Champion
- Kind
- Subclass
- Hit points at level 1
- 10 + Constitution modifier
- Hit die
- d10
- Primary ability
- Strength
You approach the complex problems posed by combat with one distinctly effective solution - you hit those problems, really quite hard.
Level progression
What this subclass adds at each Fighter level, from the game's progression table: what you get, what you choose.
- Level 3Improved Critical Hit
The number you need to roll a Critical Hit while attacking is reduced by 1. This effect can stack.
Critical hits on 19–20
- Level 7Remarkable Athlete: Proficiency
You're a master of your own body, your athletic prowess extended beyond the usual. You can add half of your Proficiency Bonus to any Strength, Dexterity, and Constitution Checks that you are not Proficient in.
+proficiency bonus / 2 to skill check (under a condition) · +proficiency bonus / 2 to ability checks (under a condition)
Remarkable Athlete: JumpYou're a master of your own body, your athletic prowess extended beyond the usual. Your Jump distance is increased by 3 m.
+3 m jump distance
- Level 10Choose 1
- Archery: You gain a +2 bonus to ranged weapon attacks.
- Defence: You gain a +1 bonus to Armour Class while wearing armour.
- Duelling: When you are wielding a melee weapon that is not Two-Handed in one hand, and no weapon in the other, you deal an additional 2 damage with that weapon.
- Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an attack with a two-handed melee weapon, that die is rerolled once.
- Protection: When you have a shield, impose Disadvantage on an attack against your allies when you are within 1.5 m. You must be able to see the attacker.
- Two-Weapon Fighting: When you make an attack with your off-hand weapon, you can add your Ability Modifier to the damage of the attack.