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.
Critical Feint
Beginning when you choose this archetype at 3rd level, you've become so adept in combat that what would seemingly be your worst blunders are merely feints to trick your opponent. Whenever you make an Unarmed Strike or weapon attack as part of the Attack Action on your turn and miss by rolling a 1 or a 2, you can immediately reroll the d20 and must take the new result; this becomes 1, 2 or 3 at 15th level. Any modifiers to the roll, such as Advantage or Disadvantage, also apply to the reroll.
Also at this level, your Unarmed Strikes and weapon attacks now score a critical hit when you roll a 19 or 20 on the d20; this become 18, 19 or 20 at 15th level.
Remarkable Physique
Thanks to your exceptional conditioning, you have Advantage on Initiative rolls, as well as either Strength (Athletics) or Dexterity (Acrobatics) checks, which you choose when you gain this feature.
In addition, as an Action, you can make a Strength (Athletics) or Dexterity (Acrobatics) check to jump, vertically or horizontally, to an unoccupied space you can see. If you don’t Move at least 10 feet immediately before this Action, you have Disadvantage on the check. The check’s total (rounded up to the nearest 5 feet) determines the distance in feet that you can clear. This jump doesn’t expend your movement, but the distance you clear can’t exceed your remaining Speed.
Additional Fighting Style
At 7th level, you can choose a second option from the Fighting Style class feature.
Archery (Remixed)
You gain a +2 bonus to attack rolls you make with ranged weapons. Additionally, as a Reaction on your turn you can mark a target at least 30 feet away from you that you can see. If you do so, and that target willingly moves at least 5 feet before the start of your next turn, they provoke an Opportunity Attack from you, and you can use a ranged weapon you are wielding for that opportunity attack.
Blind Fighting (Remixed)
You are skilled at fighting without sight. You gain blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded, in darkness, or your vision is otherwise obscured. You can see any invisible creature that enters your blindsight range, unless the creature immediately makes a Dexterity (Stealth) check opposed by your Wisdom (Perception) check to hide from you. If their check fails, that creature doesn't benefit from the Invisible condition against you as long as they remain within your blindsight range.
You can use your bonus action to increase the range of your blindsight by a number of feet equal to 5 x your proficiency bonus until the start of your next turn.
Brawler (Remixed)
You are skilled at using your weight to your advantage during a fight. You gain proficiency with improvised weapons, and the damage die of your Unarmed Strikes and Natural Weapons increases to become a d6. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.
- Whenever a creature becomes Grappled by you, or starts their turn Grappled by you, the creature you are grappling takes bludgeoning damage equal to 1 + your Strength modifier.
Defense (Remixed)
While you are wearing armor, you gain a +1 bonus to AC and have advantage on saving throws to avoid being moved against your will.
Dueling (Remixed)
When you are wielding a melee weapon in one hand and no other weapons, you have a +2 to damage rolls made with that weapon, and you can attempt to disarm a creature within 5 feet of you of its weapon or another item it is holding. Whenever you make an Attack Roll against another creature with your weapon, you can force the target to make a Strength (Athletics) check or Dexterity (Acrobatics) check to contest your roll. If your roll is successful, instead of suffering the attacks normal effects, the target drops the item into a space of your choice within 5 feet of itself.
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.
Interception (Remixed)
You are skilled at interfering with the attacks of your enemies. You gain the following benefits:
When a creature you can see hits a target (other than yourself) with an attack roll, and is within reach of your Unarmed Strikes or a melee weapon you are wielding, you can use your reaction to reduce the damage their target takes by 1d10 + your proficiency bonus. If this reaction would reduce the attacks damage to 0 or less, you can make a single melee weapon attack against the creature as part of this reaction.
Mariner (Remixed)
As long as you are not wearing heavy armor or using a shield, you have a swimming speed equal to your normal speed, a +1 bonus to armor class, and you ignore difficult terrain while swimming.
Mountaineer (Remixed)
As long as you are not wearing heavy armor or using a shield, you have a climbing speed equal to your normal speed, a +1 bonus to armor class, and you ignore difficult terrain while climbing.
Protection (Remixed)
You are skilled at protecting your allies from any attacks targeting them. While you are wielding a shield, you can use an Action or a Bonus Action to defend an ally within 5 feet of you until the start of your next turn. Attack rolls against your ally are made with disadvantage as long as you can see the source of the attack and your ally remains within 5 feet of you.
If an attack still hits your protected ally before the start of your next turn, it hits you instead.
Superior Technique (Remixed)
You learn two Battle Master maneuvers of your choice and gain two superiority dice, which are d4's (these dice are added to any superiority dice you have from another source). These die 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.
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).
Thrown Weapon Fighting (Remixed)
You can draw a weapon that has the thrown property as part of the attack you make with the weapon, and the normal and maximum ranges of thrown weapons are both increased when you attack with them by a number of feet equal to 5 x your Strength modifier, unless that modifier is negative.
In addition, you can use Two-Weapon Fighting even when the melee weapons you are wielding in one hand aren’t light, if at least one of them has the thrown property.
Tunnel Fighter (Remixed)
As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, can make a number of Opportunity Attacks equal to your Proficiency Bonus without using your Reaction, and you can use you reaction to make an Opportunity Attack against a creature that willing moves at least 5 feet while within your reach.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Intrepid Warrior
The thrill of battle drives you toward victory. Beginning at 10th level, you can choose to make one Attack Roll, Ability Check or Saving Throw you make during each round of combat with Advantage, if you wouldn't already. You must decide to use this feature before making the roll.
Heroic Resistance
Starting at 15th level, when you expend a use of your Indomitable feature to reroll a failed saving throw, you instead automatically succeed, rather than rerolling.
Heroic Action
At 18th level, you become implacable in battle. In combat, you get a second reaction that you can take once each round at the end of any creature's turn, except your your own. You can use this second reaction only to take the the Attack (one unarmed strike or weapon attack only), Dash, Disengage, or Help actions.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
3/29/2023 3:21:10 AM
|
9
|
0
|
1
|
Coming Soon
|
|
|
4/2/2023 8:08:32 PM
|
9
|
1
|
2
|
Coming Soon
|
|
|
4/15/2023 3:14:47 AM
|
13
|
1
|
3.0
|
Coming Soon
|
|
|
10/30/2023 2:34:27 AM
|
24
|
1
|
3.1
|
Coming Soon
|
Comments