Phryll
2017-12-14, 08:30 PM
Hello Everyone! This is my first time posting on the forum! I've always enjoyed the Champion Archetype, but having read several posts on reddit and giantitp about the math behind the Champion, I wanted to try my hand at tweaking it a little bit to see if I could change it up slightly. Here is what I've come up with:
# Champion, Minor Variant
The archetypal Champion focuses on the development of raw physical power honed to paragon perfection. Those who model themselves on this archetype combine rigorous training with physical supremacy to deal execute foes.
### Improved Critical
Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.
At the 10th level, your weapon attacks also score a critical hit on a roll of 18.
At the 15th level, your weapon attacks also score a critical hit on a roll of 17.
### Remarkable Athlete
Starting at 7th level, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make. This bonus also applies to skills you already have proficiency in.
In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.
### Savage Mastery
At 10th level, you can choose a second option from the Fighting Style class feature.
In addition, you can roll one additional 1d8 damage die when determining the extra damage for a critical hit with a weapon attack. The damage is the of the same type dealt by the original attack.
At 14th level, the additional dice roll turns into a 1d10. At 18th level, it turns into a 1d12.
### Survivor
At 15th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hitpoints equal to 5 + your Constitution modifier if you have no more than half of your hit points left.
You don’t gain this benefit if you have 0 hit points.
### Critical Surge
At 18th level, if you take the attack action using your action surge, the first hit you score against a creature is a critical hit.
I'm planning on using this in my own campaign soon, so I wanted to get some advice on the balance of this class, and whether or not it's become too strong? I'm particularly worried about the 18th level feature, and I tried to keep things simple, so as to make it remain in line with the original intent of the Champion.
Any and all feedback is welcome. Thank you!
# Champion, Minor Variant
The archetypal Champion focuses on the development of raw physical power honed to paragon perfection. Those who model themselves on this archetype combine rigorous training with physical supremacy to deal execute foes.
### Improved Critical
Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.
At the 10th level, your weapon attacks also score a critical hit on a roll of 18.
At the 15th level, your weapon attacks also score a critical hit on a roll of 17.
### Remarkable Athlete
Starting at 7th level, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make. This bonus also applies to skills you already have proficiency in.
In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.
### Savage Mastery
At 10th level, you can choose a second option from the Fighting Style class feature.
In addition, you can roll one additional 1d8 damage die when determining the extra damage for a critical hit with a weapon attack. The damage is the of the same type dealt by the original attack.
At 14th level, the additional dice roll turns into a 1d10. At 18th level, it turns into a 1d12.
### Survivor
At 15th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hitpoints equal to 5 + your Constitution modifier if you have no more than half of your hit points left.
You don’t gain this benefit if you have 0 hit points.
### Critical Surge
At 18th level, if you take the attack action using your action surge, the first hit you score against a creature is a critical hit.
I'm planning on using this in my own campaign soon, so I wanted to get some advice on the balance of this class, and whether or not it's become too strong? I'm particularly worried about the 18th level feature, and I tried to keep things simple, so as to make it remain in line with the original intent of the Champion.
Any and all feedback is welcome. Thank you!