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CreativeExcuses

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CreativeExcuses

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About this mod

Have you ever wondered why Champion Fighters hit like a wet noodle? Well wonder no more because this class rework makes the Champion swing like an absolute champ. Choose between increased accuracy or damage at will that scales with your proficiency bonus, and crush your enemies. This Champion ACTUALLY hits hard.

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This is a rework of the Champion Fighter subclass in line with its guiding flavor text: "You approach the complex problems posed by combat with one distinctly effective solution - you hit those problems, really quite hard."

New Features:
  • Champion's Power: This is a new passive you can activate that grants your melee weapon attacks increased damage equal to your proficiency bonus. At level 7, this is upgraded to "Improved Champion's Power" which reduces the number required to roll a critical hit with any attack roll by 2.
  • Champion's Precision: This is a new passive you can activate that grants your melee weapon attacks a bonus to attack rolls equal to your proficiency bonus. At level 7, this is upgraded to "Improved Champion's Precision" which causes all weapon attacks to ignore resistances (including ranged weapons).
  • You can have either Champion's Power OR Champion's Precision active, but not both. Unless...
  • Champion's Might: A new class action similar to Action Surge, unlocked at level 10 which grants the effects of both Champion's Power and Precision for one turn once per short rest.

Removed Features:
  • Improved Critical. This feature was removed because it didn't do much anyway and I added the reduced critical number to the Champion's Power feature.
  • Nothing else was removed. The proficiency bonuses still kick in at level 7, and you still get an additional fighting style at level 10. Neither of those bonuses were powerful enough to warrant removing them.

Play Quirks:
  • The passives are not toggles. You activate the one you want and it applies a condition to your character. Activating the other passive will remove your current condition and apply the new one. The conditions last until long rest so you will have reactivate the passive each day, but the passives can be activated at will like other passives.
  • After activating "Champion's Might" you will have to reactivate the passive of your choice.
  • I highly recommend placing these passives on your main bar by dragging them from your Spell book onto the bar so that you have easy access and can choose what you want turn to turn.

Unknown Issues:
  • Balance. This may not be very balanced. In the early game, it isn't that crazy. Champion's Precision is basically the Archery fighting style for melee weapons, and Champion's Power is basically a 1d4 to damage without the variance. Midgame though, the ability to ignore resistances using any weapon you want is incredibly strong, while the increased damage from Champion's Power is starting to stack up at 6 per turn and much more common access to critical range increasing items. Late game, Champion's Power is popping off adding 12 damage per turn, while Precision is making you exceedingly accurate against tanky bosses, and Champion's Might gives you an insanely strong nova round.

Recommended Mods:
My Collection.
I would HIGHLY recommend the Rebalance - Nerfs for use with this subclass rework. The mod nerfs Great Weapon Master in a way that synergizes and is well balanced with the early game of this mod.