Base Class: Fighter
Those who hold the spirit of the archetypal Challenger have a great respect for competition and are inspired by great feats of strength and agility. They are excited by any form of challenge and respect those who play by the rules. For a Challenger, every situation can be modeled as an opportunity to show of one's skills and work at improving and refining them.
Professional Athlete
When you choose this archetype at 3rd level, all of your physical training up to this point begins to culminate into noticeable changes in your physique and athletic ability. You gain proficiency in both the Athletics and Acrobatics skills, you gain proficiency in Dexterity saving throws, and your walking speed increases by 10ft.
Shot Put
Starting at 7th level, for ranged attacks made with any weapon with the Thrown property, you can treat any 1s rolled on damage die as 2s. Additionally, when you make a ranged attack with an improvised weapon, you can add your proficiency bonus to the attack roll provided the object is thrown. Improvised weapons thrown this way add your Strength modifier to the damage (with damage type determined by the DM based on the object) and have a range of (20/60 ft). To throw an unwilling creature with this feature, the creature must be restrained.
Dominating Clich
Starting at 10th level, when you succeed in Grappling another creature, you deal 2d10 bludgeoning damage to the target. At the start of the creature's turn, if it is still grappled by you, it takes 1d10 bludgeoning damage.
Quick Recovery
Starting at 15th level, during a short rest, when you expend one or more Hit Die to recover missing health you may treat one of the die rolled as having rolled the maximum value. Additionally, when you are subjected to one or more levels of Exhaustion, once per short rest when you use your Hit Die to recover health you can reduce the level of exhaustion by 1.
Adrenaline Rush
Starting at 18th level, when you use your Action Surge feature, you gain temporary hit points equal to 1d10+ your proficiency+ your Constitution modifier. Additionally, until the end of your next turn you benefit from the following effects:
- You can take the Dash action as a bonus action
- Enemies making opportunity attacks against you have disadvantage
- If you take the Shove action as part of your attack action, if you succeed you can push the creature up to 15ft away
- Weapon attacks which rely on strength deal an extra 1d12 of the weapon's damage type.
Previous Versions
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3/19/2020 6:02:07 PM
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179
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4
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1.0
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Coming Soon
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