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Champion: Difference between revisions
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{{Level header|3}} | {{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. | : 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}} | ||
; {{ | ; {{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}} | ||
; {{ | ; {{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| | ||
:; {{ | :; {{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. | ||
}} | }} | ||
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.
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 that focuses entirely on passive improvements.
Subclass Features
This subclass obtains all the features from its base class, Fighter, in addition to its unique features outlined below.Level 3
- The number you need to roll a Critical Hit while attacking is reduced by 1. This effect can stack.
Level 7
- 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.
- 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
- You gain a +2 bonus to Ranged Weapon Attacks.
- You gain a +1 bonus to Armour Class while wearing Armour.
- 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.
- 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.
- When you have a Shield, impose 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.)
- When you make an offhand attack, you can add your Ability Modifier to the damage of the attack.
External Links
- Champion on the Forgotten Realms Wiki