Base Class: Fighter
The Combat Champion uses offensive and defensive forms to control the fight.
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.
Combat Stance
3rd-level Combat Champion feature
You can tap into your deep reserves of discipline, skill, and sheer will to prevail. This energy is represented by your Combat Stance dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel your Combat Stances, which are detailed below.
Some of your stances expend the Combat die they use, as specified in a stance’s description, and you can’t use a stance if it requires you to use a die when your dice are all expended. When you use your stance, you must declare your stance at the start of your turn. You regain all your expended Combat dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Combat die, but you can’t do so again until you finish a short or long rest.
When you reach certain levels in this class, the size of your Combat dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12). The stances below use your Combat Stance dice. You must spend a die at the start of your turn to activate a stance.
Offensive Stance. When you take this stance at the start of your turn, all attacks you make until the start of your next turn have advantage. Once before the start of your next turn, immediately after you hit a target with an attack and deal damage to it with a weapon, you can roll the Combat Stance die plus your proficiency bonus and add it to the damage dealt. All attacks against you have advantage until this stance ends at the beginning of your next turn.
Defensive Stance. You steel your mind and body to the fight at hand. When you take this stance at the start of your turn, roll your Combat die, and add the result to your AC. You also have advantage on saving throws until the start of your next turn. While in Defensive Stance your speed is halved, and your attacks have a 1d4 penalty.
Open Stance. You are focused on mobility and leading the battlefield. Your speed increases by 10 feet and add your Combat die to a Strength, Agility, or Charisma skill check that you make before the start of your next turn. When you use one of your attacks to Shove a creature no more than one size larger than you, you can push the target up to 15ft.
Athletic Combatant
Starting at 7th 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.
When in a Combat Stance, you can use each of these once without expending a Combat die, once per Long Rest. You can use these actions again by expending a Combat die.
Offensive Stance: Horde Cleaver. As an Action you can make a multi-attack either unarmed or with a weapon against a number of targets within range equal to your proficiency modifier.
Defensive Stance: War Cry. As a Bonus Action you let out a fierce War Cry that instils fear among your enemies. All enemies of your choice within 30ft must make a Wisdom Save versus your Constitution Save DC or be demoralized. On a failed save the targets suffer a 1d4 penalty to attack rolls and saving throws, and on a success the penalty is 1. This effect lasts until the start of your next turn.
Open Stance: Mighty Leap. As a Bonus Action you leap a number of feet equal to 5 times your proficiency modifier. If you land within 5ft of an enemy you can force them to make a Strength Saving Throw versus your Strength save DC. On a failed save they are knocked prone and suffer bludgeoning damage equal to one roll of your Combat die. On a successful save the target is not knocked prone and takes half of the damage.
Additional Fighting Style
At 10th 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.
Superior Critical
Starting at 15th level, your weapon attacks score a critical hit on a roll of 18–20.
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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