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| image = Class Fighter Champion Badge Icon.png
| image = Class Fighter Champion Badge Icon.png
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{{Quote|You approach the complex problems posed by combat with one distinctly effective solution - you hit those problems, really quite hard.}}
'''{{PAGENAME}}''' is a [[Fighter#Level 3|subclass]] of [[Fighter]] that focuses entirely on passive improvements.  
[[File:Class Fighter Champion Badge Icon.png|frameless|150px|left]]'''{{PAGENAME}}''' is a [[Fighter#Level 3|subclass]] of {{Class|Fighter}} that focuses entirely on passive improvements.  
 
[[Category:Subclasses]]
{{Quote class|{{PAGENAME}}}}
{{clear}}
 
== Subclass Features ==
== Subclass features ==
[[File:Default Fighter Armor.png|230px|right|Fighter's default armour]]{{SubclassNote|Fighter}}
 
{{Level header|3}}
 
; {{Pass|Improved Critical Hit|w=40}}
: The number you need to roll a Critical Hit while attacking is reduced by 1. This effect can stack.
 
{{Level header|7}}
 
; {{Pass|Remarkable Athlete: Jump|w=40}}
: You're a master of your own body, your athletic prowess extended beyond the usual. Your Jump distance is increased by {{Distance|m=3|ft=10}}.
 
{{HorizontalRuleImage}}


=== Level 3 ===
; {{Pass|Remarkable Athlete: Proficiency|w=40}}
: You're a master of your own body, your athletic prowess extended beyond the usual. You can add half of your [[Proficiency Bonus]] to any [[Strength]], [[Dexterity]], and [[Constitution]] Checks that you are not Proficient in.


* {{Icon|PassiveFeature ImprovedCritical.png}} '''Improved Critical Hit:''' The number you need to roll a Critical Hit while attacking is reduced by 1. This effect can stack.
{{Level header|10}}


=== Level 7 ===
; Choose 1 additional [[Fighting style|fighting style]]:
: {{Table list|
:; {{Pass|Archery|w=30}} : You gain a +2 bonus to Ranged Weapon Attacks.
:; {{Pass|Defence|w=30}} : You gain a +1 bonus to [[Armour Class]] while wearing [[Armour]].
:; {{Pass|Duelling|w=30}} : When you are wielding a melee weapon that is not Two-Handed or Versatile in one hand, and no weapon in the other hand, you gain a +2 bonus to damage rolls with that weapon, increasing your chance to do heavy damage.
:; {{Pass|Great Weapon Fighting|w=30}} : When you roll a 1 or 2 on a damage die for an attack with a [[Weapons|Two-Handed melee weapon]], that die is rerolled once.
:; {{Pass|Protection|w=30}} : When you have a [[Shields|Shield]], impose {{Disadvantage}} on an enemy who attacks one of your allies when you are within {{Distance|melee}}. You must be able to see the enemy. ''(This is a reaction. Toggle a reaction during your turn. It will automatically execute when needed.)''
:; {{Pass|Two-Weapon Fighting|w=30}} : When you make an offhand attack, you can add your [[Ability Modifier]] to the damage of the attack.
}}


* {{Icon|PassiveFeature RemarkableAthlete Jump.png}} '''Remarkable Athlete: Jump''' You're a master of your own body, your athletic prowess extended beyond the usual. Your Jump distance is increased by 10ft.
==External links==
* {{Icon|PassiveFeature RemarkableAthlete Proficiency.png}} '''Remarkable Athlete: Proficiency''' You're a master of your own body, your athletic prowess extended beyond the usual. You can add half of your Proficiency Bonus to any Strength, Dexterity, and Constitution Checks that you are not Proficient in.
*{{FRWiki|Champion|long}}


=== Level 10 ===
{{FighterNavbox}}
* Select 1 [[Fighting Style]].
[[Category:Subclasses]]

Latest revision as of 08:33, 29 July 2024

Champion is a subclass of Fighter that focuses entirely on passive improvements.

Subclass features[edit | edit source]

Fighter's default armour
This subclass obtains all the features from its base class, Fighter, in addition to its unique features outlined below.

Level 3

Improved Critical Hit Improved Critical Hit
The number you need to roll a Critical Hit while attacking is reduced by 1. This effect can stack.

Level 7

Remarkable Athlete: Jump Remarkable Athlete: Jump
You're a master of your own body, your athletic prowess extended beyond the usual. Your Jump distance is increased by 3 m / 10 ft.
Bg3 content hr.png
Remarkable Athlete: Proficiency Remarkable Athlete: Proficiency
You're a master of your own body, your athletic prowess extended beyond the usual. You can add half of your Proficiency Bonus to any Strength, Dexterity, and Constitution Checks that you are not Proficient in.

Level 10

Choose 1 additional fighting style
Archery Archery
You gain a +2 bonus to Ranged Weapon Attacks.
Defence Defence
You gain a +1 bonus to Armour Class while wearing Armour.
Duelling Duelling
When you are wielding a melee weapon that is not Two-Handed or Versatile in one hand, and no weapon in the other hand, you gain a +2 bonus to damage rolls with that weapon, increasing your chance to do heavy damage.
Great Weapon Fighting Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack with a Two-Handed melee weapon, that die is rerolled once.
Protection Protection
When you have a Shield, impose Disadvantage Icon.png Disadvantage on an enemy who attacks one of your allies when you are within 1.5 m / 5 ft. You must be able to see the enemy. (This is a reaction. Toggle a reaction during your turn. It will automatically execute when needed.)
Two-Weapon Fighting Two-Weapon Fighting
When you make an offhand attack, you can add your Ability Modifier to the damage of the attack.

External links[edit | edit source]