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@LucanVaris2 жыл бұрын
Personal homebrew idea, for Champion: Just condense things down, then add more Fighter. For example: Improved Critical: Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 18-20. Survivor: Starting at 7th level, 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. At level 15, you regain hit points equal to 10 + your Constitution modifier instead, so long as you are not at full health. Additional Feat: When you reach 10th 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. Superior Champion: At 15th level, you can choose a second option from the Fighting Style class feature. In addition, your weapon attacks score a critical hit on a roll of 15-20. Indomitable Warrior: At 18th level, you attain the pinnacle of battle prowess, befitting that of a true Champion. When you score a critical hit, roll all of the attack’s damage dice _four_ times instead, and add them together. Then add any relevant modifiers as normal. Furthermore, whenever you land a critical hit, you may regain hit points equal to 1d20 + your fighter level. Not sure how underpowered/overpowered this may be. However, it's at least better than what we started with.
@Sawtooth442 жыл бұрын
how good then would champions be if the critical damage was improved by say having crit damage be your normal weapons attack roll + your weapons attack roll maximised so in the case of the great sword wielder with great weapon master its 2d6+STR+12+10
@Rabijeel2 жыл бұрын
I was wondering first, but then realized, I mistook the Champion for the Battle Master Class. Jesus Fuck, that Class *is* shitty - it is hard to be worse than an Eldritch Knight (you are always better of Multiclassing), but that one nails it. To work properly, it should have all 5 Levels the Critrange expanded by 1 (5th, 10th, 15th, 20th) and should have the Chance to get Advantage on its own alike the Lucky Feat with a +1 on 6th, 12th and 18th. That Way you could create a Powerful but individual Build by forming its "Style" via Feats individually but you prevent misuse of that Class through Multiclassing while keeping it interesting to Moulticlass something into it itself. But, I gotta say, that would still be a Class I consider "boring" to play - opposed to the Battle Master. It's just "Math", what you play is not a "Campion" or such - you are a buffed up Classless Fighter.
@Sawtooth442 жыл бұрын
@@Rabijeel i think every class should have a subclass that just builds on the main features, a subclass thats simple and easy to use for beginners but its only an OK class every other subclass then can use it as a reference for "these features must be at least this powerful or better"
@Oban20062 жыл бұрын
if so many classes suck and mechanics in dnd then why even bother playing the game?
@johngleeman83472 жыл бұрын
Add Champion to the barbarian base class. Makes the brutal critical feature a little bit better.
@PackTactics2 жыл бұрын
Brutal critical is so funny because its a 1 dpr increase.
@johannesd43432 жыл бұрын
@@PackTactics I am Playing my first dnd round and i am playing a barbarian. I have the idea of multiclass into 3 fighter levels (champion) with the fighting style of Great Weapon Fighting. Dont know (and care that much) how good that actually would be.but it soundy like a heavy weapon master barbarian.
@christianmarquez46732 жыл бұрын
@@PackTactics yo can also put paladin and be the ultimate crit fisher whit smites
@nluebs2 жыл бұрын
@@christianmarquez4673 Would rather have a Hexadin hexblade / paladin. Go half elf Drow and use your he blades curse and elven accuracy for Super advantage and crits at 19/20. If you score a critical you could the apply smite, eldrith smite and also double your weapons damage as well as the hex damage you have. This can pump out around 250 dmg in one turn, but burns a lot of resources as well. Decent for Boss fight, otherwise you can just keep shooting eldrith blasts from the distance.
@Ai-jr4ou2 жыл бұрын
I do this but make it is a fighter sub-class, also I give the survivor at 7th level and if the campaign does get to 18th level I give the option of increasing the healing to 10 + 2.5*con mod or removing the half HP restriction. The latter gets chosen more often because I allow the healing to tick outside of combat so Fighters at 18th level start at full hp for every encounter.
@lukenator1152 жыл бұрын
My first pc was a champion dual wielding fighter. There was a hand crossbow battle master in the party, I felt completely inadequate. It nearly put me off d&d
@seekingfurtherlight342 жыл бұрын
It was your first character, no one expected it to be good. Stiff upper lipp wot wot
@danielbarr13772 жыл бұрын
But who was cooler though
@lukenator1152 жыл бұрын
His character was cooler than mine for 14 levels....then I died and my bard rocked (in many senses of the word)
@DoomsdayR3sistance2 жыл бұрын
@@danielbarr1377 that isn't even a question, obviously the Battlemaster was cooler, Battlemaster is just better than Champion in every way. Champion is another sub-class that suffers from being designed for a longer adventuring day than most parties actually play, same as Warlock, if adventuring days were longer they'd be balanced but those days aren't longer so they are underwhelming.
@Mastikator2 жыл бұрын
@@danielbarr1377 Obviously battle masters are cooler than champions, even their dice are superior
@zpardus2 жыл бұрын
The designers of D&D are aware. Actual quote from Mordenkainen in MoM, published by WoTC: "Bountiful and overrated. You can't spit in this realm without hitting one. I have witnessed the birth, death, and unlife of more champions than I dare recount. Few are worth remembering."
@PackTactics2 жыл бұрын
Thats funny I didn't know that. I never read MoM because theres no kobolds in that book.
@russellee52162 жыл бұрын
@@PackTactics but there are? Kobolds got updated.
