Champion, 5th Variant (5e Subclass)

Champion

Knight , Ville-Valtteri Kinnunen, https://www.artstation.com/villek

Fighter Subclass

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.

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.

Remarkable Athlete

Starting at 7th level, you can add your proficiency bonus to any Strength, Dexterity, or Constitution check you make to which you don't already add that bonus. Additionally, you gain proficiency with Dexterity saving throws if you did not already have such.

Improved Fighting Style

At 10th level, you have earned further mastery over your fighting style. The fighting style you chose at 1st level of Fighter gets an improvement, as detailed below:

Archery

You gain a +2 bonus to damage rolls you make with ranged weapons.

Blind Fighting

Your weapon attacks ignore half cover.

Close Quarters Shooter

Your ranged weapon attacks ignore half and three-quarters cover within short range.

Defense

While you are wearing light armor, you reduce any bludgeoning, piercing, and slashing damage by 1. This reduction increases to 2 while you wear medium armor, and it increases to 3 while you are wearing heavy armor. This reduction cannot reduce damage below 0.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to attack rolls with that weapon.

Great Weapon Fighting

Whenever you reroll a damage die of a two-handed weapon, treat any result of 1 or 2 as 3 instead.

Interception

Whenever you reduce damage with interception, you can roll another d10 and add it to the result.

Mariner

While not wearing heavy armor or bearing a shield, your walking speed increases by 5 feet, and you have advantage on Dexterity checks and saving throws.

Protection

You can use your shield to impose disadvantage on attack rolls against other adjacent creatures without using your reaction a number of times equal to your Dexterity modifier (minimum of once) per turn.

Superior Technique

You gain another superiority die and learn one additional maneuver.

Thrown Weapon Fighting

You can make a thrown attack with a weapon as a bonus action. Additionally, any melee weapon with the light property without the thrown property with which you are proficient is considered to have the thrown property with a range of (20/60) for you.

Tunnel Fighter

Your defensive stance lasts up to 1 minute at a time.

Two-Weapon Fighting

You can engage in two-weapon fighting with any weapons that lack the heavy and two-handed properties.

Unarmed Fighting

Add 1d4 to any unarmed damage you deal.

Superior Critical

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

Survival Instincts

Starting at 18th level, you can survive almost any encounter. As a reaction when you take damage, you can tap into your survival instincts, which last for the next minute or until you drop to 0 or fewer hit points. While in this instinctual state, you regain a number of hit points equal to your Fighter level at the start of each of your turns. Additionally, you can take the Grapple, Dash, and Dodge actions as bonus actions. Once you have used this ability a number of times equal to your Constitution modifier (minimum of once), you must complete a long rest before you can use it again.


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