Difference between revisions of "Champion (5A)"
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=== Improved Critical === | === 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. | Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20. | ||
− | <span style="background-color:yellow">When you score a critical hit, you | + | <span style="background-color:yellow">When you score a critical hit, you gain an additional attack. If this happens on your turn, you must take this attack before the end of your turn. If this happens outside your turn (usually as a result of an attack of opportunity) you must use the additional attack immediately and against the same target.</span> |
=== Remarkable Athlete === | === Remarkable Athlete === | ||
Starting at 7th level, you | Starting at 7th level, you | ||
− | can add <span style="text-decoration: line-through;background-color:coral">half</span> | + | can add your proficiency bonus |
+ | <span style="text-decoration: line-through;background-color:coral"> | ||
+ | half your proficiency bonus (rounded up)</span> to any Strength | ||
+ | <span style="text-decoration: line-through;background-color:coral">Dexterity,</span> | ||
+ | or Constitution check you make. <span style="background-color:yellow">This bonus stacks with skill proficiency in Strength (Athletics). You can never add more that double proficiency bonus to an ability check.</span> | ||
− | In addition, when you | + | In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier. |
=== Additional Fighting Style === | === Additional Fighting Style === | ||
− | At 10th level, you can choose a second option from the Fighting Style class feature. | + | At 10th level, you can choose a second option from the Fighting Style class feature. |
+ | <span style="background-color:yellow">At 18th level you can select a third option. You cannot select the same option twice.</span> | ||
− | <span style="background-color:yellow"> | + | === <span style="background-color:yellow">Impervious</span> === |
+ | At 10th level, opponents cannot make attacks of opportunity against you. | ||
+ | |||
+ | === <span style="background-color:yellow">Champion's Might</span> === | ||
+ | At 15th level you can use Strength (Athletics) to grapple and shove opponents two size categories larger than you are. | ||
=== Superior Critical === | === Superior Critical === | ||
Starting at 15th level, your weapon attacks score a critical hit on a roll of 18-20. | Starting at 15th level, your weapon attacks score a critical hit on a roll of 18-20. | ||
− | |||
− | |||
=== Survivor === | === 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 | + | 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 if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points. |
== Editor's Notes == | == Editor's Notes == | ||
As perhaps the most iconic, newbie-friendly, and easy to use subclass, the champion needs to be decently good, or new players might become alienated. | As perhaps the most iconic, newbie-friendly, and easy to use subclass, the champion needs to be decently good, or new players might become alienated. | ||
− | * The main improvement is to Improved Critical—not only do you get a better critical range, you also | + | * The main improvement is to Improved Critical—not only do you get a better critical range, you also get an additional attack. This goes from around 50% damage boost to a 150% damage boost. |
− | * Remarkable athlete stacks with proficiency (improving grapple and shove) | + | * Remarkable athlete stacks with proficiency in Athletics (improving grapple and shove). It no longer applies to Dexterity checks. This reduces the bonus to initiative. |
* At 10th level you ignore most opportunity attacks—which should allow the champion to get right to the main baddie, which I feel is very champion-like. | * At 10th level you ignore most opportunity attacks—which should allow the champion to get right to the main baddie, which I feel is very champion-like. | ||
* At 15th level you can shove and grab opponents up to Huge size. | * At 15th level you can shove and grab opponents up to Huge size. | ||
* Finally, Survivor's self-heal has been doubled. | * Finally, Survivor's self-heal has been doubled. |
Latest revision as of 21:47, 30 October 2023
Starfox's 5th Edition Fan Page |
This is a Fighter subclass for 5A.
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.
Greyhawk: Champions are most often self-taught, commoners who advanced by skill and merit. Their background is likely to be militia rather than castle, city watch rather than mercenary company. Still, the very pluck and determination that drives a champion earns them respect once they prove themselves.
Source: Player's Handbook
Subclass Abilities
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. When you score a critical hit, you gain an additional attack. If this happens on your turn, you must take this attack before the end of your turn. If this happens outside your turn (usually as a result of an attack of opportunity) you must use the additional attack immediately and against the same target.
Remarkable Athlete
Starting at 7th level, you can add your proficiency bonus half your proficiency bonus (rounded up) to any Strength Dexterity, or Constitution check you make. This bonus stacks with skill proficiency in Strength (Athletics). You can never add more that double proficiency bonus to an ability check.
In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.
Additional Fighting Style
At 10th level, you can choose a second option from the Fighting Style class feature. At 18th level you can select a third option. You cannot select the same option twice.
Impervious
At 10th level, opponents cannot make attacks of opportunity against you.
Champion's Might
At 15th level you can use Strength (Athletics) to grapple and shove opponents two size categories larger than you are.
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 if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points.
Editor's Notes
As perhaps the most iconic, newbie-friendly, and easy to use subclass, the champion needs to be decently good, or new players might become alienated.
- The main improvement is to Improved Critical—not only do you get a better critical range, you also get an additional attack. This goes from around 50% damage boost to a 150% damage boost.
- Remarkable athlete stacks with proficiency in Athletics (improving grapple and shove). It no longer applies to Dexterity checks. This reduces the bonus to initiative.
- At 10th level you ignore most opportunity attacks—which should allow the champion to get right to the main baddie, which I feel is very champion-like.
- At 15th level you can shove and grab opponents up to Huge size.
- Finally, Survivor's self-heal has been doubled.