Fighter
Base Class: Fighter

This revised version is meant to try and fix existing flaws in the original subclass.

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.

Improved Critical

At 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.

When you reach 15th level in this class, your weapon attacks score a critical hit on a roll of 18–20.

Weaponry Mastery

As a Champion your training requires you to develop abilities with many types of weaponry. Beginning when you choose this archetype at 3rd level, and again at 7th, 10th, 15th and 18th level, you can choose an additional fighting style from the ones listed below.

Whenever you reach a new level in this class, you can shift the focus of your martial practices to replace a fighting style you've learned from this feature with another one.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

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.

Thrown Weapon Fighting

You can draw a weapon that has the thrown property as part of the attack you make with the weapon.

In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Remarkable Athlete

Starting at 7th level, you become proficient in the Athletics and Acrobatics skills. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.

In addition, you gain a climbing speed and a swimming speed equal to your walking speed.

Ready and Waiting

At 10th level, your training has prepared you for engage in combat at any moment. Not only do you have advantage on initiative rolls, but you also can’t be surprised.

In addition, when you roll for initiative, you can immediately use your reaction to move up to half your speed without provoking opportunity attacks and Dodge.

Unyielding Tenacity

Beginning at 15th level, your unyielding spirit grants you proficiency in all saving throws.

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.

Previous Versions

Name Date Modified Views Adds Version Actions
10/26/2022 10:18:46 AM
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12/6/2022 1:18:08 PM
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12/6/2022 1:30:57 PM
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2/1/2024 5:34:07 PM
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5/24/2024 5:43:41 PM
26
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