The Jotunn doesn't have much mastery or talent when it comes to Leos but is incredibly knowledgeable in the ways of fighting, leaning to protect their allies rather than themselves. The Jotunn stands as a concrete pillar cladded in thick sheets of metal, absorbing any and all kinds of damage thrown their way.
Hit dice: 1d12 per Jotunn level
Hit points at first level: 12 + Vitality modifier
Hit points at levels after first: 1d12 (or 7) + Vitality modifier
Complexity: Beginner
Multiclassing Requirement: Strength, Vitality
Extra Expansion Points (Choose Two):
Two Handed Weapons
One Handed Weapons
Simple Weapons
Skills (Choose Two):
Athletics
Endurance
Investigation
Perception
Intuition
Basic Weapon from your Weapon Proficiencies (x1)
Either Steel Plate Armour or Hide Armour (x1)
Lesser Health Potion (x2)
Carpenters Toolkit or Smithing Toolkit (x1)
Level: Abilities Unlocked:
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1st - Fighting Style, Endure
2nd - Behemoth Resistance
3rd - Interception
4th - Ability Score Improvement
5th - Behemoth Charge
6th - Thick Skinned
7th - Armoured expanse I
8th - Ability Score Improvement
9th - Thrusting Hilt
10th - Interception II
11th - Vicious Mockery
12th - Endurance
13th - Hammer Down
14th - Armoured expanse II
15th - Steadfast
16th - Ability Score Improvement
17th -
18th -
19th - Armoured expanse III
20th -
At 1st level, You’ve begun Leos control and while not being able to send flows of Leos to your muscles or bones you find it extremely easy to send Leos to the skin, Hardening your skin into steel even if just for a moment. When you are Hit by an attack, you may use a Reaction to endure the hit. If you do so, the attack deals No Damage to you. Exhaust
At 2nd level, You brunt even the harshest of wounds no matter the pain. When you are subjected to an effect that allows you to make an Athletics or an Endurance Check to take only Half the damage, you instead take No Damage if you succeed on said Check, and only Half the damage if you fail.
At 3rd level, You can’t help but defend an ally in need. When a Creature you can See hits a target, other than you, within 5ft of you with an attack, you may use a Reaction to reduce the damage the target takes by 1d10 + your Proficiency Bonus (to a minimum of 0 damage). You may use this ability a number of times equal to your Proficiency Bonus.
When you reach 4th level, and again at 8th and 16th level, you may increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
At 5th level, (flavor)
You may charge forward in a 15ft Line in front of you all target creatures caught within said line must succeed on a Strength Check, DC equal to 8 +Strength Modifier +Proficiency Bonus on a Failed Check creature caught within your behemoth charge are dealt your Maximum Damage (the highest number possible result for the Damage die. For example if your weapon deals 1d8 you may forego rolling and deal 8 (adding applicable modifiers) on a Successful Check they are dealt Half as much. You may use this ability a number of times equal to Half your Proficiency Bonus.
At 6th level, Your body has grown accustomed to defending your team and taking in blows that one man alone should never bear. You reduce all incoming Bludgeoning, Slashing and piercing damage by 5. This feature cannot Reduce the damage to less than 1.
At 7th level, You've learnt to create a fake layer of skin made from Leos that acts as a wall to prevent blood from flowing out of a wound, allowing you to stabilize the injury with minimal effort. As a Bonus Action you may gain 2d12 + Vitality Modifier of Temporary Hit Points. Exhaust
Additionally at 7th level, Your Behemoth Charge's range increases to 20ft instead of 15ft additionally you may easily break through Light Objects and Structures when using the Behemoth Charge ability granted at 5th level (Breaking through objects or structures does not stop the Behemoth Charge).
When you reach 8th level, and again at 16th level, you may increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
At 9th level, You've learnt to channel Leos into your weapon temporally allowing you to get larger volatile hits in. After Landing an Attack you may use a Free Action to Draw a card and increase the Damage of your Attack by that amount. For example you may Draw a card, lets say you draw a Jack you may then add 10 points of additional damage to you damage roll (The additional damage dealt by this ability is Leos damage). You may use this ability a number of times equal to Half your Proficiency Bonus (A Red Joker and other face cards will increase the damage by 10).
At 10th level, (Flavor)
When you use the Interception ability granted at 3rd level, you may now reduce the amount of damage the target takes by 2d10 +Proficiency Bonus instead of 1d10 + your proficiency bonus (to a minimum of 0 damage).
At 11th level, (Flavor)
You are able to Carry a creature/ally or an object one size larger than you with No Hindrance to your Movement, when you are carrying a creature damage dealt to said creature is instead dealt to you. (This counts only to external/physical damage, for example an arrow, bullet or sword Not bleeding, poisonings or mental attacks)
Additionally at 11th level, the damage reduction from your Thick Skinned ability granted at 6th level is applied to All incoming damage Except Mental.
At 12th level, (Flavor)
You may use a Bonus Action to send huge amounts of Leos to your skin turning the density of your skin into that of Leos condensed steel, rendering you Invulnerable (Immunity to all types of damage except for Mental). Until Your next Combat Card. Exhaust.
At 13th level, you are able to enter a state of cognitive charge allowing you to act quickly in someone else's time of need. As a Free Reaction you may Move up to your Movement Speed before using you Interception ability granted at 3rd level additionally all movement while moving towards your desired destination is counted as a Behemoth Charge. This does Not count as a use of your Behemoth charge or your Interception. Exhaust
At 14th level, (flavor)
As a Bonus Action you may gain a 3d12 + Vitality Modifier of temporary health. Exhaust
At 15th level, your body reacts to attacks without you even noticing, reacting and responding before you’ve even realized you’ve been attacked. When an Attack Hits you as a Free Reaction you may roll a 1d10, if your roll lands on a 10 your body will successfully condense the skin closest to the attack Preventing all Damage. You may only use this ability once Per Round.
When you reach 16th level, you may increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
At 17th level, (Flavor)
You may drive your foot into the ground causing cracks and quakes in a 15ft Cone in front of you. Draw a Card for each Living Creature caught within the cone Combine all values of the card/cards together, the Combined value of the cards will become the DC for this ability.
Each creature caught within the cone must Draw a Card. Each creature Must contest your DC with their card draw. if the value of that card is Higher then that of your DC they will take Half the damage from this attack, if it is Lower then that of your DC they will take the Full damage of this ability. Exhaust
Additionally once this ability has concluded you gain Temporary Health equal to the value of Your DC.
At 18th level, (Stopped)
You may choose to One of the Abilities below to use a number of times equal to Double your proficiency bonus.
Interception ability granted at 3rd Level
Behemoth Charge ability granted at 5th Level
OR you may chose to use One of the abilities below to use an additional time.
Endure ability Granted at 1st Level
Endurance ability granted at 12th level
This decision can be changed during a short or long rest.
At 19th level, You allow a flow of Leos to rise to the surface of the skin, causing it to increase in density and harden to the point it feels as solid as concrete. But with this when a blade pierces your skin, breaking the layer of Leos, it will stabilize although the skin still remains, not allowing blood to flow out of a wound, allowing you to stabilize the wounds with minimal effort. As a Bonus Action you may gain a 4d12 + Vitality Modifier of temporary health. Exhaust
At 20th level,
Your Vitality score increase by 4. Your maximum for that score is now 24.
As a reaction you can defend all allied creatures preventing all damage from an incoming attack