I've been working on a revised version of the Champion Fighter subclass for the 2024 rules. My goal is to give the Champion a little more tactical depth and reinforce the Champion's identity as a dashing athletic warrior while also maintaing the class simplicity and begginer friendliness.
Level 3:
Champion's Exploits
You learn specialized combat techniques called maneuvers.
Superiority Dice. You have two Superiority Dice, which are d6s. You gain one additional Superiority Die at Fighter level 7 and another at Fighter level 15. You regain all expended Superiority Dice when you finish a Short or Long Rest.
Champion Maneuvers. You learn the following maneuvers at the indicated Fighter levels:
| Fighter Level |
Maneuvers |
| 3 |
Extended Strike, Commanding Presence |
| 7 |
Goading Attack |
| 10 |
Rally |
| 15 |
Riposte |
You can use these maneuvers by expending a Superiority Die, following the rules of each maneuver.
Peerless Athlete
You gain the following benefits:
- Athletic Proficiency. You gain proficiency in either the Athletics or Acrobatics skill. If you already have proficiency in the chosen skill, you instead gain Expertise in it.
- Enhanced Mobility. You gain a Climbing Speed and a Swimming Speed each equal to your walking Speed.
- Combat Readiness. You have Advantage on Initiative rolls.
Improved Critical
Your attack rolls with weapons and Unarmed Strikes score a Critical Hit on a roll of 19 or 20 on the d20.
Whenever you score a Critical Hit, you can move up to half your Speed without provoking Opportunity Attacks.
Level 7:
Additional Fighting Style
You gain another Fighting Style feat of your choice.
Dashing Champion
Your physical prowess and force of personality make you an imposing presence. Whenever you make a Charisma check, you gain a bonus to the check equal to your Strength or Dexterity modifiers (whichever is higher)
Level 10: Heroic Warrior
The thrill of battle drives you toward victory.
During combat, you can give yourself Heroic Inspiration at the start of your turn.
Additionally, if you already have a heroic inspiration at the start of your turn, you can instead give it to a creature of your choice that can see or hear you
Brutal Critical
Your Critical Hits carry devastating consequences beyond the damage they inflict. Whenever you score a Critical Hit against a creature, choose one of the following effects:
Extra Damage. The target takes extra damage equal to one roll of your weapon's damage die. At Fighter level 18, the extra damage increases to two rolls of that die.
Crippling Pressure. The target has Disadvantage on the next saving throw it makes. At Fighter level 18, the target instead automatically fails that saving throw, unless it expends a use of Legendary Resistance to succeed instead.
Sap Life. The target can't regain Hit Points until a Lesser Restoration spell is cast on it. At Fighter level 18, it requires the Greater Restoration spell instead.
Level 15: Superior Critical
Your attack rolls with weapons and Unarmed Strikes score a Critical Hit on a roll of 18–20 on the d20.
Level 18: Survivor
You attain the pinnacle of resilience in battle, giving you the following benefits.
Defy Death. You have Advantage on Death Saving Throws. Moreover, when you roll 18–20 on a Death Saving Throw, you gain the benefit of rolling a 20 on the d20.
Heroic Rally. 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 your Hit Points remaining and at least 1 Hit Point.
Second Wind Surge. In addition, when you roll Initiative you regain one expended use of second wind