Champion Redux



It seems as though the popular consensus is that the Champion archetype for the Fighter is rather lackluster. One of the most common criticisms leveled at this archetype is that it's abilities are either not substantial or not interesting. This variant aims to fix those issues, while still retaining the Champion's identity of a simple, user-friendly class option.

Champion

The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves after this archetype combine rigorous training with physical excellence to deal devastating blows.

Improved Critical

Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of a 19 or 20.

When you reach 15th level, this critical hit range increases to 18-20.

Remarkable Athlete

Starting at 7th level, you embody peak fitness and physical prowess. Whenever you make an ability check using Strength, Dexterity, or Constitution, you can roll a d4 and add the number rolled to the check.

This die increases when you gain levels in this class. The die becomes a d6 at 10th level, a d8 at 15th level, and a d10 at 18th level.

Additionally, your jump distance increases by a number of feet equal to your Strength or Dexterity modifier.

Improved Fighting Style

You have trained diligently and survived many battles, and have honed your technique to the next level. Starting at 10th level, you gain one of the following benefits, depending on your Fighting Style.

Archery

You can use a bonus action to take a steady aim and gain advantage on your next ranged weapon attack.

Defense

When you take damage from a magical effect or attack while wearing armor, you can use your reaction to halve the damage you take.

Dueling

When you hit a creature with a melee weapon you are wielding in one hand, and no weapon in the other hand, you gain a +2 bonus to your AC against that creature’s attacks until the start of your next turn or when another creature damages them.

Great Weapon Fighting

When you hit a creature with a melee weapon you are wielding with two hands, you can attempt to shove that creature as a bonus action.







Protection

While you have a shield equipped, you count as total cover to any single creature that is no more than one size larger than you within 5 feet of you. If there are multiple creatures within 5 feet of you, you choose which creature benefits from cover at the end of each of your turns.

Two-Weapon Fighting

Once on each of your turns when you miss with a weapon attack while two-weapon fighting, you can make another weapo attack as part of the same action.

Adrenaline Rush

Beginning at 15th level, when you use your Action Surge feature, you can take an additional bonus action in addition to the action that the feature grants.

Survivor

At 18th level, you resemble 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 don’t have more than half your hit points left. You don’t gain this benefit if you have 0 hit points left.