champion
The pinnacle of physical prowess, the champion is a warrior among warriors for whom combat is their true calling. Often found in gladiator pits or on the front lines, they have trained relentlessly for the thrill of the fight and live for it. The champion may specialise in a particular type of arms, but their true weapons are their body and their thirst for glory.
Remarkable Athlete
You are able to squeeze through even the most narrow of openings, granting you the ability to turn your surrounding areas into your advantage. This grants you the following benefits:
- Flexible Build. You become immune to the Squeezing condition.
- Adaptive Movement. You become a novice in the Athletics and Acrobatics skills. If you are already a novice in either of these skills, you can pick a different skill from the Fighter Skill list to become a novice in.
Improved Critical
You are able to find and aim for the weak spots of your enemies.
Your weapon attacks now have a critical hit range of 19-20, which means the weapon attack is considered a critical hit when the d20 rolls a 19 or 20, for weapons with the Keen trait, the critical hit range changes to 18-20 instead.
Finding an Opening
The thrill of battle drives you toward victory.
You can give yourself advantage on any attack roll that you make, or disadvantage to any attack roll aimed against you. The use of this ability needs to be announced before the result of the attack roll is announced.
You can use this feature once per short rest.
Additional Fighting Style
You can pick an additional feat with the Fighting Style trait.
Superior Critical
Your attacks slip past the defences of even your most weathered foe. Your weapon attacks now have a critical hit range of 18-20, which means the weapon attack is considered a critical hit when the d20 rolls a 18 or higher, for weapons with the Keen trait, the critical hit range changes to 17-20 instead.
Survivor
You are able to control the inner workings of your body to the most minute of details, granting you the following benefits:
- Hard to Kill. Whenever you roll a death saving throw, and roll an 18-20 on the d20, you gain the benefit of rolling a natural 20.
- Still Standing. At the start of each of your turns in combat, you regain hit points equal to 5 + your Constitution modifier if you have no more than half your Hit Points left. You don’t gain this benefit if you have fewer than 1 Hit Point left.