Base Class: Fighter
Olympians work tirelessly to perfect their own bodies, making them masters of grappling, throwing and leaping. Even a basic Olympian can jump higher then the most powerful of other fighters, and are masters of forcibly moving their foes. Though the training regimen for Olympians was first used for numerous spectator sports, it was eventually adapted to combat by those who realized its full potential.
Greater Leap
When you choose this archetype at 3rd level, you gain the ability to make a Greater Leap.
When you make a jump, be it a long jump or a high jump, you may multiply the number of feet you jump by 5 (this does not stack with other sources that multiplicatively boost your jumping like the Jump spell), and no longer suffer any penalty from making a standing high jump or standing long jump. Additionally, when you use this feature, your jump does not end if you have no movement remaining, though you still require movement to initiate it.
You have a number of uses of this feature equal to your Strength modifier, and you regain all expended uses of it when you finish a short or long rest.
Crushing Force
Starting at 3rd level, when you would take fall damage, each other creature within 5 feet of you must make a constitution saving throw (the save DC is 8 + your proficiency bonus + your Strength modifier).
If they fail, they take all of the fall damage you would have taken. If they succeed, they take half of the fall damage you would have taken. If any creature succeeds in their saving throw, you take half the fall damage you would have taken, otherwise you take none.
Superior Grapple
If you are playing with the 2014 rules for Dungeons & Dragons, you may replace any unarmed attack you make with a grapple, instead of grappling as an action.
Hammer Throw
At 7th level, the strength of your leaping has grown to include your throwing ability.
- When you grapple, you may now grapple an object that's not being worn or carried instead of a creature. As long as the object is not attached to the ground or a wall in some way, you automatically succeed on the grapple check.
- When you use your Greater Leap feature, you may forgo high jumping to instead use a unarmed attack to throw a creature or object you're grappling the same distance you would jump instead. Any creatures in the path of the creature or object (including the creature or object themselves) must make a Constitution saving throw (the save DC is 8 + your proficiency bonus + your Strength modifier), taking the fall damage the creature or object would take if it fell the distance it is being thrown on a failure, half as much on a success.
- When you are grappling a flying creature with the ability to hover, if you hit them with a melee weapon attack, they can no longer hover until the end of your turn.
Golden Athlete
At 10th level, your athletic ability becomes even greater.
- Add your proficiency bonus to your jump distance, before any multipliers like Greater Leap or the Jump spell
- You may now perform a long jump and a high jump simultaneously
- You can now grapple Huge creatures and objects
- You gain expertise in the Athletics skill
Heavenly Drop
At 10th level, fall damage caused to creatures you're grappling, or caused by any of your subclass features, is now magical for the purpose of overcoming resistances.
Additionally, Crushing Force now affects all creatures within 10 feet of you when you take fall damage, instead of 5 feet.
Improved Crushing Force
At 15th level, you can push your jumping ability even further.
- Crushing Force now works on creatures within 15 feet of you, instead of 10
- Fall damage dealt to creatures you are grappling or from one of your features does d8s instead of d6s
Platinum Athlete
At 18th level, you truly perfect your jumping ability.
- You have unlimited uses of Greater Leap
- Fall damage dealt to creatures you are grappling or from one of your features does d10s instead of d8s
- When you would take fall damage from any source, you may choose to resist it
- You can now grapple gargantuan creatures and objects
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