I always disliked this subclass. Weak and bland. I realised it was meant for newer players, but I figured newer players would more likely be put off by a subclass which added an average of 1-2 extra damage with its core feature and showed little else of interest until level 18. So I took a look online to see what fixes/revisions existed, but except for Flute Loot's revision I found the revisions were not to my taste. Even Flute Loot's version, as great as it was, I thought had some balance issues (was a little too top-heavy, and not that newbie friendly). So I came up with this revision. Remarkable Athlete was moved to level 3 as most fighter subclasses usually provide a ribbon feature at that level. I also liked Flute Loot's idea to incorporate the Fighter feature Second Wind into the mechanics of the subclass. I liked the idea of the Champion being able to use two different fighting styles, so while I didn't want to lose that, I realised that a 2nd fighting style, especially at level 10, was rather weak. So I came up with upgraded versions for all of them. Other features were improved to make the subclass on par with the Rune Knight, the best designed fighter subclass in my opinion. The majority of features are passive so I believe this subclass is still friendly for newer players or players who simply don't want too many options during gameplay/character creation (as before, players will only have to choose a 2nd fighting style). Champion players possibly don't even have to remember to use Second Wind anymore, as the feature will activate automatically on a crit. Another change I wanted to implement was an improvement to the Fighter feature Second Wind. It works great at low levels, but the amount of hit points generated by this feature (1d10 + fighter level) is quite low at higher levels, where Fighters struggle to keep up with casters. Using Treanmonk's suggestion, I would change it to 2d10 + fighter level at level 5, 3d10 + FL at 11th level, and finally 4d10 + FL at 17th level. Let me know what you guys think!
Champion (Revised)
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.
Sources: Player's Handbook with inspiration from Flutes Loot
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 and deal extra damage equal to your fighter level. Additionally, when you score a critical hit, you may activate your Second Wind ability as part of the attack without needing to use your bonus action. Doing so allows you to heal yourself as usual with Second Wind. If you don’t have Second Wind available, you can instead expend one of your Hit Dice and regain hit points equal to your hit die plus your Constitution modifier.
Remarkable Athlete
Starting at 3rd level, you gain proficiency in Athletics. If you already have proficiency in Athletics, you gain expertise instead. 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.
Finally, you may use Second Wind an additional time per short rest.
Improved Celerity
At 7th level, your athletic training has greatly improved your swiftness. You gain proficiency with Dexterity saving throws.
As a bonus action, for up to 1 minute you can either increase your movement speed by 10 ft., or gain a climbing or swimming speed equal to your walking speed. You regain the use of this ability after a short or long rest.
Fighting Style Mastery
At 10th level, you can upgrade a Fighting Style you've already chosen and you can additionally choose a second option from the Fighting Style class feature. You cannot gain a Fighting Style that you’ve currently upgraded (such as by multiclassing). Once you reach 15th level, you may also upgrade a second Fighting Style from those that haven't been upgraded yet.
Blind Fighting Master (Upgraded Blind Fighting)
Your Blindsight range increases to 20 ft. and you have advantage on Perception checks that do not rely on sight.
Defense Mastery (Upgraded Defense)
While you are wearing armour, you gain another +1 bonus to AC.
Great Weapon Master (Upgraded Great Weapon Fighting)
When wielding a melee weapon with two hands, you gain a +4 bonus to damage rolls with this weapon.*
* D&D Beyond does not allow this feature to add the damage bonus. Adding it manually to the character sheet is required.
Interception Mastery (Upgraded Interception)
When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to do so and no longer need to use your reaction.
Master Archer (Upgraded Archery)
You gain a +2 bonus to damage rolls you make with ranged weapons.* If you begin your turn within 5' of an enemy, your movement on your turn does not provoke attacks of opportunity from that enemy.
* D&D Beyond only allows this damage to apply to longbows and shortbows. If using a different weapon, the bonus damage will need to be added manually.
Master Duelist (Upgraded Dueling)
When you are wielding a melee weapon in one hand and no other weapons, you gain a + 1 bonus to attack rolls* and an additional +2 bonus to damage rolls with that weapon.
* D&D Beyond does not allow for a +1 bonus to one-handed melee weapon attacks to be added with this feature. Adding the bonus to the character sheet manually is required.
Master Protector (Upgraded Protection)
When a creature you can see attacks a target other than you that is within 5 feet of you, you can impose disadvantage on the attack roll. You must be wielding a shield.
Technique Mastery (Upgraded Superior Technique)
You learn another maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver’s effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
You gain an additional d8 superiority die (this die is added to any superiority dice you have from another source) and the die you previously gained from Superior Technique becomes a d8 as well. These dice are used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
You gain a +2 bonus to attacks made with thrown weapons.
In addition, being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
Two-Weapon Mastery (Upgraded Two-Weapon Fighting)
When you engage in two-weapon fighting, you gain a +1 bonus to Armour Class. You also gain an extra Reaction every round that you can use to make an opportunity attack with your off-hand.
You gain a +3 bonus to damage rolls you make with unarmed strikes.
Additionally, you can now deal 2d4 bludgeoning damage instead of 1d4 to one creature grappled by you at the start of each of your turns.
Superior Critical
Starting at 15th level, your weapon attacks score a critical hit on a roll of 18–20. When you score a critical hit, you recover a use of Second Wind, which you can use as part of the attack, and your opponent's attacks are made with disadvantage until the beginning of your next turn.
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 10 + 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.
