Battle Champion (5e Subclass)
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Battle Champion[edit]
Fighter Subclass
The appeal of fighting is a duality. There's the rugged impact of weapons and muscle, but also the skillful tactics and mental acuity at work. A battle champion is sort of like a battlemaster, in that they are able to masterfully craft maneuvers. However, they are also like champions, because they are a bit of a meathead that doesn't know how to quit. Battle champions encompass a character archetype that is both savagely brutish and intelligent. It may sound contradictory, but think of it as a fighter that improvs on the battlefield. They dive into fights without a plan, already confident in their own stamina and endurance. As a fight progresses, they improvise maneuvers on the spot, usually mimicking what successful battlemasters can do. Their fortified bodies provide excellent buffers for them to wear down enemies and figure out the weak points as they go.
Battle Improvisation[edit]
When you choose this archetype at 3rd level, you learn features that are fueled by special dice called improvisation dice.
Maneuvers. You know all maneuvers in this subclass. You can use multiple maneuvers per attack. Any maneuvers accessed in this subclass are considered always known for you. Think of this as a caster that doesn't need to prepare spells from a list, versus the battlemaster, who is a prepared caster.
Improvisation Dice. You have four imrpovisation dice, which are d8s. An improvisation die is expended when you use it. You regain all of your expended superiority dice when you roll initiative.
Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:
Maneuver save DC = 8 + your Strength or Dexterity modifier (your choice) + your improvisation die roll
At 3rd level, you know the critical strike maneuver below:
- Critical Strike: Expend one improvisation die. Your next weapon attack scores a critical hit on an attack roll of 19 or 20.
War Mind[edit]
At 3rd level, you gain the ability to decipher an opponent's tactics and develop a counter to them even in the midst of raging battle. As a bonus action, you make a Wisdom (Insight) check against a creature you can see that isn't incapacitated, contested by the target's Charisma (Deception) check. If you succeed, your next attack against the creature rolls with advantage.
This benefit lasts for 1 minute or until you successfully use this feature against a different target.
Improvised Maneuvers[edit]
Starting at 7th level, you now have fought enough to learn some more tactics on the fly.
- Savage Attack: When you score a critical hit with a melee weapon attack, you can roll an improvisation dice and add it to the extra damage of the critical hit.
- Disarming Attack: When you hit a creature with a weapon attack, you can expend one improvisation die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the improvisation die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
- Defensive Strike: When a creature successfully hits you with a melee attack, you use your reaction to expend an improvisation die to strike the attacker once, adding the improvisation die result to the damage roll. The added damage increases to 1d6 at 15th level.
- Riposte: When a creature misses you with a melee attack, you can use your reaction and expend one improvisation die to make a melee weapon attack against the creature. If you hit, you add the improvisation die to the attack's damage roll.
10th[edit]
15th[edit]
18th[edit]
At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points.
- Supreme Skills
At 15th level, you gain one of the following features of your choice.
- Expose Weakness: Upon hitting a creature, you may force the creature must make a Constitution saving throw. On a failed saving throw, the creature's AC minuses by 2 (cannot be used more than once on the same creature). The creature's AC is restored after they finish a short or long rest.
- Relentless Lethality: You may add an additional damage die to one attack you make. You may do this once per turn.
- Brave, but Foolish: As long as you are wielding a sword, attacks of opportunity towards you when leaving a creature's melee zone are done with disadvantage.
- Masterful Skills
At 18th level, you gain one of the following features of your choice.
- Telling the Odds: When you roll a natural 19 or 20 with a sword, it counts as a critical hit.
- Master Swordsman: You naturally have advantage on attack rolls with swords.
- Unforgiving Blow: While a creature is below 25% health, your damage with a sword has another die roll.
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