Champion

A Warrior Archetype of heavy weapons and heavy armor, with rerolled low damage dice, a Crushing Blow, immunity to forced movement and a War Form capstone.

Gating · soft

Identity

Champions are Warriors who fight in heavy plate with a weapon few others on the field can lift. Shock companies field them as line-breakers, great houses keep them for judicial combat, and garrisons hire them against anything that does not go down to small arms. They give up mobility and finesse for reach and weight.

Features

  • L3 Heavy Weapon Master

    You gain proficiency with all heavy melee weapons if you do not already have it. While you wield a heavy melee weapon, its Heavy property does not limit your own action economy: you suffer no speed penalty for wielding it, and you can use it with the Two-Weapon Fighting style only if you have both hands free for it. When you roll a 1 or 2 on a damage die for an attack with a heavy weapon, you can reroll the die once and must use the new result. This stacks with the Great Weapon Fighting style if you have it: reroll the new die only if it is also a 1 or 2.

  • L7 Crushing Blow

    Once per short rest, when you hit a creature with a melee attack using a heavy weapon, you can declare the strike a Crushing Blow. The attack deals an additional die of the weapon's damage plus your Strength modifier, and the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked Prone. A Huge or larger creature has advantage on this save. A Gargantuan creature is unaffected by the Prone effect but still takes the additional damage.

  • L11 Armored Implacable

    While you are wearing heavy armor, you are immune to being moved against your will by any effect that allows a Strength save (forced movement, pulls, pushes, shoves), and you cannot be knocked Prone by any effect that allows a saving throw. You can still be moved by effects that bypass saves entirely, such as teleportation or a grapple by a creature three or more sizes larger. You also have advantage on saving throws to maintain concentration on non-spell effects (such as held Crushing Blow declarations) when you take damage.

  • L15 Devastation

    When you hit a creature with a melee attack using a heavy weapon and you have already hit that creature at least once on the same turn, the second and each later hit deals an additional 2d6 damage of the weapon's type. When you score a critical hit with a heavy weapon, the additional damage dice double as usual, and the target's speed is reduced to 0 until the end of its next turn.

  • L18 Tyrant of the Field Capstone

    Once per long rest, as a bonus action, you declare War Form for 1 minute. While in War Form, you have a +2 bonus to attack rolls with melee weapons, you have advantage on Strength saving throws and Strength checks, you are immune to the Frightened and Charmed conditions, your walking speed cannot be reduced below your normal value by any effect, and the first time on each of your turns that you hit a creature with a heavy weapon, that creature takes additional damage equal to your Warrior level. War Form ends early if you are reduced to 0 hit points, fall Unconscious or drop your weapon.