Martial Archetype: The Champion
The archetypal Champion is... incredibly underwhelming. The version presented in the Player's Handbook is obviously targeted at newer players, but that is hardly an excuse for the lack of interesting mechanics found within the subclass. This revision is meant to serve as a more engaging alternative for both new and experienced players alike.
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.
Class Name
Level | Features |
---|---|
3rd | Improved Critical, Moment of Glory |
7th | Remarkable Athlete |
10th | Improved Fighting Style |
15th | Superior Critical, Adrenaline Rush |
18th | Survivor |
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.
Moment of Glory
Also at 3rd level, you can show your combat prowess in a brilliant display called a Moment of Glory. Whenever you make an attack roll or an ability check using Strength, Dexterity, or Constitution, you can have an Moment of Glory and replace the result on the d20 with a 20, resulting in a critical hit.
Once you use this feature, you can't use it again until you complete a short or long rest, or until you use your Action Surge or Second Wind features.
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 as a result of failing a saving throw, you can use your reaction to halve that damage.
Dueling
When you hit a creature with a melee weapon you are wielding in one hand, and no weapon in the other hand, that creature makes its first attack against you with disadvantage.
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 weapon attack as part of the same action.
Superior Critical
Starting at 15th level, your weapon attacks score a critical hit on a roll of 18-20.
Adrenaline Rush
Also at 15th level, your resolve is bolstered by your performance. When you have a Moment of Glory, you gain temporary hit points equal to your Constitution modifier + your fighter level.
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.
Additionally, when you make a saving throw, you can have a Moment of Glory and automatically succeed on that saving throw.