The Champion, Revised The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows. The Champion, Revised Level Feature 3rd Improved Fighting Style 7th Champion's Training 10th Martial Knowledge 15th Superior Fighting Style 18th Champion's Mastery Improved Fighting Style The archetypal Champion is a master of their chosen method of fighting, often performing feats of martial prowess that no others can match. When you choose this archetype at 3rd level, you improve on your chosen Fighting Style. You gain benefits based on the Fighting Style you gained from the 1st level in this class: Archery Your archery skills are unparalled, effortlessly making long distance shots that others find impossible, while close range shots are as easy to make as putting on your boots. You gain the following benefits: Your attacks with ranged weapons ignore the effects of half and three-quarters cover.

Attacking at long range does not impose disadvantage on your attack rolls.

If you make an attack with a ranged weapon against a creature that is within 10 ft. of you, you have advantage on that attack roll. This feature cancels out the disadvantage that would normally be imposed on ranged weapon attack rolls on targets within 5 ft. of you. Defense Your tireless training with armor of all kinds has made you a juggernaut on the battlefield, teaching you new ways to use your armor to deflect blows and strengthening your body against punishment. You gain the following benefits: Your bonus to your AC while wearing armor increases to +2.

Your hit point maximum increases by 3. Whenever you gain a level in this class hereafter, your hit point maximum increases by 1.

While you are wearing armor, all damage you receive from attacks is reduced by your proficiency modifier. This feature does not apply to damage inflicted by effects that require you to make a saving throw. Dueling Your peerless ability to fight with one-handed weapons, with or without a shield, makes you a sight to behold both on the battlefield and in the arena. You gain the following benefits: While you are wielding a melee weapon in one hand and no other weapons, you gain a +1 bonus to your AC. This bonus increases to +3 if you also leave your off hand free.

When you are hit with an attack while holding a weapon in one hand and no other weapon, you may use your reaction to parry the attack, gaining a bonus to your AC equal to your proficiency bonus until the end of the current turn, possibly causing the attack to miss. Great Weapon Fighting Your relentless training with two-handed weapons has made your strikes even more deadly. While you fight with these large weapons in your hands, you inspire terror and awe in all who witness. You gain the following benefits: When you roll for damage dealt by a melee weapon you are holding in two hands with the Two-Handed or the Versatile properties, you gain a bonus to the roll equal to your proficiency modifier.

When you are hit by an attack while holding a melee weapon with two hands with the Two-Handed or the Versatile properties, you may use your reaction to deflect the blow. Roll the held weapon's damage die and add your Strength modifier. You reduce the damage dealt by that attack by the total. Protection With your shield in hand, you are the bulwark that shields your allies from all harm. Your enemies quickly find that attempting to strike you or your allies becomes maddeningly difficult. You gain the following benefits: When you use your reaction to impose disadvantage on an attack made against your ally while wielding a shield, all attack rolls against that ally have disadvantage until the beginning of your next turn. This benefit is lost if your ally moves more than 5 ft. away from you.

While wielding a shield, you gain a +1 bonus to your AC. Two-Weapon Fighting Your endless practice with the difficult technique of fighting with a weapon in each hand has made you veritable whirlwind on the battlefield, parrying and attacking your foes in a single movement. You gain the following benefits: You can draw or stow two weapons when you would normally only be able to draw one. Additionally, when you make a ranged attack with a thrown melee weapon, you may draw a weapon as a part of the attack.

While holding two one-handed weapons in each hand, you gain a +1 bonus to your AC and your melee damage rolls.

When you gain the Extra Attack feature, when you use your bonus action engage in two-weapon fighting, you can make two attacks with your off-hand weapon instead of a single attack.

Champion's Training The archetypical champion's intense training goes beyond combat. At 7th level, choose one type of training: Athletic Training Your physical training now allows to you perform superhuman feats of athleticism as well as making you a formidable and intimidating figure. You gain the following benefits: You gain proficiency with Athletics if you were not already proficient. Your proficiency bonus is doubled for any ability check made with that skill.

When you make a running jump, the distance you can cover increases by a number of feet equal to your Strength modifier. Additionally, you can make a running jump after covering only 5 ft. rather than 10 ft.

When you make an Intimidation check, you gain a bonus equal to your Strength modifier. Reflex Training Your constant combat training has honed your reflexes to superhuman levels. You gain the following benefits: You gain proficiency with Dexerity saving throws.

When traversing difficult terrain, you may make a DC 15 Acrobatics check. If successful, you may ignore the effects of that instance of difficult terrain. If the terrain is magical in nature, the DC is the spellcaster's spellcasting DC. Mental Training You have fought countless battles, each one teaching you a harsh lesson. You have learned how to assess enemy intent so that you may avoid another harsh lession. You gain the following benefits: You gain proficiency with Wisdom saving throws.

