever Ready Potion Sling (stores 5 potions, can call a potion to the spout and drink with an action. Does not require free hands)
Potion of Speed
Potion of Water Breathing x3
Potion of Heroism x4
Potion of Superior Healing
Potion of Greater Healing
Potion of Resistance x2
Skie's Locks and Bolts (Arcane Lock or Knock on all locks withing 30'. Reset after a long rest).