A Champion focuses on the development of martial prowess in a relentless pursuit of victory.
Champions combine rigorous training with physical excellence to deal devastating blows, withstand peril, and garner glory. Whether in athletic contests or bloody battle, Champions strive for the crown of the victor.
hit dice:
hit points at 1st level:
hit points at higher levels:
armor proficiencies:
weapon proficiencies:
tools:
saving throws:
skills:
starting equipment:
spellcasting:
class features:
LEVEL 3: IMPROVED CRITICAL
Your attack rolls with weapons and Unarmed Strikes can score a critical hit on a roll of 19 or 20.
LEVEL 3: REMARKABLE ATHLETE
Thanks to your athleticism, you have Advantage on Initiative rolls and Strength (Athletics) checks.
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.
LEVEL 7: ADDITIONAL FIGHTING STYLE
You gain another Fighting Style feat of your choice.
LEVEL 10: HEROIC WARRIOR
The thrill of battle drives you toward victory. During combat, you can give yourself Heroic Advantage whenever you start your turn without it.
LEVEL 15: SUPERIOR CRITICAL
Your attack rolls with weapons and Unarmed Strikes can now score a critical hit on a roll of 18–20.
LEVEL 18: SURVIVOR
You attain the pinnacle of resilience in battle, giving you these benefits:
Defy Death. You have Advantage on death saving throws. Moreover, when you roll 18–20 on a death save, you gain the benefit of rolling a 20 on a death save.
Heroic Rally. 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 your Hit Points remaining. You don’t gain this benefit if you have 0 Hit Points.
subclass options: