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Champion: Difference between revisions

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(→‎Level 6: - subclass features are gained at lvl 7, not 6)
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* '''Improved Critical Hit:''' The number you need to roll a Critical Hit while attacking is reduced by 1. This effect can stack.
* '''Improved Critical Hit:''' The number you need to roll a Critical Hit while attacking is reduced by 1. This effect can stack.


== Level 6 ==
== Level 7 ==


* '''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.
* '''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.

Revision as of 20:09, 9 August 2023

You approach the complex problems posed by combat with one distinctly effective solution - you hit those problems, really quite hard.
Champion Pic.png
Champion is one of the Subclasses of Fighter Fighter.

Subclass Features

Level 3

  • 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 You're a master of your own body, your athletic prowess extended beyond the usual. Your Jump distance is increased by 10ft.
  • 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

Fighting Style (Choose 1):

  • Archery: You gain a +2 bonus to Ranged Weapon Attacks.
  • Defence: You gain a +1 bonus to Armour Class while wearing Armour.
  • Duelling: When you are wielding a melee weapon 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: 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: When you have a shield, impose Disadvantage on an enemy who attacks one of your allies when you are within 1.5m / 5ft. 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: When you make an offhand attack, you can add your Ability Modifier to the damage of the attack.