@tibot42282 жыл бұрын
@@russellee5216 I think it's a joke about kobolds losing Pack Tactics and therefore not being True Kobolds.
@lucasramey64272 жыл бұрын
@@russellee5216 there are no kobolds in Ba Sing Se.
@benjaminwalker93692 жыл бұрын
@@lucasramey6427 I laughed out loud... Oops
@guts90432 жыл бұрын
I just had a player, who has started dnd for the first time, join a long term campaign that I run. He plays a fighter, and when I asked him what subclass he was aiming for, he said wanted to play a champion. I encouraged him to perhaps play other subclasses explaining some of the difficulties of the subclass, but he really wanted to play it. So in not wanting to take that choice away from him I thought it best for him to forward with it. Since then I have made sure that I compensate the lack of power with things like early magic items, custom abilities he inherits from NPCs, and other story rewards, and it's been very interesting. So in some weird way, his low power subclass choice forced me to really pay attention to his character and create lore that supports how he attains these new abilities, which I find kind of cool, and maybe the good part of a low power subclasses.
@Hazel-xl8in2 жыл бұрын
this (and champion generally) feels like 1st or 2nd edition design. collecting moves, abilities, and magic items to make up for your class’s lack of interesting stuff used to just be how you played the game, and i think there’s definitely a kind of game where the champion would work. it doesn’t work in a game that has things like the hexblade, battlemaster, and arcane trickster though. if everyone else is getting meaningful subclasses that have a transformative effect on how you play the game, they either won’t be motivated to get magic items or would be far more powerful than the champion.
@Drekromancer2 жыл бұрын
@@Hazel-xl8in Well said, both of you. I really do like the premise of that fantasy. However, I have to wonder whether it's a testament to good game design when the reason you like a subclass is because it forces you to DM harder. That just sounds like a subclass that fails to hand out interesting tools - at least when you compare it to other subclasses. I wouldn't be opposed to a line of subclasses and custom rules that were designed for this kind of play. However, I think those two groups need to be well differentiated.
@xdan- Жыл бұрын
This can get easily exploited if the underpowered PC starts handing his free gear to his allies.
@guts9043 Жыл бұрын
@@xdan- Oh just to clarify, his character was not getting these things for free, he very much earned them. And he's only got one magic item, which wouldn't benefit the other players even if they could use them. I agree it would be weird if they got magic items easily, and then started giving them to their allies, thus further creating a gap in power.
@fdajax5107 Жыл бұрын
Which is how dnd is supposed to be played all of the core rulebooks are just a starting point and the best part of dnd is giving players abilities unque to the campaign
@aidan75252 жыл бұрын
WOW. Kobold's homebrew really fixed this class and I'm really excited to playtest this.
@methodofinstruction13682 жыл бұрын
Omg I busted a guy when he said it and again when I read your comment.
@FromMan2Monkey5 ай бұрын
@@methodofinstruction1368You what??? 🤨
@kevingriffith60112 жыл бұрын
I think you missed one of the other big issues with Champion fighter... it's 100% passive, and the bonuses you get are purely numbers. You can get the experience of playing a champion fighter by playing literally any other fighter subclass, the only unique feature it gets is at level 18 with the regeneration! Not saying that every subclass needs special actions (although they do help) but more that they need to modify the base kit in a not insignificant way, the champion features are barely a blip on the radar and can honestly be pretty easily forgotten during the game.
@lucario57482 жыл бұрын
I think this was intentional. As far as I can tell, it was designed to have as little complexity as possible so anyone could play it easily. No thoughts, only Bonk. If I were to rework the class, I would probably keep it just as passive, and only buff its numbers. Maybe make it like the Brute Fighter UA.
@kevingriffith60112 жыл бұрын
@@lucario5748 The problem with a "passive only" class is that it really *isn't* new player friendly... quite the opposite in fact. Let's say you're playing at a typical table where the game master isn't expected to memorize every single feature that every player has at their disposal. Who is going to remember when these passive features kick in? With unique actions it's easy to give a new player a character sheet that sums up every action/bonus action/reaction they have all in the same place, but passive triggers? You need to know they exist, and it's easy to lose them in all the other features you have. Effectively giving a new player champion fighter might as well be giving them a subclassless fighter.
@fadeleaf8452 жыл бұрын
@@kevingriffith6011 And Sidekicks fulfill that purpose much better by not pretending that a completely passive class with no features other than attacks is on the same level as something that can interact with the world in meaningful ways, not just out of but in combat as well. Martials are A, Casters are A+B
@aidenharper60132 жыл бұрын
I actually started a thing where i roll my stats before choosing a character, because the only way to enjoy being a champion is to roll at least 3 16s or higher and then you can practically ignore ASI and grab all the feats for all the flavor. Had a Champion at lvl 20 with a 20 str, 20 dex and a 22 con. He had mobile, remarkable recovery, cruel, mystic conflux, and i took duel wielding so i could fire 4 guns in one turn. My god he was terrifying.
@pumpkinzz57282 жыл бұрын
The only non-niche benefit I’ve seen to Champion is that it’s easy for new players to understand. Fighter is already a good introductory class for simplicity, and champion doubles down on it. Which sucks when the new player looks at the numbers and realizes they’re basically a wet sock.
