User:Guy/Splat/Classes/Champion
From D&D Wiki
Champion[edit]
Level | Proficiency Bonus |
Features | Styles | Improve | Vigor | Techs |
---|---|---|---|---|---|---|
1st | +2 | Adaptability, Defense, Style | 1 | — | — | — |
2nd | +3 | Improvement, Encourage, Vigor, Withdraw | 2 | 1 | 2d6 | 3 |
3rd | +4 | Critical Focus, Surge | 3 | 2 | 3d6 | 5 |
4th | +5 | Adaptability (improved), Rally | 4 | 3 | 4d8 | 7 |
5th | +6 | Mighty Techniques, Swift Action | 5 | 4 | 5d10 | 7 + 2 |
Quick Build[edit]
You can make a champion quickly by following these suggestions.
- Make Strength your highest ability score; if you want to focus on archery, make Dexterity your highest instead. Make Constitution your second-highest score.
- For your Adaptability, choose Charisma.
- For your Defense, choose Armored Defense. If you made Dexterity your highest score, choose Agile Defense instead.
- For your Style, choose (stub).
- Leave your subclass and tricks undecided for now. You can get a better feel for which to pick after you play.
Hit Points[edit]
- Starting hit points: 4d10 (or 22) + quadruple your Constitution modifier.
- Hit points on subsequent levels: 2d10 (or 11) + double your Constitution modifier.
- Whenever your Constitution modifier increases by 1, your hit points permanently increase by an amount equal to double your proficiency bonus.
Proficiencies[edit]
If your first class level is champion, you gain proficiency in the following.
- Arms: All martial weapons and shields
- Saving Throws: Strength, Constitution
- Fortes: Athletics, any 2 majors, and any 1 minor. Choose one more major if your Intelligence ever becomes 13, and yet another major if your Intelligence ever becomes 17.
Tricks[edit]
If champion is your initial class, you learn a number of tricks equal to your Intelligence modifier if it is +1 or higher, and learn another trick whenever this modifier permanently increases (above +0). Your casting ability for these tricks is the highest from Intelligence, Wisdom, and Charisma. Your tricks are chosen from the following list. Your subclass may increase the tricks you can choose from. If you prefer, you can decide on your tricks later during downtime.
Name | Time | Duration | Range | Comp. | Material | Summary |
---|---|---|---|---|---|---|
Leap | action | 1 round | touch | V, S | — | A creature you touch can use an action for a particularly far long jump or high jump. |
Memo | action | permanent | touch | S | — | You leave a psychic message in an object, which is transmitted to any creature that comes in contact with the object. |
Sculpt | action | 1 minute | 10 feet | V, S | — | You instantly reshape or recolor dirt, wood, or water, or similar natural materials. |
Reactions[edit]
If champion is your initial class, you can make the following reactions:
- Intercept. When a creature adjacent to you would be hit by an attack, you can use your reaction to force the attack to hit you instead.
- Opportunity Attack. When a creature moves out of your reach, as a reaction you can make one melee attack against that creature. The attack is made right before the creature leaves your reach. You can't make this attack if your attack roll would have disadvantage, or if you couldn't add your proficiency bonus to the attack roll.
- Stand Ground. If you are forced to move 5 feet or more, you can use your reaction to decrease the distance you move by up to 5 feet.
- Take Cover. If a creature you can see targets you with a ranged attack, you can use your reaction to either drop prone, or move up to 5 feet if doing so gives you more advantageous cover against that attack. This reaction must be made before the attack roll is made.
Adaptability[edit]
As a champion, you know how to get the job done—even if you've never done the job before. Choose one ability score from Intelligence, Wisdom, or Charisma. Whenever you make an ability check with that score, add half your proficiency bonus (rounded down) to the check result if it doesn't already add your proficiency bonus. (This applies only to ability checks, not saving throws or attack rolls.)
Once you reach 4th level, your adaptability applies to all six ability scores, not just the one you initially chose.
Defense[edit]
As a champion, you are well-versed in defending yourself from conventional attacks and weapons. Gain one of the following benefits of your choice:
- Agile Defense. While you add your Dexterity to your AC, whenever you make a Dexterity saving throw to take half damage, on a success you instead take no damage. You still take full damage on a failure.
- Armored Defense. While wearing at least two pieces of heavy armor, increase your AC by 1.
- Healthy Defense. Whenever you finish a rest, gain temporary hit points equal to your proficiency bonus + your Constitution modifier.
- Tough Defense. You can add your Constitution modifier to your AC instead of your Dexterity modifier.
- Unarmored Defense. You can choose for your AC to equal 10 + your Dexterity modifier your + Constitution modifier, whether you're wearing armor or not. You can add a shield and cover to this AC, but no other increase.
You can never have more than one Fighting Defense at a time. Whenever you finish downtime, you can replace your chosen defense with a different one.
Style[edit]
Adopt one fighting style as your specialty, chosen from those on the styles page. You learn one more style at 2nd level, and another new style at every new champion level thereafter.
