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## Martial Archetype This is a complete revision of the Champion archetype as seen in the official *Player's Handbook*. ### Champion 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. #### Martial Excellence Starting at 3rd level, you're able to bring out the absolute potential of your weapons. Whenever you hit with a weapon and deal damage, the weapon's damage increases by an amount based on your level in this class, as shown on the Champion's Might table. ##### Champion's Might | Fighter Level | Might Die | |:----:|:----| | 3rd | 1d4 | | 10th | 1d6 | | 16th | 1d8 | | 20th | 1d10 | #### Remarkable Athlete At 7th level, you gain proficiency in the Athletics skill. If you are already proficient in it, you gain proficiency in one of the following skills of your choice: Acrobatics, Animal Handling, Intimidation, or Survival. Your proficiency bonus is doubled for any ability check you make that uses Athletics. You receive this benefit regardless of the skill proficiency you gain from this feature. In addition, you can add your proficiency bonus to both the number of minutes you can hold your breath and the number of rounds you can survive without breath. #### Additional Fighting Style At 10th level, you can choose a second option from the Fighting Style class feature. #### Improved Second Wind Starting at 15th level, when you use Second Wind you can spend any available hit dice to increase the healing by 1d10 for each hit dice spent. In addition, when you use Second Wind you ignore the effects of exhaustion for 1 minute. #### Survivor Beginning at 18th level, your indomitable mettle allows you to shrug off assaults that would devastate others. Whenever you make a Strength, Constitution or death saving throw, roll a might die and add the result to your saving throw total. If applying this bonus to a death saving throw increases the total to 20 or higher, you gain the benefits of rolling a 20 on the d20.
CHAMPION
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*Artwork licensed by Paizo* \columnbreak ## Martial Archetype The Commander archetype is a new subclass option for the fighter class in the *Player's Handbook*. ### Commander A Commander inspires greatness in others by committing brave deeds in battle, and prefers to lead through example, rather than words. As a commander spearheads an attack, their actions can awaken reserves of courage and conviction in allies that they never suspected they had. #### Rallying Cry When you choose this archetype at 3rd level, you learn how to inspire your allies to fight on past their injuries. When you use your Second Wind feature, you can choose up to three creatures within 60 feet of you that are allied with you. Each one regains hit points equal to your fighter level, provided that the creature can see or hear you. #### Inspiring Surge Starting at 3rd level, when you use your Action Surge feature, you can choose up to two creatures within 60 feet of you that are allied with you. Each creature can make one melee or ranged weapon attack with its reaction, provided that it can see or hear you. You can choose an additional creature at 10th level and again at 18th level. #### Empowered Speech At 7th level, your speech begins to tap into the innate magic of words. You can cast command, compelled duel or heroism with this feature, using Charisma as your spellcasting ability for it. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest. Your commanding spirit also causes you to gain proficiency in Charisma saving throws. If you already have this proficiency, you instead gain proficiency in Wisdom or Intelligence saving throws (your choice). #### Bulwark Beginning at 10th level, you can extend the benefit of your Indomitable feature to an ally. When you decide to use Indomitable to reroll a saving throw and you aren't incapacitated, you can choose one ally within 60 feet of you that also failed its saving throw against the same effect. If that creature can see or hear you, it can reroll its saving throw and must use the new roll. At 15th level your Bulwark feature can target two creatures rather than one.
BANNERET