Champion, 3rd Variant (5e Subclass)
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Champion, 3rd Variant[edit]
Fighter Subclass
Champions are warriors who focus on developing the basics to win fights. Instead of learning a plethora of new and shiny abilities, they rely on the core of a warrior's power: physical prowess and martial discipline. They run long distances and carry heavy weights to prepare their bodies, and repeat the same type of sword strike time and time again, until they reach perfection with it.
- Improved Strike
Beginning when you choose this subclass at 3rd level, your weapon attacks cause additional damage, depending on the type of the attack: 1d4 (ranged or one handed melee weapons) or 1d6 (two handed melee weapons). On a critical hit, these dice becomes respectively a d8 and a d12.
- Remarkable Athlete
Also at 3rd level, you can add half your proficiency bonus (rounded up) to any Strength, Dexterity, or Constitution check you make that doesn't already use your proficiency bonus.
In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.
- Reliable Technique
Starting at 7th level, whenever you make an Strength (Athletics), Dexterity (Acrobatics) or initiative roll, and roll a 9 or lower, you can choose a 10 instead.
- Well Trained Body
At 10th level, your physique reaches its true potential. You gain the following benefits:
- Your movement speed is increased by 10 feet.
- The amount of time you can hold your breath is doubled.
- The amount of time it takes you to finish a long rest is halved.
- Your Jumping distance is doubled.
- Superior Critical
Starting at 15th level, your weapon attacks score a critical hit on a roll of 18-20.
- Survivor
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.
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