Fighter
Base Class: Fighter

Champions are the pinnacle of physical excellence, combining rigorous training with raw power to hone themselves into the ultimate martial combatants. Fighters who model themselves on this archetype focus on developing their physical and mental fortitude to stay in the fight as long as possible, and learn how to use almost any weapon with deadly perfection.

Martial Champion

3rd-level Champion Feature

You are a master of armed combat. You gain a Champion die, which is a d4. When you hit with a weapon that you're proficient with and deal damage, add the champion die to the weapon’s damage roll.

When you reach certain levels in this class, the size of your Champion die increases: at 5th level (d6), 11th level (d8), and 17th level (d10).

Remarkable Athlete

3rd-level Champion feature

You can add half your proficiency bonus (rounded down) 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.

Champion's Will

7th-level Champion feature

Whenever you make a saving throw, you can roll your Champion die and add the number rolled to the total. You make this choice after you see the roll, but before the DM determines the result. Once you use this feature, you can't use it again until the start of your next turn.

Starting at 10th level, you can use this feature whenever you reroll a saving throw with Indomitable, even if you have already used it this round.

Improved Critical

7th-level Champion feature

Your weapon attacks score a critical hit on a roll of 19–20.

Additional Fighting Style

10th-level Champion Feature

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.

Blind Fighting

You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

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.

Interception

When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

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.

Superior Technique

You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver’s effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).

You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.

Thrown Weapon Fighting

You can draw a weapon that has the thrown property as part of the attack you make with the weapon.

In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Unarmed Fighting

Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren’t wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.

At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.

Superior Critical

15th-level Champion feature 

Your weapon attacks score a critical hit on a roll of 18–20.

Survivor

18th-level Champion feature 

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.

In addition, if adding your Champion die to a death saving throw increases the total to 20 or higher, you gain the benefits of rolling a 20 on the d20.

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