Fighter SC: Champion
Classic | Fighter
Champion, the Classic Fighter |
The Fighter's classic kit is simple, but effective. It remains a popular choice for many humanoid fighters of similar make, and is augmented in CHASE to keep it as a staple choice. Champion Fighters, more than any others, often combines the versatility of feats to achieve physical excellence as masters of battle.
Subclass Features |
(2nd) Champion Array |
Your ability to fight becomes a bit more masterful.
You gain the Improved Critical Range common feature, and you gain the benefit of the Fighter's Favorite Class bonus.
(3rd) Student of Battle |
You gain proficiency in Knowledge: Martial. Additionally, you gain proficiency with one type of Profession skill of your choice that you don't already have.
(6th) Extraordinary Athlete |
You gain one Bonus Feat Choice common feature. Additionally, you can add a bonus dice (base d4) to any non-attack d20 rolls involving Strength, Dexterity, or Constitution; as well as any sight based skill checks you make.
Finally, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength attribute.
(7th) Improved Champion Array |
As a bonus feature at 7th level, you gain all three choices from the base Fighter class Mastery Feature 'Saving Exercises' (if you didn't swap it out). You also gain the Know Thy Enemy common feature.
(9th) Options in Multitudes |
You gain another instance of the Bonus Feat Choice common feature.
Additionally, when you are wielding multiple weapons (as per Dual-Wielding), instead of generating an Off-Hand Attack, you may strike with two weapons at once, dealing damage with both weapons and having them both be considered a Heavy⚙️ Two-Hand⚙️ weapon, for the sake of activating features. (e.g. using Great Weapon Fighting with both weapons' damage).
You may also do the opposite with Two-Hand weapons, attacking swiftly with smaller hits. The weapon's damage dice is halved, but you activate features as if you attacked with an Agile ⚙️ weapon (such as extra attacks generated from Dual-Wielding).
(12th) Relentless Criticals |
At 12th level, your criticals will become even stronger.
You gain an instance of the Improved Critical Range common feature again, as well as the Improved Critical Damage common feature. Additionally, the critical threshold on all your d20 rolls is decreased by 2 (to +6 for attacks and +8 for everything else).
Additionally, you gain a Focus Point when you critically strike, or if you start combat without any.
(15th) Classic Bonus Feat |
This class level, all "Classic" subclasses gain an an instance of the Bonus Feat Choice common feature, allowing them to gain a Primary Feat or two Secondary Feats (including Ability Augment Feats).
(18th) Survivor |
At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, if you are Bloodied, you regain hit points equal your CON + Half Proficiency . You don’t gain this benefit if you have 0 hit points, but you gain advantage on all Death Saving Throws.
(!!th) Subclass Capstone: Veteran of Endless War |
At this point, you've seen more combat than entire platoons of soldiers put together. Fighting is second nature to you, and you are legitimately scary with what you are able to accomplish with something so simple.
When you attack with a weapon you are trained in, double your proficiency bonus (or, use your full character level).