During downtime, as an enterprise you can replace one fighting style from this feature with a different one you'd be able to learn.
Champion Improvement[edit]
At 2nd level, and every champion level thereafter, you can gain one of the following benefits (your choice):
- Increase one of your ability scores by 2, or two of your ability scores by 1 each. This can't increase any ability score above 20.
- Gain a perk for which you qualify.
- Gain the 1st-level benefit of a champion subclass you could have chosen at 1st level, but didn't.
Encourage[edit]
As a champion, you can inspire others to overcome their limitations and accomplish great deeds. Starting from 2nd level, as a bonus action, you can encourage a friendly creature that can see, hear, and understand you (other than yourself). Once within the next 10 minutes, that creature can add your fighter level to one attack roll, saving throw, or ability check it makes if the roll doesn't already add any class level. The creature can wait to decide to use this benefit until after the d20 is rolled, but must use it before the outcome is narrated.
Once you use this feature, you can't find the intuition to do so again until you finish downtime. If your Charisma modifier is higher than +1, you can instead use this feature a number of times equal to your Charisma modifier, and you regain all uses when you finish downtime.
Vigor[edit]
Your training, willpower, and expertise on the battlefield is exhibited through vigor. At 2nd level, you gain two vigor dice, each of which is a d6. With each new champion level you gain one more vigor die, as shown in the champion table. All of your vigor dice become d8s at 4th level, and finally become d10s upon reaching 5th level.
You initially know three techniques chosen from those on the techniques page. You learn two more techniques of your choice upon reaching 3rd level, and yet two more at 4th level.
To use a technique you've learned, you must expend a vigor die. An expended vigor die can't be used again until it is restored. All your vigor dice are restored when you finish a rest.
Withdraw[edit]
Starting at 2nd level, whenever you take the Dodge action, you gain three extra benefits:
- You can't be targeted by any attack made as a reaction until the start of your next turn. (Reactions can still occur if they don't target you.)
- You regain a number of hit points equal to your champion level + your Constitution modifier.
- You regain one of your vigor dice.
Critical Focus[edit]
At 3rd level, you learn to take greater edge with your critical hits. Whenever you score a critical hit the damage you deal is never reduced by damage resistance. Additionally, you gain one of the following benefits as you decide:
- Ace Crit. When your attack roll result exceeds the target's AC by 20 or more, you score a critical hit regardless of the d20.
- Brutal Crit. When you roll damage dice for a critical hit, you can choose one of the dice from the damage roll and roll it two extra times, adding it to the total damage dealt.
- Superior Crit. Whenever you make any attack roll, you score a critical hit if the d20 shows a 19 or 20.
- Walloping Crit. After you score a critical hit with a melee attack against a Large or smaller creature, you can instantly grapple the creature (if you have a free hand), knock the creature prone, or push it 5 feet in any direction. In each case no check or save is required.
During downtime, as an enterprise you can replace your chosen critical focus with a different one.
Surge[edit]
Upon reaching 3rd level, you learn to push your body beyond what others perceive as limits. You have one surge you can expend on any of the three options below. Once you expend your surge, you can't use it again until you finish a rest.
- Action Surge. During your turn, you can expend your surge to take an extra action. This action can't be used to cast a spell. You can't use this surge if you're unconscious or otherwise unable to take actions.
- Healing Surge. During your turn, you can expend your surge to regain half your maximum hit points. You can do so even if you're unconscious or unable to take actions.
- Unrelenting Surge. If the action of a hostile creature forces you to make a saving throw immediately, and you fail, you can expend your surge to succeed instead. You can't use this surge on an effect after it's started, such as to overcome a lingering poison after you've already succumb to it.
Rally[edit]
Starting from 4th level, you can draw upon your experience and bonds to rally your allies against all distractions and doubts. As a bonus action, you can shout words of encouragement. All creatures friendly to you who can see, hear, and understand you (other than you) immediately snaps out of being charmed, dazed, and frightened.
Additionally, the first ability check, attack roll or saving throw each creature makes before the start of your next turn is made with advantage. If the roll would already have advantage anyway, this benefit isn't applied until it makes a roll that wouldn't have advantage otherwise.
Once a creature is affected by your rally, it won't be affected by a rally again until it finishes downtime.
Mighty Techniques[edit]
At 5th level, you learn two mighty techniques from the following options. Once you use either of these techniques, you can't use any mighty technique until you finish downtime. Otherwise mighty techniques function as the techniques learned earlier through your vigor feature.
Work In Progress |
Swift Action[edit]
Upon reaching 5th level, you can use an extra action on each of your turns, in addition to a potential action surge and bonus action.
Champion Subclasses[edit]
Your subclass portrays an archetype embodied in your fighting techniques, granting many additional abilities. During character creation or downtime, you can take on a subclass of your choice from the following options, if you don't already have a champion subclass. Click any of the subclass names below for full details.
- Barbarian. Your can enter a furious rage that strengthens your attacks, and renders you exceptionally difficult to kill.
You can't easily change your subclass once chosen, but you can delay choosing immediately to instead decide on one later.