@kevingriffith60112 жыл бұрын
It's also very easy for new players to forget exists. 100% of the features are passives, so unless you the game master are paying attention their subclass may as well not even exist most of the time. A well-structured character sheet makes active class features super easy to remember for new players, but you have to be aware of your passives at all times, and even experienced players usually aren't.
@alvaroignacioriquelmezamud74172 жыл бұрын
My hot take is that the fighter is a bad introductory class, because it requires a fair amount of game knowledge to be efective. Barbarian is better IMO because of his baseline active abilities
@Terker22 жыл бұрын
I don't get the mentality of shoehorning new players into playing the most boring and inefective class/subclass imagineable. Have players be introduced to the game with what they will actually experience. PHB Sorcerer is probably the best class for a completely new player to try.
@kevingriffith60112 жыл бұрын
@@Terker2 The best class for a new character is the one they're the most interested in playing. Even wizard can be made simple to play with a little effort from the DM
@limaTheNoob2 жыл бұрын
@@alvaroignacioriquelmezamud7417 +1 to that. Barbarians are ALREADY a super limited and crazy simple class with even less resources to manage than a fighter.
@netherean2 жыл бұрын
A homebrew rule we use at our table is when calculating crit damage you simply add an additional maxed out damage die instead of rolling it. It helps with both the numbers and feeling epic (few things feel more lame than rolling two ones for your damage).
@tibot42282 жыл бұрын
Yep. It's what Treantmonk recommended for the barbarian's Brutal Critical and it definitely works here too.
@sethb30902 жыл бұрын
Yeah, I had an artificer with one attack per turn and a 1d6+1d4 magic weapon he made (he wasn't supposed to be in melee really but it ended up happening) and I remember critting for 1,1,1,2+1 damage. 6 damage was the saddest crit ever, considering that even his 12 strength butt should have averaged 13
@junsonofjack37402 жыл бұрын
Same
@AutumnReel4444 Жыл бұрын
Stealing ty
@JeffandBCProductions2 жыл бұрын
There is a beauty in the simplicity of the starter classes given to us in the starter set. However, none of them really carry over once you’ve learned the game (except Evocation Wizard, whom I still love to this day. And life cleric.) But yeah, if one wanted to grow from this and double down on the crit monstrosity, just go Samurai. Ended a 5-year campaign last December. One of my players ran a level 20 Samurai. Had a Flame Tongue Katana and a belt of Storm Giant strength (which the party crafted for him from the corpse of an Elder Tempest). Point is, with 10 attacks, 8 of which at advantage, one could expect 1-2 crits a turn and over 200 damage per round. I truly believe that Samurai is the next step up from Champion. Similar playstyle, flexible, fishes for crits, and lays out numbers
@tomm352 жыл бұрын
I'd say that the Fiend Patron withstood the test of time, for the most part. The only real change I'd like (and is what I implement in my games) is that the 6th level feature Dark One's Own Luck can be used prof times per long rest.
@ohmygoditisspider79532 жыл бұрын
Hey man. I see what you're saying. But there are a few subclasses from the phb that are still good. Bear totem barbarian, fiendlock, moon druid, life cleric, vengeance paladin, evocation wizard, arcane trickster rogue, I like shadow monk but w/e and tbh I'm a dm but eldritch knight fighters do okay at my table. I'd talk about sorceror and ranger too but we both know those are better cuz of later books. I do see your main point and this is really more nitpicking, you are correct, I'm just saying don't limit your creative options cuz of a, what do you call it? Like a false bias? I can't remember the last time at least one of my players wasn't playing something from the phb
@aegisScale2 жыл бұрын
@@ohmygoditisspider7953 I think he's talking about the core rulebook subclasses, which are all like mondo simple.
@ohmygoditisspider79532 жыл бұрын
@@aegisScale so was I. Every class I mentioned is in the core rulebook called "The Player's Handbook"
@Rubidius2 жыл бұрын
To me a champion should be a guy who seems like a normal dude until faced with insurmountable odds and then draws on hidden strength to level the playing field. Like an anime protagonist. Maybe a future iteration can let him do bonus damage against enemies that are higher level than him or something.
@kori2282 жыл бұрын
Brute Fighter UA was supposed to basically be a replacement for Champion, to bring it up to par. But everyone who did the survey didn't realize that and it never got officially published.
@aethyr40062 жыл бұрын
I think (and hope) that for the next ed. of D&D, the Champion's features will blend into the main Fighter class features. My reasonning behind this is that the Fighting Style is now a feat, and, as seen with the Ranger presentation, multiple FS can be taken. Which is a Champion feature. So I guess we'll be saying bye bye to this subclass, and, hopefully, see it blend with the main class.
@silverbro132 жыл бұрын
If the 1DD features we've seen so far are anything to go by, it SEEMS like WoC are content with streamlining things to the point of making some things bad. Rogues got very light nerfs, Ranger's very light buffs, Bards very light buffs. But in the name of streamlining, Bards have seemingly more limited spellcasting access, and Rogues can't abuse Reaction SA's anymore. I have no faith for the Warrior reworks. None whatsoever.
@RagingGolo2 жыл бұрын
I'd much rather Battlemaster be folded into the core class and Champion to be based around being an athlete and/or a gladiator.
