Champion, 5th Variant (5e Subclass)
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|Knight , Ville-Valtteri Kinnunen|
The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows.
Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.
Starting at 7th level, you can add your proficiency bonus to any Strength, Dexterity, or Constitution check you make. Additionally, you gain proficiency with Dexterity saving throws if you did not already have such.
Improved Fighting Style
At 10th level, you have earned further mastery over your fighting style. The fighting style you chose at 1st level of Fighter gets an improvement, as detailed below:
You gain a +2 bonus to damage rolls you make with ranged weapons.
- Blind Fighting
Your weapon attacks ignore half cover.
- Close Quarters Shooter
Your ranged weapon attacks ignore half and three-quarters cover within short range.
While you are wearing light armor, you reduce any bludgeoning, piercing, and slashing damage by 1. This reduction increases to 2 while you wear medium armor, and it increases to 3 while you are wearing heavy armor. This reduction cannot reduce damage below 0.
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to attack rolls with that weapon.
- Great Weapon Fighting
Whenever you reroll a damage die of a two-handed weapon, treat any result of 1 or 2 as 3 instead.
Whenever you reduce damage with interception, you can roll another d10 and add it to the result.
While not wearing heavy armor or bearing a shield, your walking speed increases by 5 feet, and you have advantage on Dexterity checks and saving throws.
You can use your shield to impose disadvantage on attack rolls against other adjacent creatures without using your reaction a number of times equal to your Dexterity modifier (minimum of once) per turn.
- Superior Technique
You gain another superiority die and learn one additional maneuver.
- Thrown Weapon Fighting
You can make a thrown attack with a weapon as a bonus action. Additionally, any melee weapon with the light property without the thrown property with which you are proficient is considered to have the thrown property with a range of (20/60) for you.
- Tunnel Fighter
Your defensive stance lasts up to 1 minute at a time.
- Two-Weapon Fighting
You can engage in two-weapon fighting with any weapons that lack the heavy and two-handed properties.
- Unarmed Fighting
Add 1d4 to any unarmed damage you deal.
Starting at 15th level, your weapon attacks score a critical hit on a roll of 18-20.
Starting at 18th level, you can survive almost any encounter. As a reaction when you take damage, you can tap into your survival instincts, which last for the next minute or until. While in this instinctual state, you regain a number of hit points equal to your Fighter level at the start of each of your turns. Additionally, you can take the Grapple, Dash, and Dodge actions as bonus actions. Your survival instincts end if you drop to 0 or fewer hit points. Once you have used this ability a number of times equal to your Constitution modifier (minimum of once), you must complete a long rest before you can use it again.