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.
Level 3: 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. You add one additional damage die from your weapon to the additional damage of your critical hits.
Level 3: Remarkable Athlete
Also at 3rd level, you have natural physical talents that have become well honed and capable of great athletic feats.
You gain a climbing speed equal to your walking speed. Additionally, when you make a high jump or a running long jump the distance you can cover increases by a number of feet equal to your proficiency bonus.
Level 7: Feat of a Champion
At 7th level, you reach a higher stage of tapping into your physical talents that can aid you to success where others may fail.
You have a pool of three Feat Dice, which are d6s. You can spend one of these dice to add an additional 1d6 to an ability check or a saving throw you make which uses Strength or Dexterity. You can spend only one die for an ability check or a saving throw when you decide to use this feature. You can wait until after you roll on the d20 to decide if you want to spend a die from the pool, but you must decide before the effects of the roll have been applied.
Your Feat Dice pool regains all expended dice when you finish a short or long rest.
This feature gains improvements when you reach 10th level, 15th level, and 18th level in this class. The improvements are listed below.
- When you reach 10th level, your Feat Dice become d8s.
- When you reach 15th level, whenever you are subjected to a saving throw where you would take half damage on a successful save, you instead take no damage if you expend one of your Feat Dice to add a bonus to the saving throw and you succeed on the save.
- When you reach 18th level, your Feat Dice become d10s.
Level 10: Spectacular Display
When you reach 10th level, you gain proficiency in one of the following skills of your choice: Acrobatics, Athletics, or Performance. Alternatively, you can gain proficiency in one music instrument of your choice.
Whenever you make a Performance check, you can spend one Feat Die from your Feat Dice pool and add that die to the roll.
Level 15: Superior Critical
When you reach 15th level, your weapon attacks score a critical hit on a roll of 18-20. You now add two additional damage dice from your weapon to the additional damage of your critical hits.
Level 18: Will of the Survivor
At 18th level, you attain the pinnacle of resilience and willpower. No matter how dire a situation gets, you are a survivor.
At the start of each of your turns, you regain hit points equal to 1d10 + your Constitution modifier. You don't gain this benefit if you have more than half of your hit points left or if you have 0 hit points.
Furthermore, if you are reduced to 0 hit points or are subjected to an effect that would kill you instantly, you can use your reaction to expend one use of your Indomitable feature to drop to 1 hit point instead.







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