After thinking over the feedback I got from Champion Subclass Alteration, I went over and rejiggered a few thing of the alterations I was planning with the Champion subclass to streamline and address issues that had made themselves known.
The point of these alterations and what my design goals were to address the following issues:
- Fix the Remarkable Athlete feature's issue of punishing player skill choice.
- Give non-combat stuff at level 3 that has low multi-class strength.
- Make the Champion "Survivory" at low levels in a balanced manner.
- Make its lackluster level 10 feature have a small oomph to it.
- Retain the simplicity and general appeal of the subclass.
Do these changes match the design goals above in a balanced manner? And if there are issues, can you explain what makes them problematic? (I'm including unaltered traits for completeness and to avoid confusion on what will and will not be in here.)
Beginning when you choose this archetype at 3rd level, you gain the following:
- Your weapon attacks score a critical hit on a roll of 19 or 20.
- When you roll initiative, gain temporary hit points equal to your fighter level.
- Choose one of your Starting Fighter Skill Proficiencies. You may add 1.5 times your Proficiency Bonus (round up) to any ability check that uses the chosen skill.
Starting at 7th level, choose up to two skills you are Proficient with from the Fighter Proficiency Skill list and your Background Proficiencies. You may add 1.5 times your Proficiency Bonus (round up) to any ability check that uses the chosen skills.
- You also add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn't already use your proficiency bonus.
- In addition, you can increase the distance you cover when jumping by a number of feet equal to you Strength modifier for running long jumps and half your Strength modifier (rounded up) for running high jumps.
At 10th level, you can choose a second option from the Fighting Style class feature. You may switch this fighting style with a different one at the end of a long rest.
You also gain Proficiency in Dexterity saving throws.
Starting at 15th level, your weapon attacks score a critical hit on a roll of 18-20.
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.