{"name":"Fighter: Champion","overview":"A human in clanging plate armour holds her shield before her as she runs toward the massed goblins. An elf behind her, clad in studded leather armour, peppers the goblins with arrows loosed from his exquisite bow. The half-orc nearby shouts orders, helping the two combatants coordinate their assault to the best advantage.\r\n\r\nA dwarf in chain mail interposes his shield between the ogre\u2019s club and his companion, knocking the deadly blow aside. His companion, a half-elf in scale armour, swings two scimitars in a blinding whirl as she circles the ogre, looking for a blind spot in its defences.\r\n\r\nA gladiator fights for sport in an arena, a master with his trident and net, skilled at toppling foes and moving them around for the crowd\u2019s delight\u2014and his own tactical advantage. His opponent\u2019s sword flares with blue light an instant before she sends lightning flashing forth to smite him.\r\n\r\nAll of these heroes are fighters, perhaps the most diverse class of characters in the worlds of Dungeons & Dragons. Questing knights, conquering overlords, royal champions, elite foot soldiers, hardened mercenaries, and bandit kings\u2014as fighters, they all share an unparalleled mastery with weapons and armour and a thorough knowledge of the skills of combat. And they are well acquainted with death, both meting it out and staring it defiantly in the face.","hitdice":"d10","hitpointsfirstlevel":"10 + Con mod","hitpointsathigherlevels":"1d10 + Con Mod","armorproficiencies":"All armor, shields","weaponproficiences":"Simple weapons, martial weapons","tools":"None","savingthrows":"Str, Con","skills":"Choose two: Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival.","equipment":"[ul]\r\n[li]Choose: chainmail; or leather armour, longbow, and 20 arrows[\/li]\r\n[\/ul]\r\n[ul]\r\n[li]Choose: a martial weapon and a shield; or two martial weapons[\/li]\r\n[\/ul]\r\n[ul]\r\n[li]Choose: a light crossbow and 20 bolts; or two handaxes[\/li]\r\n[\/ul]\r\n[ul]\r\n[li]Choose: a dungeoneer's pack; or an explorer's pack[\/li]\r\n[\/ul]\r\n","spellcasting":"","features":"[h2]Fighting Style[\/h2]\r\nYou adopt a particular style of fighting as your specialty. Choose one of the following options. You can\u2019t take a Fighting Style option more than once, even if you later get to choose again.\r\n\r\n[h3]Archery[\/h3]\r\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\r\n\r\n[h3]Defence[\/h3]\r\nWhile you are wearing armour, you gain a +1 bonus to AC.\r\n\r\n[h3]Duelling[\/h3]\r\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\r\n\r\n[h3]Great Weapon Fighting[\/h3]\r\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\r\n\r\n[h3]Protection[\/h3]\r\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\r\n\r\n[h3]Two-Weapon Fighting [[b]X[\/b]][\/h3]\r\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.\r\n\r\n[h2]Second Wind[\/h2]\r\nYou have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.\r\n\r\n[h2]Action Surge[\/h2]\r\nStarting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.\r\n\r\nOnce you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.\r\n\r\n[h2]Martial Archetype[\/h2]\r\nAt 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. Choose Champion, Battle Master, or Eldritch Knight, all detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.\r\n\r\n[h2]Ability Score Improvement[\/h2]\r\nWhen you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can\u2019t increase an ability score above 20 using this feature.\r\n\r\nUsing the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.\r\n\r\n[h2]Extra Attack[\/h2]\r\nBeginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.\r\n\r\nThe number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.\r\n\r\n[h2]Indomitable[\/h2]\r\nBeginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can\u2019t use this feature again until you finish a long rest.\r\n\r\nYou can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.\r\n\r\n[h2]Extra Attack[\/h2]\r\nBeginning at 11th level, you can attack three times, instead of twice, whenever you take the Attack action on your turn.\r\n\r\nThe number of attacks increases to four when you reach 20th level in this class.\r\n\r\n[h2]Extra Attack[\/h2]\r\nAt 20th level, you can attack four times, instead of three, whenever you take the Attack action on your turn.","subclasses":"[h2]Champion[\/h2]\r\nThe archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows.\r\n\r\n[h2]Improved Critical[\/h2]\r\nBeginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.\r\n\r\n[h2]Remarkable Athlete[\/h2]\r\nStarting at 7th level, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn\u2019t already use your proficiency bonus.\r\n\r\nIn addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.\r\n\r\n[h2]Additional Fighting Style[\/h2]\r\nAt 10th level, you can choose a second option from the Fighting Style class feature.\r\n\r\n[h3]Archery[\/h3]\r\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\r\n\r\n[h3]Defence[\/h3]\r\nWhile you are wearing armour, you gain a +1 bonus to AC.\r\n\r\n[h3]Duelling[\/h3]\r\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\r\n\r\n[h3]Great Weapon Fighting[\/h3]\r\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\r\n\r\n[h3]Protection[\/h3]\r\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\r\n\r\n[h3]Two-Weapon Fighting [[b]x[\/b]][\/h3]\r\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.\r\n\r\n[h2]Superior Critical[\/h2]\r\nStarting at 15th level, your weapon attacks score a critical hit on a roll of 18\u201320.\r\n\r\n[h2]Survivor[\/h2]\r\nAt 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don\u2019t gain this benefit if you have 0 hit points.","tabledata":"Level | Proficiency Bonus | Features\r\n1st | +2 | Fighting Style, Second Wind\r\n2nd | +2 | Action Surge (one use)\r\n3rd | +2 | Martial Archetype\r\n4th | +2 | Ability Score Improvement\r\n5th | +3 | Extra Attack\r\n6th | +3 | Ability Score Improvement\r\n7th | +3 | Martial Archetype feature\r\n8th | +3 | Ability Score Improvement\r\n9th | +4 | Indomitable (one use)\r\n10th | +4 | Martial Archetype feature\r\n11th | +4 | Extra Attack (2)\r\n12th | +4 | Ability Score Improvement\r\n13th | +5 | Indomitable (two uses)\r\n14th | +5 | Ability Score Improvement\r\n15th | +5 | Martial Archetype feature\r\n16th | +5 | Ability Score Improvement\r\n17th | +6 | Action surge (two uses), Indomitable (three uses)\r\n18th | +6 | Martial Archetype feature\r\n19th | +6 | Ability Score Improvement\r\n20th | +6 | Extra Attack (3)","tags":"Fighter, Classes, Champion","isShared":"on","templateId":"25","blockId":"276798","world":"25e64bc1-ded3-4719-83bb-9ca87893ca67","folder":""}