The Champion
The Champion
Class Level |
Features | Tactics Known |
Max Tactic Degree |
Superiority Dice |
Strategies Known |
---|---|---|---|---|---|
1st | Fighting Practice, Second Wind | — | — | — | — |
2nd | Superiority, Champion Strategies | 3 | 1 | 3 | 2 |
3rd | Action Surge, Champion Subclass | 4 | 1 | 3 | 2 |
4th | Ability Score Improvement, Major Feat | 5 | 1 | 3 | 2 |
5th | Extra Attack, Fighting Technique | 6 | 1 | 4 | 2 |
6th | Subclass feature, Minor Feat | 7 | 1 | 4 | 2 |
7th | Indomitable | 8 | 1 | 4 | 3 |
8th | Ability Score Improvement, Major Feat | 9 | 1 | 5 | 3 |
9th | Superior Trait | 10 | 2 | 5 | 3 |
10th | Subclass feature, Minor Feat | 11 | 2 | 5 | 3 |
11th | Greater Extra Attack | 12 | 2 | 6 | 4 |
12th | Ability Score Improvement, Major Feat | 12 | 2 | 6 | 4 |
13th | Action Surge Improvements | 13 | 2 | 6 | 4 |
14th | Subclass feature, Minor Feat | 13 | 2 | 7 | 4 |
15th | Survivor | 14 | 2 | 7 | 5 |
16th | Ability Score Improvement, Major Feat | 14 | 2 | 7 | 5 |
17th | Superior Trait | 15 | 3 | 8 | 5 |
18th | Subclass feature, Minor Feat | 15 | 3 | 8 | 5 |
19th | Champion Capstone, Superior Capstone | 16 | 3 | 8 | 5 |
20th | Ability Score Capstone | 16 | 3 | 8 | 5 |
Class Features
As a Champion, you gain the following class features.
Hit Points
- Hit Dice: 1d10 per Champion level
- Hit Points at 1st Level: 10 + your Constitution modifier
- Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Champion level after 1st
Proficiencies
- Skills: Any one of your choice
- Tools: Any one of your choice
- Armor: Light, medium, and heavy armor
- Weapons: Simple weapons, martial weapons
- Saving Throws: Reflex
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) partial light armor and 750 cr, (b) minimal medium armor and 500 cr, (c) minimal heavy armor, or (d) 1,000 cr
- (a) longsword and 150 cr, (b) longbow with 20 arrows and 255 cr, (c) two light pistols with 20 power cells and 80 cr, or (d) 500 cr
- (a) light energy shield and 375 cr, (b) medium physical shield and 350 cr, (c) heavy physical shield, or (d) 500 cr
1st level: Fighting Practice
You are practiced with a particular style of fighting. Choose one of the fighting practice options, detailed in chapter 5.
1st level: Second Wind
You can use a bonus action to regain hit points equal to 1dHD + your Constitution modifier + your Champion level.
Alternatively, when you fail an ability test, you can use your reaction to repeat the test.
You can use these features a combined total of twice. You gain an additional use at 5th, 9th, 13th, and 17th level. You regain all expended uses when you complete a long rest.
2nd level: Superiority
With a unique initiative, you show a tactical superiority. Chapter 10 features the complete rules for superiority, and chapter 14 features the list of tactics available. Those features that vary by your class are featured here.
Tactics Known
You learn three tactics of your choice, and you earn more at higher levels, as shown in the Tactics Known column of the Champion table.
Superiority Dice
You have three superiority dice, and you earn more at higher levels, as shown in the Superiority Dice Quantity column of the Champion table.
2nd level: Champion Strategies
You've adopted two Champion strategies, as detailed at the end of the class description, and you adopt more at higher levels, as shown in the Strategies Known column of the Champion table.
3rd level: Action Surge
You can take a second action on your turn.
Once you’ve used this feature, you must complete a short or long rest before you can do so again. At 13th level, you gain an additional use, but you can only use it once on a turn.
3rd level: Champion Subclass
You choose a Champion subclass, which is detailed at the end of the class description, after the Champion Strategies.
4th level: Ability Score Improvement
Increase an ability score of your choice by 1.
4th level: Major Feat
You gain a major feat of your choice.
5th level: Extra Attack
You can attack twice, instead of once, whenever you take the Attack action on your turn.
5th level: Fighting Technique
You're skilled in the techniques of a particular style of fighting. Choose one of the fighting technique options, detailed in chapter 5.
6th level: Subclass Feature
You gain a feature from your subclass.
6th level: Minor Feat
You gain a minor feat of your choice.
7th level: Indomitable
When you make a saving throw caused by an effect you can see, you may gain a bonus to the saving throw equal to your physical tactic ability modifier.
You can use this feature three times. You gain an additional use at 9th, 13th, and 17th level. You regain all expended uses when you complete a long rest.
8th level: Ability Score Improvement
Increase an ability score of your choice by 1.
