Champion

The champion is a veteran warrior and a confident leader in battle. Possessing skill at arms impressive enough to inspire allies, champions are the heroes you find commanding an army, or plunging headlong into danger, somehow making it look easy.

## Class Features

As a champion, you gain the following class features.

##### Hit Points

* **Hit Dice:** 1d10 per champion level
* **Hit Points at 1st Level:** 10 + your Constitution modifier
* **Hit Points at Higher Levels:** 1d10 (or 6) + your Constitution modifier per champion level after 1st

##### Proficiencies

* **Armor:** All armor, shields
* **Weapons:** Simple weapons, martial weapons
* **Tools:** None
* **Saving Throws:** Strength, Constitution
* **Skills:** Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival

##### Equipment

* (a) chain mail or (b) chain shirt
* (a) a martial weapon and a shield or (b) two martial weapons
* (a) a lance or (b) longbow and 10 arrows
* (a) a dungeoneer's pack or (b) an explorer's pack

### Fighting Style

You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

* **Defense.** While you are wearing armor, you gain a +1 bonus to AC.
* **Dueling.** When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
* **Interception.** When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
* **Protection.** When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
* **Tunnel Fighter.** As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.

### Second Wind

You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your champion level.

Once you use this feature, you must finish a short or long rest before you can use it again.

### Action Surge

Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.

Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

### Rallying Cry

Starting at 3rd level, you learn how to inspire your allies to fight on past their injuries.

When you use your Second Wind feature, you can choose up to three creatures within 60 feet of you that are allied with you. Each one regains hit points equal to your champion level, and gains advantage on their next attack roll, provided that they can see or hear you.

Once you use this feature, you must finish a short or long rest before you can use it again.

### Ability Score Improvement

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

### Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

### Remarkable Athlete

Starting at 7th level, you can add half your proficiency bonus (rounded up) to any Strength, Dexterity, or Constitution check you make that doesn't already use your proficiency bonus.

In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.

### Indomitable

Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest.

You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

### Inspiring Surge

Starting at 10th level, when you use your Action Surge feature, you can choose up to two creatures within 60 feet of you that is allied with you. Those creatures can make one melee or ranged weapon attack with their reaction, provided that they can see or hear you.

Starting at 18th level, you can choose four allies within 60 feet of you, rather than two.

### Bulwark

Beginning at 15th level, you can extend the benefit of your Indomitable feature to an ally. When you decide to use Indomitable to reroll a saving throw that you fail and you aren't incapacitated, you can choose one ally within 60 feet of you that also failed its saving throw against the same effect. If that creature can see or hear you, it can reroll its saving throw and must use the new roll.