@37thgungrunts2 жыл бұрын
@@silverbro13 rogues didn't get a slight nerf. It's a pretty potent nerf. One sneak attack per round. Survival feats are a level later.
@silverbro132 жыл бұрын
@@37thgungrunts One SA per round is the intended use of SA. I've never met a player who has exploited RAW to get multiple per turn, especially if it's something like an Arcane Trickster who has other things they can do.
@37thgungrunts2 жыл бұрын
@@silverbro13 are you perhaps mixing up round, and turn? Everyone takes one turn and that's a round.
@CharlesChaldea2 жыл бұрын
I know he concludes by saying that Champion is akin to playing a subclass-less Fighter, but a tip from me to you: If you really want to go from 3 to 20 without a subclass, play an Arcane Archer and don't use a bow. Every one of your class features except the bonus skill proficiency you get is tied to these two weapon options. If you're sword-and-boarding, you can only access base Fighter features, so you functionally have no subclass until you use a bow. Enjoy!
@jeremyleyland10472 жыл бұрын
Honestly champions could be good if they did the 18-20 earlier, and champions alone got to double all damage on crits, at like 11th level. So strength modifiers, magic modifiers. Basically make those crits feel better then just an extra d8 or whatever the weapon does
@renatocorvaro69242 жыл бұрын
I actually do really well with crit-fishing builds. I end up getting critical hits about 50% of the time. I'm also using a die where half the sides are 20 but hey, I'm playing a *Fighter* , I'm still contributing less than the Wizard on his off day.
@sorenrohrbach23612 жыл бұрын
You could make improved crits a base barbarian feature; combined with reckless attack that'd actually make the brutal critical feature more meaningful. Then just give the other 3 champion features to base fighter at levels 5, 11, and 17
@Deathmvp12 жыл бұрын
While I do not like the sub class one thing people forget is that crit auto hit. This mean that you will ways hit on 10% (15% later) vs others 5%. This does not save the subclass but does help you to hit if the DM likes to put crazy high ac monsters.
@THEGRUMPTRUCK2 жыл бұрын
I homebrew that at 8 Champion gains one more Action Surge per day and restores on short rest, and at 10 the Champion increases the critical multiplier of any weapon by 1, to a x3. At level 15 they do double strength on all attacks as well as 18-20 critical. At level 18, once per day, they can automatically succeed on a single saving throw once per long rest.
@kwaksea2 жыл бұрын
Good to see "Crit Sucks part 2" No wonder I see so much "Champion Fixes" around here
@TheGaboom2 жыл бұрын
If I were to redesign the Champion, it would probably be something scaling the crits and doubling the value of every feature - LVL 3: Improved Critical: 19-20 Range, Improves to 18-20 at 7th, 17-20 at 10th, 16-20 at 15th, and 15-20 at 18th. - LVL 3: Additional Fighting Style. - LVL 7: Remarkable Athlete. - LVL 7: Adaptive Style; You can now exchange either of your Fighting Styles after a Short or Long Rest. - LVL 10: Survivor ~ No longer requires Half HP; Restores Half Fighter Level + Con Modifier. Additionally, You now Recover a use of Indomitable after a Short Rest. - LVL 15: Mastery of Arms; You may now exchange any of your fighting styles when initiative is rolled. - LVL 18: Improved Survivor ~ HP Restoration occurs even if the fighter is at 0 HP; And Recover a use of Indomitable when Initiative is Rolled. 15-20 Crit Range is ridiculous, yes. But 9th level spells are far crazier. If you've picked a subclass that lacks any spellcasting potential, and flavors itself around RAW physical power, enemies should be scared of making eye contact with you The game is over at this point, let the Champion Fighter kick some ass in the one area they've focused. Compared to other fighters, the Crit Range scaling helps them keep up damage, and the fighting style being moved up helps them at low level when the 19-20 Range is miniscule. _ ____________ _ For the Record on Damage per attack increases the Subclass Gets...using a Greatsword at each level. - W/O Advantage ~ 3: +0.35, 7: +0.7, 10: +1.05, 15: +1.4, 18: +1.75 - With Advantage ~ 3: +0.65, 7: +1.26, 10: +1.84, 15: +2.38, 18: +2.89 These increases on crit range are not going to break the game. But they do make it more rewarding to synergize (as well as more interesting for optimizers, since now every breakpoint of Champion is considered for multiclassing crit-builds). I also considered making it read "Any attack roll with an outcome higher than 20 qualifies as a Critical Hit" since that would be an immediate bump to make it compete with other subclasses, but figured that would make it too appealing for multiclassed Paladins and Rogues - Even though doing this would require not benefitting as much from Great Weapon Master and Sharpshooter. There's nothing flashy like other subclasses, but the Champion is always fighting at their best persisting through raw physical prowess and mastery of basics honed to deadly precision.