You may make an Insight check opposed by the enemy Deception check to determine if there are hidden enemies within 60 ft. of you. If successful, you are aware of and alert to the presence of and the approximate number of enemies, but you do not know their exact location. Martial Knowledge Your martial training has given you breadth of knowledge of fighting styles. At 10th level, you can choose a second option from the Fighting Style class feature. Additionally, you can change the Fighting Style gained from this feature. Over the course of a short rest, you can spend this time practicing your weapon forms and sparring with a partner. When the short rest is complete, you can exchange the Fighting Style for another. You still gain the normal benefits of a short rest when you use this feature. Superior Fighting Style Your skills with your chosen fighting style have become the stuff of legends. At 15th level, you gain one of the following benefits based on the Fighting Style you gained from the 1st level of this class. Alternatively, you may forgo the benefits below to gain the benefits of Improved Fighting Style for the Fighting Style you gained at 10th level. Archery When you make a ranged weapon attack against a target within 20 ft., you gain advantage on the attack.

Before making a ranged weapon attack against a creature, you can impose disadvantage on the attack to target one of the creature's body parts. If you are successful with the attack, the attack imposes an effect based on the target body part if the creature has the appropriate anatomy. If the effect calls for a saving throw, the DC is equal to 8 + your proficiency bonus + your Dexerity modifier. The DM may also determine other targetable body parts. You may only attack a body part only once per Attack action. Head: The target must make a Constitution saving throw become dazed until the end of its next turn. A dazed creature has disadvantage on all its attack rolls. Arm: The target lets go of any object it is holding with the targeted arm. Leg: The target has its base land, burrow and swim speed reduced by 20 ft. until the end of its next turn. Wing: The target must make a Constitution saving throw or lose use of that wing until the end of its next turn. If the creature is airborne and requires that wing to maintain flight, it also falls 60 ft., taking falling damage if it hits the ground.

Defense Your hitpoint maximum increases by 15 and your hitpoint maximum increases hereafter by an additional 1 per level in this class, for a total of +2 per level.

When you take the Dodge action while wearing armor, you also make Strength and Constitution saving throws with advantage and gain resistance to all damage except psychic until the start of your next turn in addition to the normal effects of the action. Dueling Your bonus to damage rolls when holding a weapon in one hand and no other weapon increases to +4.

When an enemy within your weapon range misses an attack against you, you may use your reaction to make a melee weapon attack against the attacking creature.

Great Weapon Fighting When you use your reaction to deflect a blow, you roll the weapon's damage die twice and add your Strength modifier twice, then reduce the damage by the total.

If you reduce a creature to 0 hitpoints with an attack with a weapon you are holding with two hands that has the Two-Handed or Versatile property, you can immediately make another melee weapon attack against another target within your range (no action required). You cannot move before making this additional attack. Protection When a creature you can see attacks a target other than you within 30 ft. of you, you can use your reaction to move up to your speed towards the target. If you end that movement within 5 ft. of your ally, they gain the benefits of your Protection fighting style.

When you take the Attack action, you can bash the enemy with your shield as a bonus action. Make an attack roll against the target as if you were proficient, adding your Strength or Dexerity modifier. On a hit, the target takes 1d8 + your Strength or Dexerity modifier bludgeoning damage and you may make a shove attempt (no action required). If your shield grants you an additional bonus to your AC, you add that bonus to the attack and damage roll made with this ability. Two-Weapon Fighting The bonus to your AC and melee damage rolls increases to +2. Additionally, when you use your bonus action to engage in two-weapon fighting, you can make three attacks with your off-hand weapon instead of two.

If you damage the same creature 5 or more times with melee or thrown weapon attacks in a single turn, at the end of your turn, the creature takes force damage equal to your fighter level. Champion's Mastery Your have achieved the greatest heights of your potential and have entered into legend as a champion of your cause. At 18th level, you gain one of the following benefits: Improved Critical Your attacks hit their mark even when the odds are against you. Your weapon attacks score a critical hit on a roll of 18-20. Additionally, when you score a critical hit, you can choose to push the target 15 ft. away from you if the target is Huge or smaller. Survivor You have achieved 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. Army of One You are able to drive off entire hordes single-handedly. When you make a weapon attack, you may forgo it to make a weapon attack against up to four different enemies within your reach or range. Make a separate attack roll against each creature, dealing the weapon's damage on hit. If using a ranged weapon or thrown weapons, all the targets must be within a 20 ft. cube and you must provide ammunition or weapons for each attack. You may only perform this attack once per Attack action.