I always disliked this subclass. Weak and bland. I realised it was meant for newer players, but I figured newer players would more likely be put off by a subclass which added an average of 1-2 extra damage with its core feature and showed little else of interest until level 18. So I took a look online to see what fixes/revisions existed, but except for Flute Loot's revision I found the revisions were not to my taste. Even Flute Loot's version, as great as it was, I thought had some balance issues (was a little too top-heavy, and not that newbie friendly). So I came up with this revision. Remarkable Athlete was moved to level 3 as most fighter subclasses usually provide a ribbon feature at that level. I also liked Flute Loot's idea to incorporate the Fighter feature Second Wind into the mechanics of the subclass. I liked the idea of the Champion being able to use two different fighting styles, so while I didn't want to lose that, I realised that a 2nd fighting style, especially at level 10, was rather weak. So I came up with upgraded versions for all of them. Other features were improved to make the subclass on par with the Rune Knight, the best designed fighter subclass in my opinion. The majority of features are passive so I believe this subclass is still friendly for newer players or players who simply don't want too many options during gameplay/character creation (as before, players will only have to choose a 2nd fighting style). Champion players possibly don't even have to remember to use Second Wind anymore, as the feature will activate automatically on a crit. Another change I wanted to implement was an improvement to the Fighter feature Second Wind. It works great at low levels, but the amount of hit points generated by this feature (1d10 + fighter level) is quite low at higher levels, where Fighters struggle to keep up with casters. Using Treanmonk's suggestion, I would change it to 2d10 + fighter level at level 5, 3d10 + FL at 11th level, and finally 4d10 + FL at 17th level. Let me know what you guys think!
Champion (Revised)
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.
Sources: Player's Handbook with inspiration from Flutes Loot
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 and deal extra damage equal to your fighter level. Additionally, when you score a critical hit, you may activate your Second Wind ability as part of the attack without needing to use your bonus action. Doing so allows you to heal yourself as usual with Second Wind. If you don’t have Second Wind available, you can instead expend one of your Hit Dice and regain hit points equal to your hit die plus your Constitution modifier.
Remarkable Athlete
Starting at 3rd level, you gain proficiency in Athletics. If you already have proficiency in Athletics, you gain expertise instead. 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.
Finally, you may use Second Wind an additional time per short rest.
Improved Celerity
At 7th level, your athletic training has greatly improved your swiftness. You gain proficiency with Dexterity saving throws.
As a bonus action, for up to 1 minute you can either increase your movement speed by 10 ft., or gain a climbing or swimming speed equal to your walking speed. You regain the use of this ability after a short or long rest.
Fighting Style Mastery
At 10th level, you can upgrade a Fighting Style you've already chosen and you can additionally choose a second option from the Fighting Style class feature. You cannot gain a Fighting Style that you’ve currently upgraded (such as by multiclassing). Once you reach 15th level, you may also upgrade a second Fighting Style from those that haven't been upgraded yet.
Blind Fighting Master (Upgraded Blind Fighting)
Your Blindsight range increases to 20 ft. and you have advantage on Perception checks that do not rely on sight.
Defense Mastery (Upgraded Defense)
While you are wearing armour, you gain another +1 bonus to AC.
Great Weapon Master (Upgraded Great Weapon Fighting)
When wielding a melee weapon with two hands, you gain a +4 bonus to damage rolls with this weapon.*
* D&D Beyond does not allow this feature to add the damage bonus. Adding it manually to the character sheet is required.
Interception Mastery (Upgraded Interception)
When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to do so and no longer need to use your reaction.
Master Archer (Upgraded Archery)
You gain a +2 bonus to damage rolls you make with ranged weapons.* If you begin your turn within 5' of an enemy, your movement on your turn does not provoke attacks of opportunity from that enemy.
* D&D Beyond only allows this damage to apply to longbows and shortbows. If using a different weapon, the bonus damage will need to be added manually.
Master Duelist (Upgraded Dueling)
When you are wielding a melee weapon in one hand and no other weapons, you gain a + 1 bonus to attack rolls* and an additional +2 bonus to damage rolls with that weapon.
* D&D Beyond does not allow for a +1 bonus to one-handed melee weapon attacks to be added with this feature. Adding the bonus to the character sheet manually is required.
Master Protector (Upgraded Protection)
When a creature you can see attacks a target other than you that is within 5 feet of you, you can impose disadvantage on the attack roll. You must be wielding a shield.
Technique Mastery (Upgraded Superior Technique)
You learn another maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver’s effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
You gain an additional d8 superiority die (this die is added to any superiority dice you have from another source) and the die you previously gained from Superior Technique becomes a d8 as well. These dice are used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
Thrown Weapon Master (Upgraded Thrown Weapon Fighting)
You gain a +2 bonus to attacks made with thrown weapons.
In addition, being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
Two-Weapon Mastery (Upgraded Two-Weapon Fighting)
When you engage in two-weapon fighting, you gain a +1 bonus to Armour Class. You also gain an extra Reaction every round that you can use to make an opportunity attack with your off-hand.
Unarmed Fighting Mastery (Upgraded Unarmed Fighting)
You gain a +3 bonus to damage rolls you make with unarmed strikes.
Additionally, you can now deal 2d4 bludgeoning damage instead of 1d4 to one creature grappled by you at the start of each of your turns.
Superior Critical
Starting at 15th level, your weapon attacks score a critical hit on a roll of 18–20. When you score a critical hit, you recover a use of Second Wind, which you can use as part of the attack, and your opponent's attacks are made with disadvantage until the beginning of your next turn.
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 10 + 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.