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.
The True Champion takes martial prowess to the next level, bringing a dynamic element to combat that is glorious and frightening to behold.
Improved Critical
Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.
Take a Stance
When you roll initiative and at the start of your subsequent turns you may choose an Aggressive, Balanced, or Defensive Stance. Each Stance provides different options for combat. and there are two phases to every stance. You must complete a turn in the first phase before you can use the ability of a second phase, and the second phase of a stance must follow the first respective phase.
Aggressive Stance
First turn:
- Attacks you make on this turn have advantage and attacks against you have advantage until the start of your next turn.
- Your speed increases by 10 feet until the end of your turn.
Second turn. You can choose one of the following Actions:
- Cleave. You rush between your foes with deadly speed. Your movement does not provoke opportunity attacks and your speed increases by 10 feet until the end of your turn. Your wild weapon flourishes hit a number of targets equal to your proficiency bonus. Make a weapon damage roll and add the Stance die to this roll. Affected targets make a Dexterity saving throw against your STR save DC. On a successful save they take half damage.
- Intimidating Cry. Choose a creature to target and make an Intimidation Skill Check. The affected creature must make a Charisma Saving Throw against the number you rolled for your Intimidation Skill Check. On a failure the creature is under the Feared condition until the start of your next turn. A creature immune to fear is immune to this effect. After you use your action for Intimidating Cry you may use your Bonus Action to make an attack against the creature you targeted with advantage. You may add your Stance die to either the Intimidation Skill Check or the damage roll on the Bonus Action attack.
Balanced Stance
First turn:
- When you use your Action to attack, you can replace one of your attacks to swap places with a willing ally within 5 feet of you.
- You can use the Help action as a Bonus Action.
Second turn. You can choose one of the following effects after you hit with an attack, rolling the Stance die and adding it to the damage roll:
- Push the target up to 10 feet away, as long as the target is no more than one size category larger than you.
- Move up to 15 feet away from the target without provoking an attack of opportunity from the target.
Defensive Stance
First turn:
- Attack rolls you make this turn are made with disadvantage and all attack rolls against you have disadvantage until the start of your next turn.
- Reaction surge! You gain an extra reaction until the start of your next turn. You can use your reaction when an enemy attacks either you or an ally within 5 feet of you to add your proficiency bonus to either the AC or saving throw against that attack.
Second turn. You can choose one of the following actions.
- Exploit opening! Your defense has paid off. You find the opening you were waiting for and strike! When you take the attack action, roll with advantage until an attack hits. The first attack that hits is a critical hit.
- Catch a Breath. You take a deep breath. Roll the Stance die and add your proficiency bonus, recovering the total result of hitpoints.
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.
Additional Fighting Style
At 10th level, you can choose a second option from the Fighting Style class feature.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Superior Critical
Starting at 15th level, your weapon attacks score a critical hit on a roll of 18–20.
Relentless Champion
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
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
6/10/2023 10:28:03 AM
|
17
|
2
|
1.5
|
Coming Soon
|
Comments