Champion (Tales from Thedas)

*"It's good to be Champion."*

— Lord Chancer de Lion

The Grand Tourney is the greatest cultural festival of the Free Marches, and draws warriors from all across Thedas to its contests and tournaments. Thrill-seeking veterans, mercenaries looking to draw contracts, nobles desperate to gain status—all find their way to the Tourney, in hopes of becoming its Champion.

Front-line fighters equipped to absorb damage and protect their allies, the Champion class is for those who want to stand toe-to-toe with their enemies in the glory of battle. Champions are defenders and protectors, and when a warrior trains in the champion’s tradition, they become unstoppable. Champions use their armor, weapon and awareness to shrug off incoming attacks while holding critical positions on the battlefield and protecting allies in the process.

Adapted from the base D&D 5E Fighter, Champion and Cavalier subclasses.

(back to Character Creation)

* **Hit Dice:** 1d10
* **Saving Throws**: Strength, Constitution
* **Proficiencies:** All armor, simple weapons, martial weapons, and mounted combat
* **Skills:** Choose two skills from Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival

### **Equipment**

* a) Chain mail or b) plate mail
* a) A martial weapon and 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.

### **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.

### **Interception**

When a creature you can see hits a target that is 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.

## **Features**

### **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 fighter 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.

### **Bonus Proficiency**

Experience has taught you well. At 3rd level, you gain proficiency in one of the following skills of your choice: Animal Handling, History, Insight, Performance, or Persuasion. Alternatively, you learn one language of your choice.

### **Improved Critical**

Beginning at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.

### **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 over 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.

### **Hold the Line**

At 10th level, you become a master of locking down your enemies. Creatures provoke an opportunity attack from you when they move 5 feet or more while within your reach, and if you hit a creature with an opportunity attack, the target's speed is reduced to 0 until the end of the current turn.

### **Ferocious Charger**

Starting at 15th level, you can run down your foes, whether you're mounted or not. If you move at least 10 feet in a straight line right before attacking a creature and you hit it with the attack, that target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone. You can use this feature only once on each of your turns.

### **Survivor**

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.