Champion

Fighter Subclass (Source: Player's Handbook)
This is a variant of the Champion subclass, replacing it for use in this setting. It is as follows:
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 but also survive the rigors of frequent combat. Champions are particularly good at facing down many threats, hewing their way through minions and able to go from one encounter to the next without much concern towards conserving resources or resting.
 
Fighter Level
Features
3
Improved Critical
19+ critical hit
Rarely Miss
Reroll '1' to hit 1 / turn
Remarkable Athlete
Improved STR, DEX, CON checks
Improved mobility
7
Perseverance
Regain use of Second Wind on initiative roll
Slayer
Situational additional attack (x1)
10
Perseverance
Regain use of Indomitable on initiative roll
15
Improved Critical
18+ critical hit
18
Rarely Miss
Reroll '1' to hit 2 / turn
Slayer
Situational additional attack (x2)
 
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'. Starting at 15th level, your weapon attacks score a critical hit on a roll of '18', '19', or '20'.
 
Rarely Miss
Starting at 3rd level, once per turn you can reroll a weapon attack if you roll a '1' to hit. At 18th level, you can do this up to twice per turn.
 
Remarkable Athlete
Starting at 3rd level, you can add half your proficiency bonus (rounded down) to any Strength, Dexterity, or Constitution check or saving throw you make, including those that are already benefiting from your proficiency bonus. In addition, your walking speed increases by 5, and your jump distances are doubled (though you can't jump farther than your remaining movement would allow). Finally, climbing and swimming no longer cost you extra movement.
 
Perseverance
Starting at 7th level, when you roll initiative you may regain a use of Second Wind (up to your maximum). At 10th level this improves to allow you to regain your choice of a use of Second Wind or of Indomitable (up to your maximum).
 
Slayer
Starting at 7th level, up to once per turn when you reduce an enemy creature to 0 hit points with a weapon attack, you may use the same weapon to make an additional attack against another target you can see in range. At 18th level this improves to up to twice per turn.

Powered by World Anvil