Base Class: Fighter
The 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.
Improved Critical
When you choose this archetype at 3rd level, your ceaseless training has granted your strikes deadly precision. Your weapon attacks score a critical hit on a roll of 19 or 20. This also counts for any effects that require a natural 20.
Critical Focus
You can augment your critical strikes. When you hit a creature with a critical strike, you can apply one of the following:
Brutal Focus: When you critically hit a creature, they take extra damage equal to half your level (rounded up). At level 10, you add your Strength modifier to the total damage.
Cruel Focus: When you critically hit a creature, they must succeed on a strength saving throw or be knocked prone. At level 10, a creature who fails the saving throw becomes incapacitated until the start of its next turn or until it takes damage.
Slashing Focus: When you critically hit a creature, they must succeed on a dexterity saving throw or deal 1d6 less damage on all weapon attacks until the end of their next turn. At level 10, this becomes 1d8.
The DC for these features is equal to 8 + your proficiency bonus + your Strength or Dexterity modifier (whichever is higher).
Remarkable Athlete
Your athleticism has become far above average. You gain the following benefits:
- You can add your proficiency bonus to any Strength, Dexterity, or Constitution check you make that doesn’t already use your proficiency bonus.
- When you make a running long jump or high jump, the distance/height you can cover increases by a number of feet equal to your Strength modifier.
- You gain an additional use of your Second Wind.
- You increase your movement speed by 10ft, and gain a climbing and swimming speed equal to your walking speed.
Unwavering Poise
You master defensive footwork and positioning in battle so foes cannot get the drop on you. You gain proficiency with Dexterity saving throws.
Additionally, an enemy cannot gain advantage to hit you with an attack if you have damaged that enemy with a weapon attack on your previous or current turn. You must be wielding a weapon or shield and not be incapacitated to gain this benefit.
Superior Critical
Your weapon attacks score a critical hit on a roll of 18–20. After you score a critical hit against a creature, that creature gains disadvantage on all its attack rolls until the start of your next turn.
Additionally, When you score a critical hit with a weapon attack, you can choose to regain one use of Second Wind. You can do this twice, and regain both charges at the end of a short rest.
True Survivor
You attain the pinnacle of resilience in battle. At the start of each of your turns, you gain temporary hit points equal to 5 + twice your Constitution modifier. This becomes regular hitpoints when you start your turn and are missing more than half of your max hit points. You do not gain this benefit if you have 0 hit points.
Lastly, your weapon attacks score a critical hit on a roll of 17-20.
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