@merpins2 жыл бұрын
Make Champion fighter a barbarian subclass with the following changes; 1. it starts out as a tanky subclass option. The capstone is now the level 3 feature, and rather than it being tied to your hp, it's tied to rage. While you are raging, you regain 5+con hp at the beginning of each of your turns. This makes this subclass stronger than totem warrior at early levels, but due to it being a fairly static amount of HP, it scales worse and balances out. 2. Remarkable Athlete isn't a combat feature. It could be a second 3rd level feature or scrapped altogether. I think making it a 3rd level feature is fine. 3. At level 6, you gain your crit feature, but it lets you crit on a 18, 19, or 20 like the capstone feature. It's at this point that your HP regen ability starts to perform worse than bear totem, so you need to make up for it with an actually good combat ability. 4. At level 10, gaining a fighting style from the fighter skill list isn't too bad, since Barbarian doesn't get fighting style options. It's a bit boring, but is fine. It would be better to get something like Elven Accuracy, but for STR weapons. 5. Since the capstone was moved to level 6, the barb needs a new capstone feature. You're level 14, towards end game. So it should be strong. If I were to take a note from WotC's book, it would be underpowered. Something like; once per turn, when you land a critical hit, you can make an additional attack as part of your attack action. If you hit the same creature with this extra attack, the creature is considered vulnerable to the damage. It sounds strong but isn't that strong. The stronger ability would be to just give Barb a third attack here, rather than a situational attack that deals double damage.
@fadeleaf8452 жыл бұрын
The simple no-investment class you should play if that's your thing is a Sidekick Warrior, maybe with a bit of extra stuff. Does almost everything a Champion does and doesn't pretend it's on the same level as casters.
@PackTactics2 жыл бұрын
Sidekick should be in the PHB, I think they're a good idea for new players.
@Meirnon2 жыл бұрын
As part of my homebrew to this subclass, I gave it the following benefits to hammer home the "I am a font of raw natural athletic talent and performance" fantasy: -Reliable Skills with Athletics and Acrobatics (treat rolls of 9 or lower as 10) -Move up to half speed when you Action Surge or Second Wind for free -+1 to an ability score of your choice every time you gain a subclass feature - can't repeat the choice on any ability score, so you can't just stack one score -Saving throw rerolls with Indomitable are made with advantage -When you use your action to make weapon attacks, you can use your bonus action to make a single extra attack on the second to last subclass feature - essentially an extra attack if you're using your ENTIRE turn to make attacks -Crit on 18-20 at capstone
@molluskscommawethe2 жыл бұрын
I was thinking that rather than pure damage, the secondary effects of critical hits might be more desirable, like multiclassing champion with something that can utilize crusher/slasher/piercer in multi-hit attacks (preferably under advantage). Shadow monks, dao genie warlocks, hunter rangers, or scribes wizards come to mind. On top of a basic crit, passively forcing disadvantage on a powerful enemy's attacks and/or bestowing advantage against them for the entire team (including any remaining attacks in your flurry) seems like a better outcome than crit-fishing for individual damage. Fighter conveniently offers blind fighting style, if you can sensibly use darkness/fog cloud in team play. Makes me want to play thrown weapon fighting champion with a handaxe-wielding, devil's sight dao warlock, using both crusher and slasher. Ripe for paladin levels as well (maybe oath of the crown, to keep the enemy trapped within or at the edge of my concealment).
@j.troydoe12782 жыл бұрын
But kobold its fighter with extra fighter added!
@indigovappy25292 жыл бұрын
It's fighter with niche accessories, which is terrible
@laffinggas80682 жыл бұрын
Just to play around with numbers a bit, if we're optimizing for crit damage specfically i'd reccomend a half-orc with a greataxe, that way instead of doing 4d6+str on a crit we're doing 3d12 A lv3 champion fighter half orc with a great axe is doing 1.3 crit damage, or 2.47 with advantage (With action surge you just double it for 2.3 or 4.94 with adv). Let's skip to level 20, where we're doing 7.8 crit damage, or 14.43 with advantage (action surge equals 15.6 or 28.86 with advantage). It's still freaking god awful, deffinately not worth biulding for. Especially at 20th level, and with it being the main feature of your subclass (at least the one everyone is hyped about) but it's almost on the verge of being something. (and excuse me if my math is wrong, as far as I can tell it's correct but these numbers seem way to high.)
@i0100012 жыл бұрын
So like, the Champion Fighter does have a point and it's a point that is different from most other classes... It occupies this idea of being the simplest possible class, with very few moving parts. This is important; some people really like the idea of being essentially a normal guy up against insurmountable odds, some people want a class they don't have to think about deeply so they can focus on other parts of the game, and some people are new and want to learn the system without having to learn a class as well. And it's how D&D traditionally played, so it's important for older fans, too. But... The issue is that it is bad even when thinking of it like this The champion's early bonus is a crit chance, which is essentially nothing. And the few abilities it does have are also not as 'invisible' as they could be. If the idea here is to be an 'invisible' subclass that is as simple as possible, it's not doing a good job at that. Why doesn't it just GET class skills, instead of this half-skill thing? Why does it get crits, instead of just a bonus to attack and damage? Why doesn't it get flat bonuses to AC or HP? A subclass with no 'real' abilities fulfils a very important role and a specific fantasy, but this just isn't doing that The concept is also a little bit flawed in this edition, which stripped back magic items from the previous editions. The reasons generic fighters could compete was because you would eventually find magic items, and those gave you options. Fighters typically had good strength and endurance without any magical bonuses, and could use a variety of weapons. This let them be a bit more dynamic and risky when using those items they found, and let them carry more of them, and utilize more of them. But like... You don't get all that many magic items in this edition, and what you get is pretty tightly limited. The game is very heavily built around these class abilities... So what part of the game are you focusing on, if you have chosen to pick the subclass that allows you to ignore those mechanics entirely? I have played the equivalent of a champion fighter in a Pathfinder game. I picked all passive abilities and things like Quick Draw. I trained most of my physical stats to around 18. And I focused on magic items, roleplay, and plans made in the world. I could swap between any role as I needed, to target my opponent's weaknesses. And in battle, I was someone who had HP and AC something like twice as high as some others. Champion Fighter does not allow me to do anything even close to that - There's no magic items to commission, I'm not becoming more durable (and thus able to take greater risks) until level 18, and I'm not even particularly skillful.
