Base Class: Fighter
The archetypal Champion is focused on improving the Fighter's combat abilities to make them deadly in battle. Champions are exceptional warriors, and their training and experience have honed their instincts and reactions to make them lethal combatants.
Note:
This subclass have been edited to match a specific campaign and was made for use in that specific campaign so it may or may not be balanced for other settings.
Improved Critical
Beginning when you choose this archetype at 3rd level, your weapon critical threat range is increased by one, and weapon attacks score a critical hit on a roll of 19 or 20.
Physical Perfection
Starting at 3rd 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 7th 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.
Improved Improved Critical
Starting at 10th level, your weapon critical threat range is increased by one, and weapon attacks score a critical hit on a roll of 18–20.
Improved Improved Improved Critical
Starting at 15th level, your weapon critical threat range is increased by one, and weapon attacks score a critical hit on a roll of 17–20.
Survival Instinct
At 18th level, you attain the pinnacle of resilience in battle. Any critical hit against you becomes a normal hit. In addition, when you are subjected to a magical effect that allows you to make a Strength or Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw.
Previous Versions
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4/27/2023 3:32:16 PM
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