Revised Champion 2.0

Champion Features

Fighter Level Feature 3rd Improved Critical, Master of Arms 7th Natural Athlete 10th Improved Fighting Style 15th Superior Critical 18th Survivor, Superior Fighting Style

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.

Master of Arms

Beginning when you choose this archetype at 3rd level, you can choose a second option from the Fighting Style class feature. You gain an aditional fighting style at 7th, 10th, 15th and 18th level.

Natural Athlete

Starting at 7th level, You gain proficiency in two of the following skills of your choice: Acrobatics, Athletics, Slight of Hand, Stealth. In addition you can select two skills of which you are proficient, Your proficiency bonus is doubled for any ability check you make that uses either of those two skills.

Improved Fighting Style

Starting at 10th level, the bennifits gained by fighting styles are replaced by the new effects listed below.

Archery

You gain a +3 bonus to Attack rolls you make with Ranged Weapons.

Defense

While you are wearing armor, you gain a +2 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other Weapons, you gain a +3 bonus to Damage Rolls with that weapon.

Great Weapon Fighting

When you roll a 1, 2 or 3 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, 2 or 3. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.

Protection

When you are wearing a shield and a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to grant the creature a bonus to AC equal to the bonus you gain from the shield against that attack, and impose disadvantage on the Attack roll.

Two-Weapon Fighting

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

In addition, when you are wielding two melee weapons with which you can engange in Two-Weapon Fighting and a creature provokes an oppotunity attack from you, you may make two attacks instead of one. You may only make one attack per weapon, and only if the provoking target is within both weapons reach.

Superior Critical

Starting at 15th level, your weapon attacks score a critical hit on a roll of 18–20.

Survivor

At 18th level, 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.

Superior Fighting Style

Starting at 18th level, Your technical ability with arms and armour become the absolute pinicle of martial arts. The bennifits gained by fighting styles are replaced by the new effects listed below.

Archery

You gain a +4 bonus to Attack rolls you make with Ranged Weapons.

Defense

While you are wearing armor, you gain a +3 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other Weapons, you gain a +4 bonus to Damage Rolls with that weapon.

Great Weapon Fighting

When you roll a 1, 2 or 3 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. If the new roll is a 1, 2 or 3 you may treat it as a 4. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.

Protection

When you are wearing a shield and a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to grant the creature a bonus to AC equal to the bonus you gain from the shield against that attack, and impose disadvantage on the Attack roll. If the attack was a melee attack, you can as part of this reaction make a single melee attack against that target.