@aegisScale2 жыл бұрын
The way I like to think about Fighter subclasses is to consider the Fighter class as a whole as a sandwich. The base class is the bread, with the subclass being the juicy insides . . . therefore, a Champion Fighter is a bread sandwich. You could've put anything else on your sandwich, _literally anything else_ to make the sandwich more interesting, but I guess if you wanna eat a lotta bread you _can . . ._ Just don't expect to win any sandwich contests.
@sethb30902 жыл бұрын
Ironically, the champion does not win the contest
@emilymiller7827 Жыл бұрын
bread sandwiches, which actually do exist in the UK
@juanluis31722 жыл бұрын
Love the homebrew, so elaborate, so fun. At least I laughed when I heard it
@dcarrano2 жыл бұрын
I hope my DM accepts it!
@PackTactics2 жыл бұрын
It might seem like a negative homebrew but its not. Its good for the game. We shouldn't have a trap option this bad in our games.
@theuncalledfor2 жыл бұрын
I really think Champion is a great subclass for NPC Fighters. Keep it simple-ish while still having a full-on adventurer as an NPC. Can be ally, neutral, or enemy.
@limaTheNoob2 жыл бұрын
@@theuncalledfor counter point: why not make a subclassless fighter as the npc?
@theuncalledfor2 жыл бұрын
@@limaTheNoob Because a Champion is still stronger and more interesting than a subclassless Fighter, even if only slightly.
@marcbelisle5685 Жыл бұрын
The thing they don’t tell you is that champion is the perfect subclass when your group of adult friends has a single parent whose 8-year-old kid wants to play but keeps wandering off.
@spruceforester30382 жыл бұрын
A video that I would like to see would be an overview of each of the Base Martial classes from strongest (aka needs the least fixing) to the weakest (aka needs the most fixing) Also, I don't remember why you said rogues were the second weakest class so this video would be a good way to address each of the Martial's weaknesses design wise and maybe wven way they could be fixed.
@0_Body2 жыл бұрын
DM: Everyone ready? Party: Yeah! DM: um it seems you are missing a few levels Optimizer: Yeah I wanted a challenge and thought it was only fair I started here. DM:... Optimizer: I can add in monk levels if that makes you feel better they are fairly empty anyway DM: *tightens blackbelt "Let us begin"
@besteger2 жыл бұрын
Champion needs to be understood in its historical context. From D&D’s inception through 3.5, Fighter was the simplest class & you gave it to the newbie. You do 3 things: Hit ‘em Hard, Hit ‘em Fast & Hit ‘em Again. Suddenly, in 4th, Fighter became the most complex class in the Player’s Handbook, with a style based on reactions, pinning opponents in place & forcing the DM to weigh between bad choices. Can you tell I loved it? Well most of the D&D player corps didn’t. 5th Ed was a retreat from everything that made 4th unique. Champion’s (dreary) simplicity is a glaring example.
@theindiefox3472 жыл бұрын
Played a Crit-Fish Paladin/Fighter with Eleven Accuracy once. The ONLY reason it worked as well as it did was thanks to a pearl of power and a +1 Amulet of the Devout so I could sacrifice a channel divinity for another spell slot. With both of those the build was super fun to play and fealt super strong.
@FuelDropforthewin2 жыл бұрын
How to make Champion fighter work? So, let's get started. 3rd level gives 19-20 threat range still, but needs something more consistent to back it up. "Followup strike": Whenever you hit a target with the attack action, you may use your bonus action to make an additional attack against that target with the same weapon. If you would otherwise have a bonus action attack from a different source, such as wielding two light weapons, you may choose instead to gain advantage on that attack provided it is made against a target from your original attack action. This boosts your damage with an extra attack in early levels, and makes Crossbow Master less vital early in an archery build. 7th level. Let's add advantage on all Athletics and Acrobatics checks to the existing feature. REALLY make a remarkable athlete, while also giving improved shoves and grappling along with the ability to resist the same. 10th level: We're gonna replace Extra Fighting Style. Most of them are incompatible and don't complement each other, so adding a second one is just bad. Instead, Champion fighters now add 1/2 their proficiency bonus (rounding up) to all weapon damage rolls and unarmed strike damage rolls. Not flashy, but a nice consistent +2 to +3 damage on every attack will add up faster than Improved Critical. 15th level: Superior critical is meh, but we can add to that. In addition to 18-20 threat range, you get an extra attack as part of the same action whenever you crit. This additional attack cannot trigger additional attacks through this ability. Crits are still meh, but this does at least give them a bit of extra bite. 18th level: When below half health you gain resistance to all damage. At the start of each of your turns, regain HP equal to your Proficiency Bonus + constitution modifier. This cannot take you over your max HP. Boom. More or less in keeping with the original champion but has a bit of bite to it.
