Champions are fun. Start out the fight by becoming a beast, maul some dudes, and if they damage you enough to go back to your normal form, you can use a bunch of melee spells and Cantrips, and combine that with high con you're on for a good time. ", Overhaul Rules (I would like to see placed into D&D). When the Battle Master is out of maneuvers and the Eldritch Knight is out of spells, the Champion just keeps passing out the spankings. "No, she's already given her epic one-liner! Hit Points Hit Dice: 1d10 per fighter level Hit Points at 1st Level: 10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per fighter level after 1st Starting Proficiencies You are proficient with the following items, in addition to any proficiencies provided by your race or background. With a simple Misty Step spell, they can teleport thirty feet in any direction in the heat of battle. Fun fact: The phrase is actually "piqued my interest", even though its pronounced exactly the same as peaked. If this is your first visit, be sure to check out the FAQ by clicking the link above. Then, charisma can come second to last, and intelligence can--predictably--be the dump stat. That's just my opinion, though, and won't stop me from playing them to to level 20! While the Champion might be honing their body into perfection, it’s actually just the basic fighter archetype. It doesn't even have the "Bonus equal to your Strength modifier, minimum of 1" most other similar features have! Having one class that you know is reliable and can't easily be built wrong or used wrong is great. While the initiative bonus is strong, the way the feature somehow devalues as you enhance the corresponding skills and abilities just feels bad. But underneath the bland exterior is a veritable rock star. Otherwise, you have to be a Wood Elf to get (10 run + 25 jump), but making a class feature dependent on comboing race/feats to even function really isn't good... Well obviously just this means you're free to drop STR and go for other stats! By not having to rely on the ability increases and opting for feats such as sentinel paired with pole arm master or alert paired with observant you can easily build a character that anyone would like to play, however where casters make their own excitement you are at the mercy of your DM requiring Magic items to remain relevant while the casters could never acquire one and scale perfectly fine. It works a bit better with a dexterity build, so consider an elf, halfling, or variant human. A Dueling + Protection fighter is going to be able to simultaneously protect their allies and deal quite respectable damage.. Or you can eschew the versatility aspect to be really good at one thing. I will not include 3rd-party content, including content from DMs Guild, even if it is my own, because I can't assum… The Champion never stops. A battlemaster doesn’t get too many superiority die options so that would give you a melee character with a few options to make things interesting when you want. He's a generic plate-mail-and-great-sword-walk-in-and-swing-for-the-fences fighter with maxed-out primary/secondary stats and a bunch of passive survivability-enhancing feats. With the Fighter you’ll want to think ahead to what kind of weapon you’ll build around. Some of them are downright broken, while others are very underwhelming. Are You Not Entertained? For myself, I'm leaning towards dual wield, but 2h is also an option. Jeremy Crawford confirmed that even if you can jump over that, your jump ends when you use your available movement. A GWF + Defense fighter in Plate armor is gonna be a damn fine threat who's quite hard to take down. I also want to be more of a physical 'take no prisoners' character after having played mainly high int/wis, highborn, 'hold on, lets talk this out' toons. It all comes down to how to play it. One of the players in my campaign is running a Dragonborn Champion, and he out-damages everyone else in the group on single targets. Champions are sturdy, resource-less high-damage front liners. With a scant few paragraphs, it is easily eclipsed content-wise by the Battle Master, Eldritch Knight, heck even the base fighter class itself. Shove first, then do your attacks for the round. Taking a fighter with crossbow expert and sharpshooter, you'll need to cross-class into the hex blade warlock from Xanathar's Guide. Take a background that gives you skills that let you contribute outside just smashing face in. I will use the color coding scheme which has become common among Pathfinder build handbooks, which is simple to understand and easy to read at a glance. The Champion is probably one of the least-sexy archetypes in the Player's Handbook. If you aren't playing a straight up hack-n-slash, a simple character in combat can be made into a vibrant, complex one on the roleplaying stage. If players still have a proficiency option to pick after all that, then investigation and deception are both just generally handy skills to have. After 11, it often makes sense to use your first attack each round to shove a target to the ground, if able. You will need to focus primarily on dexterity if you are going for a finesse build for your fighter.