Base Class: Fighter
A revised subclass meant to increase strength and versatility in combat and roleplay while keeping the identity of the original.
Champions relentlessly seek the development of their martial prowess through rigorous training to deal devastating blows, withstand peril, and garner glory. Whether in athletic contests or a bloody battle, Champions always strive for victory.
Improved Critical
Starting a 3rd level, your Crit window becomes 19-20, this becomes 18-20 at level 15.
Weapons and other effects that require you to roll a 20 also have their window increased by the same amount.
Example: a weapon with the Vicious property.
Additionally, the following rolls can now Crit.
* Initiative. (You go first)
* Saving Throws. (You take no damage)
* Death Saving Throws. (You gain 1 Hit Point)
Remarkable Athlete
Starting at 3rd level, you have Advantage on Initiative rolls and Athletics checks.
In addition, immediately after you Crit, even if it is not your turn you can move up to half your Speed without provoking Opportunity Attacks.
Additional Fighting Style
Starting at 3rd level, you gain a Fighting Style from the following list, and can replace the Fighting Style you got as a level 1 Fighter with one from this list.
There are new options and some options are changed to work better with this Subclass and Fighter as a whole (Take notes, WOTC), and at 7th level you can choose another.
If you decide to replace your old fighting style with one from this list, make sure to remove it from your level 1 Feature.
Blindsight
You gain 10ft of Blindsight.
Defence
You gain a +1 bonus to Armor Class.
Dueling
When you make an attack with a weapon that you are holding in one hand, and have no other weapons equipped, you deal 2 additional damage.
Endurance
You have a +1 Bonus to all Saving Throws.
Great Weapon Fighting
When you roll damage with a weapon that has the Heavy, Two-Handed, or Versatile property, you can treat a roll of 1 or 2 as a 3.
Interception
When a creature (Other than you) within your melee reach is hit with an attack roll, you can use your Reaction to reduce the damage they take by 1d10 plus your Proficiency Bonus.
Polearm Fighting
Effects, attacks, and abilities that use your melee weapon and require you to be within 5ft instead use the Reach of your weapon as its range.
Pole Vault
Whenever you Jump while wielding a polearm you can jump 10ft farther.
Shepherds Leap
Whenever you take Fall Damage while wielding a polearm you take 10 less damage, and are not knocked Prone.
Protection
When another creature within 5ft of you is attacked, you can use your Reaction to interpose your Shield, granting them its Armor Class and imposing Disadvantage on attack rolls against them until the start of your next turn.
This effect ends early if they become farther than 5ft away from you.
Ranged Accuracy Training
You gain a +2 bonus to attack rolls you make with weapons that have the Ranged, or Thrown properties.
You will need to add the bonus manually for weapons with the Thrown property.
Skirmisher
If you deal damage to a creature during your turn, until the end of your turn your movement no longer provokes Opportunity Attacks from that creature.
Once per turn, when you land an attack against a Hostile creature you gain 10 additional Speed to use before the end of your turn.
Speed Shooting
You ignore the Loading property, and no longer have Disadvantage when making a Ranged attack while a Hostile creature is within 5ft of you.
Thrown Weapon Fighting
When you land an attack with a weapon that has the Thrown property, you deal 2 additional damage.
Two-Weapon Fighting
When using Two-Weapon Fighting you can ignore the Light requirement and can add your damage modifier.
Unarmed Fighting
When you hit with your Unarmed Strike, you can deal Bludgeoning Damage equal to 1d8 plus your Strength modifier.
At the start of each of your turns, you can deal 1d8 Bludgeoning Damage plus your Strength modifier to all creatures that are Grappled or Restrained by you.
Unarmored Defense
While you aren’t wearing any armor, your base Armor Class equals 10 plus your Dexterity and Constitution modifiers. You can use a Shield and still gain this benefit.
Wrestling
You are Proficient with Improvised Weapons, and when you hit with an Unarmed Strike you can deal its damage and still take the Grapple or Shove action.
You have Advantage on attack rolls that you make against targets that you have Grappled, and you no longer need to spend additional movement to move a creature that you have Grappled and are able to lift.
When you hit a creature that is Grappled or Prone with an Unarmed Strike, you can forgo the damage to attempt to pin them by making another Grapple check.
If you succeed that creature is Restrained and your Speed is reduced to zero until you release them or they break free.
Never Give Up
Starting at 7th level, you have Advantage on Death Saving Throws and Saving Throws made to resist the Charmed or Frightened conditions.
Heroic Warrior
Starting at 10th level, the thrill of battle drives you toward victory.
Whenever you Crit on an Initiative, Saving Throw, Death Save, or attack roll you gain Inspiration, or if you already have one you can give Inspiration to an Ally that you can see.
Attack rolls and Saving Throws only grant Inspiration if it was caused by or made against an Enemy.
Heroic Rally
Starting at 15th level, at the start of each of your turns, you regain Hit Points equal to 5 plus your Constitution modifier if you are Bloodied and have at least 1 Hit Point.
Exalted Champion
Starting at 18th level, whenever you Crit by any means you can immediately make an attack against a target within range.
This attack is free and does not consume any of your Actions and can be done even if it is not your turn.
You can do this once per turn, or twice per turn if you are Bloodied.







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