@blaykron60082 жыл бұрын
the sword at 2:17 is crooked and fills me with rage
@93lozfan2 жыл бұрын
Give the fighter a +2 to hit with all weapons instead of another fighting style, instead of the jumping thing give them the capstone as proficiency + con while below 1/2 HP, as a capstone the champion recovers 1 use of action surge when they score a critical hit and they may use that action surge this turn if they haven't already used it.
@justfrankjustdank25382 жыл бұрын
"gators in the soup" - someone from the discord server upon seeing that image
@Mastikator2 жыл бұрын
I made a homebrew fix for the champion, I tried to maintain the theme (being very simple and straightforward) and design philosophy of the campion (the design philosophy of not getting any consumable resources). On 3rd level I added one tool and one skill proficiency. On 7th I reworded remarkable athlete. Instead you gain expertise in athletics, +10 speed and max jump distance is doubled. On 10th you also gain proficiency in one saving throw of your choice. On 15th you also gain 1 legendary resistance per long rest. On 18th your regeneration instead heals you up to full HP. I think the 7th level is a lot more straightforward and simple, and more impactful too. Didn't want to just give them more combat stuff, the extra skill and tool at level 3 should help a little with that. And at level 10 the free resilience feels like it's good enough when combined with the extra fighting style. I don't think the 15th superior critical is quite good enough, that's why I added legendary resistance. It's kinda cool to let a PC have LR.
@DonCarmolo2 жыл бұрын
That sounds actually really good! All the talk about balance and number crunching in dnd feels a bit odd for me. As i see it, choosing class and subclass is to a good extent also a choice on game design experience and difficulty, so i think i understand what the designers were going for when they put up the champion subclass. I think your hb hits the design intentions and makes it more interesting. Nice.
@Mastikator2 жыл бұрын
@@DonCarmolo thanks
@KoiosDusklight2 жыл бұрын
I do have one build that goes heavily into champion for crits, but not for damage purposes. It's using the two birds sling with the profane soul bloodhunter feature that gives you a 10 ft no save frighten effect around your target on crits, as well as the crusher feat to give allies advantage on crits and reposition enemies a bit to get more value out of the sling/fear aura. Reminds me a lot of the interesting on crit effects they had in Starfinder, and the only way I found to get some kind of utility out of going heavily into crit fishing. The damage potential just isn't there otherwise. For anyone interested in trying it out it's half-drow hexblade 2/profane soul 3/champion 15. Invocations are devil's sight and eldritch mind, ASIs are crusher, elven archery, sharpshooter, resilient con if you started warlock and max out your charisma. It benefits a lot if your DM lets you use the new racial spell standard of being able to cast them with your spell slots, since it gets level 2 warlock slots but no level 2 spells. It uses darkness+devil's sight but you're at extreme range most of the time so it should be less annoying for your party hopefully, and you have fairy fire as a backup options when that doesn't work. Make active use of the spell scroll scribing rules to make shield scrolls you can tape to your arm or to avoid wasting slots on utility spells.
@4quickben42 жыл бұрын
I love your homebrew ideas for the Champion!
@theravenousrabbit36712 жыл бұрын
The big problem with hard-math approaches is that you completely lose sight of tactics. Rogue, as you say, is the second weakest class in the game - according to you at least. But when my swashbuckler build does an average of 60 dmg per hit and always gets a sneak round, you're suddenly in a completely different situation. Web is 0 dpr and is often praised as amazing for similar reasons. Champion fighter doesn't have a high dpr, no - but can easily swing combat in your favor and quite drastically so.
@nobody4741 Жыл бұрын
what level is your swashbuckler? a level 10 with 20dex and a +3 rapier would get 46 dmg maximum not counting crits and 30 on average, I may have missed a magical rapier or a powerful bow but still.
@theravenousrabbit3671 Жыл бұрын
@@nobody4741 lvl 11 with booming blade and arcane weapon usually lands around 50-60 points of damage, and with the extra thunder damage on move, you can generally pump that up an extra 12 damage. Basically, it is just tons of sneak damage and booming blade damage.
@ZargosK2 жыл бұрын
You know, I wonder how much better this subclass would be if it got brutal Criticals, but not the barbarian's, the house rule that says that the additional damage dice of a crit should be taken as having rolled max damage. Now, I'm not sure if this would make it REALLY more powerful, but at the very least it would make it feel more powerful. Actually, the fighter and barbarian could probably use it in their base kit, I feel like those two really deserve some love.
@ArvelDreth2 жыл бұрын
Drow hexblade with elven accuracy and Lifedrinker with a fighter dip for action surge is infinitely better for consistent damage. This video really highlights how lame critical hits have become in 5e.
@FuelDropforthewin2 жыл бұрын
So one thing that is not quite right in this is that Elven Accuracy "only works with Dex". It works with Dex and, importantly, int, wis, and charisma. Pact of the blade Hexblade with Improved Pact Weapon can, in fact, combine a great weapon with Elven Accuracy. And while using this with a champion to fish for crits is wasteful, using it with Great Weapon Master means VERY reliable damage. You know, for next time you are deciding how many levels of Hexblade to dip with your Half-Elf Paladin.
