Champion Fighter Revisited

by ChromosomeChorus

Search GM Binder Visit User Profile

Champion

In a world of constant strife were magic and monsters constantly vie for dominance over the land under the watch of cosmic forces locked in eternal struggle it is easy to forget that the battles and wars in defense of the realm are won by normal men and women with the courage to stand up in the face of insurmountable odds. Among those courageous souls there are those who stand above and beyond the call of duty, warriors of incredible resolve and skill honed through a thousand battles, these outstanding individuals are known as champions, paragons of martial prowess and discipline who are living testament of the power of the will to fight nestled within all sentient beings and the hard work to see it through.

Bonus Proficiencies

Beginning when you choose this archetype at 3rd level, you gain proficiency with the Acrobatics and Athletics skills

Improved Critical

At 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20 and you add one extra damage die when calculating the total damage of a critical hit.

Additionally, when you score a critical hit, you can apply one of the following effects based on the damage type of the weapon used for the attack.

  • Bludgeoning: The attack target is pushed back 5 feet and knocked prone, you can then move up to your speed to a space adjacent to it, this movement does not provoke attacks of opportunity.

  • Piercing: The attack target has its movement speed reduced to 0 and can only take one from an action, bonus action, or reaction until the end of its next turn.

  • Slashing: The attack target has its speed halved until the end of its next turn and you can use your reaction to move up to half your speed and make one weapon attack, this movement does not provoke attacks of opportunity.

Remarkable Athlete

Starting at 7th level, your walking speed increases by 5 feet and you gain a climbing and swimming speed equal to your walking speed. Additionally, you can add an extra 5 feet to the distance of your running long jumps and standing up from prone only costs you 5 feet of movement.

Combat Reflexes

Beginning at 10th level, you can add your proficiency bonus to initiative checks and have one additional reaction per round which you can only use to make attacks of opportunity. Additionally, you gain proficiency in Dexterity saving throws.

Superior Critical

Starting at 15th level, your weapon attacks score a critical hit on a roll of 18-20 and you add two extra damage dice when calculating the total damage of a critical hit.

Survivor

At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, if you are at or below half your hit point maximum, you regain hit points equal to 5 + your Constitution modifier provided you have at least 1 hit point.

Art Credits
"Fighter" by Yama Orce
"Untitled" by Scott Duqette
 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.