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Subclass Fighter Champion
The Champion is a Fighter subclass built around critical hits and athletic excellence. Improved Critical at Level 3 expands the critical hit range from 20 to 19-20. Remarkable Athlete adds Advantage on Initiative and Athletics checks, plus an additional effect on critical hits. Additional Fighting Style at Level 7 grants a second Fighting Style from the Fighter list. Heroic Warrior at Level 10 grants a new Heroic Inspiration at the start of each turn, ensuring consistent access to the d20 reroll mechanic.
| LEVEL | FEATURE |
|---|---|
| 3 | Improved Critical, Remarkable Athlete |
| 7 | Additional Fighting Style |
| 10 | Heroic Warrior |
Improved Critical Your weapon attacks score a Critical Hit on a roll of 19 or 20 on the d20.
Remarkable Athlete Thanks to your athleticism, you have Advantage on Initiative rolls and Strength (Athletics) checks.
In addition, when you score a Critical Hit with a weapon attack, you gain an additional effect tied to your athletic prowess.
Additional Fighting Style You gain another Fighting Style from the Fighter list. Choosing Interception allows you to reduce damage to nearby allies as a Reaction.
Heroic Warrior The thrill of battle drives you toward victory. During combat, you can give yourself Heroic Inspiration whenever you start your turn without it.
The Champion is the high-frequency critical hit Fighter. Improved Critical at Level 3 doubles the chances of rolling a critical — triggering on 19 or 20, rather than just 20. With Extra Attack at Level 5 and Action Surge, each combat turn has four attack rolls, each with a 10% crit chance rather than 5%.
The value of crits scales with damage dice. A Fighter using Great Weapon Fighting style with a greatsword (2d6) rolls 4d6 on a crit. Adding extra damage sources from Brutal Strike, Power Attack, or magical weapons amplifies the doubled dice significantly.
Remarkable Athlete at Level 3 also adds Initiative Advantage — pairing with the fighter's already decent Initiative to ensure consistently going first. Going first with Action Surge available is a decisive advantage.
Heroic Warrior at Level 10 gives Heroic Inspiration every turn. Heroic Inspiration allows a d20 reroll once, making every turn's roll safe to commit to. Since it refreshes at the start of the turn, it's always available as long as you start without one — which means you'll use it every turn you can.
Additional Fighting Style at Level 7 doubles the passive bonuses from the Fighting Style system. Common picks: Defense (+1 AC while armored) or Protection (Reaction shield for nearby allies).
Fighter, Arcane Archer, Banneret, Battle Master, Cavalier, Champion, Eldritch Knight, Psi Warrior, Rune Knight, Viking