I'm here today because I was wanting to get feedback on a few adjustments I've done to the Fighter subclass: Champion.
The motivation behind these alterations is to streamline some clunky text that unfairly punishes a player not planning out their character's development 7+ levels ahead (which goes against the simplicity that the subclass gives) and to give extra durability to a class not as dependent on rests.
The reason these are present is that (1) Remarkable Athlete actually becomes less effective when you invest in athlete related stuff, which can feel really bad for those that make that mistake. And (2) the subclass needs longer periods between rests to shine and doesn't get any defensive or utility methods to achieve this until level 10 (and only if you are able to choose the Defense or Protection fighting styles). And (3) getting only one thing at level 3 when a lot of other Fighter subclasses get two is disappointing.
That being said, its simplicity is a huge appeal that I don't want to majorly impact if possible with these alterations nor do I want to unintentionally introduce stranger than expected features.
(I left out Champion features which I had not altered for ease of understanding. So the subclass would still have the extra critical range and health Regeneration)
The 1st feature, "Fighting Spirit", allows the Champion to gain Temporary hit points equal to its fighter level at the beginning of combat. This helps get the longevity going in a hopefully non-intrusive, non-abusable manner. Only issue is this might become tedious for players looking to not juggle resources.
At 3rd level, when you roll initiative, gain temporary hit points equal to your fighter level.
The 2nd feature, "Remarkable Athlete", I wanted this feature to avoid punishing specific at character generation decisions, so the 2 skills being chosen will either be non-physical skills that get half the bonus or they are Proficient skills that get a Proficiency Bonus multiplied by 1.5. Does the current wording promote this or is better wording required?
Starting at 7th level, select two skills from the Starting Proficiencies of this class. You may add half your Proficiency bonus (round up) to those two skills and any Strength, Dexterity, or Constitution check you make that doesn’t already use your Proficiency Bonus. If your already or later become proficient with one or both of these two skills, you may instead increase the Proficiency Bonus added by half.
In addition, your jumping distance increases by a number of feet equal to your proficiency bonus.
At the level 10 spot, I wanted to give the Player a choice between favoring short fights or protracted ones, but am unsure how this plays out. Are Tenacious Spirit and Determined Spirit balanced?
Additional Fighting Style
At 10th level, you can choose a second option from the Fighting Style class feature as well as one of the following:
- Determined Fighting Spirit: When you roll initiative, you gain double your Fighter level in Temporary hit point
- Tenacious Fighting Spirit: You gain Temporary hit points equal to half your Fighter level at the beginning of your turn instead of when you roll initiative.
What I'm looking to be answered with this post are the following:
- Does each alteration achieve what I've stated?
- Are the alterations balanced individually and all together?
- Do these changes make multi-class dips to good or just tedious?
- If there is an unbalanced feature or combination thereof, what makes it/them so?