Base Class: Fighter
The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows.
Champion's Path
Beginning when you choose this archetype at 3rd level, you choose which champion path best suits your character. You gain benefits depending on which path you choose. Additionally, you now score a critical hit on a D20 roll of a 19-20.
Centurion
While you wield a shield and a one-handed weapon, you cannot be targeted by Opportunity Attacks.
Duelist
While you wield a weapon in one hand and no other weapons, you cannot be knocked prone or shoved.
Gladiator
You are an expert at pleasing a crowd when you battle. You gain proficiency with the Performance skill and double your proficiency bonus for Performance checks.
Knight
While wearing medium or heavy armor, you reduce all nonmagical bludgeoning, piercing, and slashing damage you take by 2.
Outlaw
You gain proficiency with firearms. Your firearm attacks ignore half cover.
Remarkable Athlete
Starting at 7th level, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn’t already use your proficiency bonus.
In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.
Champion's Talent
At 10th level, you gain a benefit depending on your champion path.
Centurion's Aggression
You have advantage on saving throws against being charmed or frightened.
Duelist's Precision
When you roll a 1 on an attack roll with a one-handed melee weapon, you can reroll the die and must use the new roll.
Gladiator's Brutality
When you score a critical hit, you can roll one additional weapon damage die when determining the extra damage for a critical hit.
Knight's Resolve
When you are subjected to a dragon's cold breathe or any damaging effect that allows you to make a Constitution saving throw to take half damage, you instead take no damage on a successful save and half damage on a failed one.
Outlaw's Alacrity
Your movement speed increases by 10 feet and you gain proficiency with Dexterity saving throws.
Champion's Versatility
Starting at 15th level, you gain proficiency with Improvised Weapons, they deal 2d4 damage on hit instead of 1d4, and you gain a swimming and climbing speed equal to your walking speed.
Survivor
At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don’t gain this benefit if you have 0 hit points.
Previous Versions
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7/3/2022 9:43:55 PM
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