Base Class: Fighter
In this variant of the champion subclass improved and superior critical are replaced with an active ability called momentum. Momentum is created during combat making the champion extremely deadly in short bursts they build toward.
Momentum
Momentum is a currency the PC gains during combat. Momentum can only be gained, spent or lost inside of a combat scene. Outside of combat momentum isn't generated.
Gaining momentum
Generating Momentum relies on consecutive attack actions during combat. After two consecutive attack actions (not attacks) in combat the PC gains a point of momentum. Momentum is gained at the beginning of a PCs turn if they maintain their consecutive attack action chain. A PC can only possess momentum equal to their Strength or Dexterity modifier.
If the PC gains advantage on any attack action roll they may instead roll normally and gain a point of momentum.
Spending momentum
Momentum can be spent to give yourself advantage on a single attack and or to add additional weapon dice to a damage roll after a successful attack. There is no limit to the amount of momentum that can be spent at a time.
Losing momentum
Momentum is lost for each round you are unable to perform the attack action. Suffering from the following conditions will remove all momentum: blinded (unless the PC doesn't depend on sight for combat), Incapacitated, Paralyzed, Petrified, and Restrained.
Momentum - Critical Hit Threshold
The static benefit of accumulating momentum is for each momentum point you possess the PCs critical hit threshold is increased by 1. If the PC has a Strength of 18 they can accumulate up to 4 momentum. With 4 momentum the PCs critical role threshold is 16+.
The thought is once the PC scores a critical hit they will expend their momentum to buy damage dice to increase the critical hit damage. On their next turn they will gain a momentum point by maintaining their attack action chain. This allows their power to spike and then rebuild.
Remarkable Athlete
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.
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 Warrior
When the PC rolls for initiative they gain 2 momentum.
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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Posted Jan 20, 2021Did you playtest that subclass? Momentum seem pretty strong.. i think of a multiclassed Paladin.