Little Champion (5e Subclass)

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Little Champion[edit]

Fighter Archetype

jean-castro-giante.jpg
Troll and Gnome by Jean Castro

The Little Champion archetype is aimed at small breeds and designed to put these creatures in advantageous situations against greater beings. The little ones who walk the path of this archetype join their size to the rigorous training of the warrior to deliver blows on points outside the opponent's defense radius.

Courage of the Small

Starting when you choose this archetype at 3rd level, being a tiny warrior in a big world forces your heart to grow braver than most. You have Advantage on saving throws against the frightened condition. If you already have advantage on saving throws against this condition, you become immune to it instead.

Low Blow

Starting at 3rd level, you ignore the heavy property of weapons. In addition, whenever you hit a creature with a size category higher than you or higher, you cause additional 1d6 damage. The die increase at 7th level (1d8), at 13th level (1d10) and at 19th level (1d12).

You can deal this extra damage only once per turn.

Minor Attack

Starting at 7th level, as a bonus action, you can make a Charisma (Intimidation) check, with a DC equal to the target's AC. On a success, if you hit an attack on it this turn, the target has Disadvantage to all attack rolls made against you until the end of your next turn. If you miss the check, the target can't be affect by this feature for the next 24 hours.

You can use this feature a number of times equal to your proficiency bonus, and regain your uses of it after completing a long rest.

Tiny Fighting Style

At 10th level, being small makes you a harder target to hit. You gain a bonus of +2 to your AC and Dexterity saving throws against attacks made and effects created by creatures with size Large or higher.

In addition, you have Advantage on Dexterity saving throws against effects from Huge or larger creatures that you can see.

Minimum Critical

Starting at 15th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack for each size category higher than medium the target is, up to a maximum of three additional dice.

Small to Big

Starting at 18th level, once per turn when you attack a creature with a size category higher than you, you can give yourself Advantage on the attack.

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