Ad placeholder

Champion: Difference between revisions

From bg3.wiki
Jump to navigation Jump to search
(Use Template:Level_header for class/subclass progression level headers)
mNo edit summary
Line 11: Line 11:
{{Level header|3}}
{{Level header|3}}


; {{SAI|Improved Critical Hit|w=40}}
; {{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.
: The number you need to roll a Critical Hit while attacking is reduced by 1. This effect can stack.


{{Level header|7}}
{{Level header|7}}


; {{SAI|Remarkable Athlete: Jump|w=40}}
; {{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}}.
: 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}}
{{HorizontalRuleImage}}


; {{SAI|Remarkable Athlete: Proficiency|w=40}}
; {{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.
: 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.


Line 28: Line 28:
; Choose 1 additional [[Fighting style|fighting style]]:
; Choose 1 additional [[Fighting style|fighting style]]:
: {{Table list|
: {{Table list|
:; {{SAI|Archery|w=30}} : You gain a +2 bonus to Ranged Weapon Attacks.
:; {{Pass|Archery|w=30}} : You gain a +2 bonus to Ranged Weapon Attacks.
:; {{SAI|Defence|w=30}} : You gain a +1 bonus to [[Armour Class]] while wearing [[Armour]].
:; {{Pass|Defence|w=30}} : You gain a +1 bonus to [[Armour Class]] while wearing [[Armour]].
:; {{SAI|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|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.
:; {{SAI|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|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.
:; {{SAI|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|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.)''
:; {{SAI|Two-Weapon Fighting|w=30}} : When you make an offhand attack, you can add your [[Ability Modifier]] to the damage of the attack.
:; {{Pass|Two-Weapon Fighting|w=30}} : When you make an offhand attack, you can add your [[Ability Modifier]] to the damage of the attack.
}}
}}



Revision as of 22:03, 15 May 2024

You approach the complex problems posed by combat with one distinctly effective solution - you hit those problems, really quite hard.
Class Fighter Champion Badge Icon.png
Class Fighter Champion Badge Icon.png
You approach the complex problems posed by combat with one distinctly effective solution - you hit those problems, really quite hard.

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

Subclass Features

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