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Subclass Fighter Champion

yoonmoonsik edited this page Aug 17, 2026 · 8 revisions

What Is the Champion?

The Champion is a Fighter subclass built around critical hits and raw athletic ability. It has no resource pool to manage and no per-encounter decisions to track — every feature is either always-on or triggers by itself. Improved Critical widens the critical range to 19-20 from Level 3 onward, Remarkable Athlete rewards each critical with free repositioning, a second Fighting Style arrives at Level 7, and Heroic Warrior at Level 10 hands you a reroll every single turn of combat.

Class Features

Progression Overview

LEVEL FEATURE
3 Improved Critical, Remarkable Athlete
7 Additional Fighting Style
10 Heroic Warrior

Level 3

Improved Critical Your weapon attacks score a Critical Hit on a roll of 19 or 20 on the d20.

Remarkable Athlete You gain a +5 bonus to Initiative rolls and Advantage on Strength (Athletics) checks.

In addition, immediately after you score a Critical Hit you gain the Remarkable Athlete status for 1 turn:

  • +4.5m Movement Speed — half a standard 9m Speed, added on top of whatever movement you have left.
  • Disengage — that movement does not provoke Opportunity Attacks.

The trigger is on dealing critical damage rather than on a weapon attack specifically, so any Critical Hit you land will set it off.

BG3 has no Advantage mechanic for Initiative rolls, so the mod renders that clause of the feature as a fixed +5 bonus, the same way it handles every other Advantage-on-Initiative feature.

Level 7

Additional Fighting Style You choose a second Fighting Style from the Fighter list, on top of the one you picked at Level 1.

Level 10

Heroic Warrior The thrill of battle drives you toward victory. You gain 1 Heroic Warrior charge, and the charge refreshes at the start of every one of your turns — it is not a rest resource, so you get one every round of every fight.

Spend the charge on either of two interrupts, prompted automatically when the situation comes up:

  • Heroic Warrior: Reroll with Advantage — gain Advantage on your Attack Roll or Saving Throw.
  • Heroic Warrior: Reroll Attacker's Die — force a creature to reroll its Attack Roll against you.

Because the charge does not carry over between turns, there is no reason to hold it back — an unspent charge is simply lost when your turn comes around again.

Playstyle Notes

The Champion is the low-maintenance, high-consistency Fighter. There is no dice pool to budget and no toggle to remember; the subclass just raises the floor on everything the base Fighter already does.

Improved Critical doubles your critical rate, from 5% to 10% per attack roll. That matters most on turns with the most rolls — with Extra Attack and Action Surge, a Level 5 Champion throws four attacks in a turn and has roughly a 34% chance that at least one of them crits. It also scales with how much damage is packed into a single hit: a greatsword Champion doubles 2d6 into 4d6, and any bonus damage dice riding on the weapon are doubled alongside it. Flat modifiers such as your Strength bonus are not.

The +5 Initiative from Remarkable Athlete is the least flashy but most reliable part of the kit. Acting first with Action Surge available means opening a fight with four attacks before the enemy has moved, which is often enough to remove a target outright.

The crit-triggered movement is easy to overlook. Free Disengage plus 4.5m means a Champion who crits mid-turn can break away from a melee cluster, walk to a backline caster, or step out of an AoE without spending anything else. With Extra Attack it is worth checking after each swing whether the status has come up before committing the rest of the turn.

Heroic Warrior at Level 10 is the subclass's real payoff and effectively removes the worst-case roll from every round. Used offensively it converts a shaky attack into an Advantage roll — which also stacks with Improved Critical, since two dice at 19-20 means a ~19% crit chance on that attack. Used defensively it forces a rerolled attack against you, which is best saved for a big incoming hit that would otherwise land.

Common Fighting Style pairings at Level 7: Defense (+1 AC while armoured) for durability, Great Weapon Fighting to reroll 1s and 2s on damage — which pays double on the crits this subclass is built around — or Protection to spend Reactions covering an ally.

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