8th level: Major Feat
You gain a major feat of your choice.
9th level: Superior Trait
You gain a superior trait.
10th level: Subclass Feature
You gain a feature from your subclass.
10th level: Minor Feat
You gain a minor feat of your choice.
11th level: Greater Extra Attack
You can attack three times, instead of twice, whenever you take the Attack action on your turn.
Additionally, when you use a bonus action to engage in Double- or Two-Weapon Fighting, you can make two attacks, instead of one.
12th level: Ability Score Improvement
Increase an ability score of your choice by 1.
12th level: Major Feat
You gain a major feat of your choice.
13th level: Action Surge Improvements
When you use your Action Surge feature, you gain an additional bonus action on that turn as well as an additional reaction that lasts until the start of your next turn.
14th level: Subclass Feature
You gain a feature from your subclass.
14th level: Minor Feat
You gain a minor feat of your choice.
15th level: Survivor
You have advantage on saving throws against tactics.
Additionally, at the start of each of your turns while bloodied, you regain hit points equal to 6 + your Constitution modifier provided you are not at 0 hit points.
16th level: Ability Score Improvement
Increase an ability score of your choice by 1.
16th level: Major Feat
You gain a major feat of your choice.
17th level: Superior Trait
You gain a superior trait.
18th level: Subclass Feature
You gain a feature from your subclass.
18th level: Minor Feat
You gain a minor feat of your choice.
19th level: Champion Capstone
You can attack four times, instead of three times, whenever you take the Attack action on your turn.
19th level: Superior Capstone
When you roll initiative, you can choose to recover up to four expended superiority dice. Once you've done so, you must complete a short or long rest before you can do so again.
20th level: Ability Score Capstone
Increase two different ability scores of your choice by 2. The maximum for these scores increases by 2.
Champion Strategies
The strategies are presented in alphabetical order.
Cover Strategist
While in cover, you treat partial cover as one step higher (from lightly to moderately or moderately to heavily). While in cover, your attacks reduce partial cover by one step (from heavily to moderately, moderately to lightly, or lightly to none).
Elevation Strategist
While dominating a creature, your level of dominance against that creature increases by one step (from lightly to moderately or moderately to heavily). While dominating a creature, your ranged attacks reduce partial cover by one step (from heavily to moderately, moderately to lightly, or lightly to none).
Flanking Strategist
While flanking a creature, your level of flanking against that creature increases by one step (from lightly to moderately or moderately to heavily). While flanked by a creature, your flanked level is reduced by one step (from heavily to moderately, moderately to lightly, or lightly to none).
Tactical Strategist
You learn two additional tactics. Additionally, two tactics you know become general tactics.
You learn a new tactic and a tactic becomes a general tactic at 5th, 9th, 13th, and 17th level.
Mobile Strategist
Your speed increases by 10 feet.
Proficient Strategist
You gain proficiency in two skills. Alternatively, in place of either skill, you can gain proficiency with any combination of two languages or tools.
Dabble Strategist
You adopt a fighting dabble. Choose one of the Fighting Dabble options, detailed in Chapter 6. When you complete a long rest, you can change this dabble out for another one.
You can take this strategy more than once.
Fighting Strategist
You adopt a second fighting practice. Choose one of the fighting practice options, detailed in Chapter 6.
Initiative Strategist
You have advantage on initiative checks. When you would make an initiative check, you can choose to forgo this advantage. If you do so, you cannot be surprised, and tactics you use in the first round of combat do not consume superiority dice.
Keen Strategist
Your critical hit range with weapons increases by 1.
Adventuring Strategist
When a creature fails the initial saving throw against an adventuring gear you control that deals damage, you can apply a tactic as if you had hit it with a weapon attack. If multiple creatures fail the saving throw, your tactic only applies to one of them.
When you reach 11th level, the tactic applies to all creatures that fail their saving throw, rather than only one of them.
Casting Strategist
Prerequisite: The ability to cast
When you hit a creature with a power attack or a creature fails a saving throw against a power you control that deals damage, you can apply a tactic as if you had hit it with a weapon attack. If multiple creatures fail the saving throw, your tactic only applies to one of them.
When you reach 11th level, the tactic applies to all creatures that fail their saving throw, rather than only one of them.
Companion Strategist
Once per turn, when an ally is within 5 feet of you, and both you can see or hear them and they can see or hear you, you can expend a superiority die (no action required) and enhance their attack, using one of the tactics you know.
This radius increases to 15 feet at 7th level and 30 feet at 15th level.
Consistent Strategist
You can use your tactics twice per turn, instead of once. Additionally, you can apply two tactics to an attack, instead of only one, though you can’t apply the same tactic twice in this way.
Prepared Strategist
You gain the following benefits:
- When you use your action to take the Ready action, you can choose two possible actions to take, each with their own trigger.
- You can take the Ready action as a bonus action. When you do so, you can only ready a bonus action in this way.
- Readying a power no longer requires concentration for you.