Champion, Variant (5e Subclass)
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The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this subclass combine rigorous training with physical excellence to deal devastating blows.
Beginning when you choose this subclass at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.
This Body, A Temple
Champions pursue physical perfection as part of their development, honing their bodies to levels well beyond the limits of other lesser mortals. Beginning at 3rd level when you choose this subclass, your begin sculpting and refining your body. The following lists the bonuses you gain and at what levels you gain them:
- 3rd Level. Your carrying capacity is doubled. Your movement speed is increased by 5 feet.
- 7th Level. You have advantage on mundane checks which inflict exhaustion. When you make an initiative check you treat any rolls of 4 or lower as 5.
- 10th Level. The amount of time you can hold your breath is doubled. You have resistance to fall damage.
- 15th Level. You do not fall prone when you become unconscious. The amount of time it takes you to finish a long rest is halved.
- 18th Level. You age at half the normal rate and remain virile until your last day. You have resistance against damage from non-magical attacks.
Starting at 7th level, you gain proficiency in Strength (Athletics) and Dexterity (Acrobatics). If another source gives you proficiency in either skill your proficiency is doubled for any ability check for that skill.
Additional Fighting Style
At 10th level, you can choose a second option from the Fighting Style class feature.
Starting at 15th level, your weapon attacks score a critical hit on a roll of 18-20.
At 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't gain this benefit if you have 0 hit points.