Fighter
Base Class: Fighter

Note: Why does this recombined Samurai and Champion subclass exist?

Because Samurai as a subclass is a dumb idea and should have been called something else, and improved critical hit ranges is super boring and so mechanically simplistic, literally every time I ever sit someone down to play it the first they they ask is if they can do something like hit someone's sword out of their hand or trip them... Like Battle Master.

So yeah... Champion is painfully boring to play and Samurai is a stupid name for a class.

 

The Champion is a fighter who draws on an implacable fighting spirit to overcome enemies, and focuses on the cultivation of raw physical power honed to deadly perfection. A Champion’s resolve is nearly unbreakable, and their enemies have two options: submit, or die.

Fighting Spirit

Starting at 3rd level, your intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can give yourself advantage on weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points. The number of temporary hit points increases when you reach certain levels in this class, increasing to 10 at 10th level and 15 at 15th level.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

Remarkable Athlete

Starting at 7th level, when you roll initiative and have no uses of Fighting Spirit remaining, you regain one use. You can also 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.

Rapid Strikes

Starting at 10th level, you learn to trade accuracy for swift strikes. If you take the Attack action on your turn and have advantage on an attack roll against one of the targets, you can forgo the advantage for that roll to make an additional weapon attack against that target, as part of the same action. You can do so no more than once per turn.

Last Stand

Starting at 15th level, your fighting spirit can delay the grasp of death. If you take damage that reduces you to 0 hit points and doesn’t kill you outright, you can use your reaction to delay falling unconscious, and you can immediately take an extra turn, interrupting the current turn. While you have 0 hit points during that extra turn, taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill you. When the extra turn ends, you fall unconscious if you still have 0 hit points.

Once you use this feature, you can’t use it again until you finish a long rest.

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.

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