@ricardobaquerizo58642 жыл бұрын
At 2:35, where does the 8.33 come from? Wouldn't the average damage for 2d6 be 7?
@dot0verdrive2 жыл бұрын
No mention about pairing with crusher/slasher? Viability critiques always focus on damage, damage damage, but I feel rarely consider utility. A 3lvl dip into fighter can give a martial a lot of utility with a fighting style, action surge, and a boost to crit chance when pairing with slasher/crusher. Giving your whole team ADV for a round or giving an enemy DIS for a whole round could be a viable use for a multiclassed champion.
@silverbro132 жыл бұрын
Fighters in general need Champion and Battlemaster as part of the base class in my opinion. Access to less Maneuvers? Possibly, but Know Your Enemy, Remarkable Athlete and a second Fighting Style at 9th level(since, y'know, your class is called the FIGHTER) would be just additional features. If you think this would make Fighter overpowered, you would be wrong. KYE takes a minute of observation, is pretty exclusively RP-based, and only allows you to pick apart two features of a target, and Remarkable Athlete only increases your jump distance and gives you a weaker Expertise.
@arcanavoresmanavault26372 жыл бұрын
Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once. So Hexblade and Sheleighleigh apply
@junsonofjack37402 жыл бұрын
Hmm magic initiate Druid on a elven champion?
@keeganator30002 жыл бұрын
Great video. But, as someone who plays a Drow Warlock with “Elven Accuracy”, I feel the need to clarify a misconception you said during the video. You see feat grants you Super Advantage (3d20 rolls) take the highest on any any attack roll that uses DEX, INT, WIS, or CHA. Which I find to be an extremely useful asset for crit fishing with my Hexblade.
@mlmf20122 жыл бұрын
I have a question, empowered metamagic vs heightened metamagic, which one is more reliable damage wise? Empower spell allows you to reroll a number of dice up to equal to charisma modifier, but heightened spell forces a disadvantage to the spell's saving throw, greatly reducing the chance monsters succeed saving throws which would cause the spell to do half damage. What scenarios would make empower and heightened metamagic more beneficial than the other in a damage standpoint? Will the extra dice rolls benefit more on overall damage in an encounter or will the reduced chance of half damage from a successful save give a better overall damage.
@bjarnivalur63302 жыл бұрын
Why use the Beta Grate-sword (slashing) when you could be using the Chad Maul (bludgeoning) instead? That's not very optimal of you PT.
@elastoid54592 жыл бұрын
Hey, I wanted to bring this up in case you had a take on it. When Tasha's came out, there was the response of "Oh hey, thrown weapon fighters finally work!" But then all I saw people proposing was Dart throwers with sharpshooter, which is like "Hey what if we could do a Crossbow expert, only worse?" I was looking for another, more interesting way to run a thrown weapon fighter. Here's what I came up with. What's unique about thrown weapon fighters is that their weapon can change each time they attack, because they're throwing them. This is generally irrelevant, but hey, isn't it interesting that we suddenly have three feats that all activate once per turn, have no saving throw and depend on the kind of damage done? What I'm proposing isn't the most optimal damage build but will create interesting choices, and so is actually pretty fun to play. There are a lot of crossbow expert battle master fighters, and all their fun maneuvers like menacing attack, pushing attack, etc. are all useful battlefield control abilities. Add to that, though, the Crusher and Slasher feats. Crusher especially is interesting, as it lets you push your enemy 5ft in any direction when you hit. It can combine with Pushing Attack to move the enemy 20 ft, but you can move 5ft in a different direction, as well. It gives you a lot of freedom as to which direction you can move them. You can do other fun things like push them 5ft away while using Menacing Attack so they can't close that 5ft distance on their turn, or combine a Pushing Attack with Slasher to push them 15 ft and reduce their speed 10ft. So what I'm picturing is a fighter with a large inventory of handaxes, light hammers, javelins and spears. This fighter's a skirmisher type who fights at close-to-medium range. He'll often do something like attempting a tripping attack to knock an enemy prone, and if successful, can quickly close the distance and wail on his enemy with advantage, possibly using the opportunity for an action surge. If there are two enemies close together, he can use a handaxe pushing attack to move one back, and then a light hammer attack to bring the other one forward and take them on one-at-a-time. He can also do interesting thing with terrain effects like Spirit Guardians, where he can push an enemy out of the area and then bring them back in with a pushing attack/Crusher combo throwing a light hammer. Spirit Guardians is a 15 foot radius, so if your cleric is engaged with an enemy, and you push them 15 feet back and then stagger them forward 5 feet, they should leave the area and come back in. Because Thrown Weapon Fighting and Dueling both apply to thrown weapons (assuming you have no weapon in your off-hand), you're getting +4 to each attack if you take the Fighting Initiate feat to gain both fighting styles. This isn't much -- especially since your weapons have such pitiful base damage -- but it's enough that you're not falling too far behind in damage. Your main objective is not to maximize damage but to exert as much control on the engagement as possible. The Piercer feat is an option for later ASIs but not as useful, as it's mostly focused on getting the most out of your damage die, and your spear's only a d6. If you use a maneuver that adds your Superiority die to its damage, though, you can reroll that die instead. Depending on how RAW your DM goes, you could theoretically add another d8/d10/d12 (whatever your superiority die is) on a crit with the Piercer feat as well. Still, because that feat doesn't affect the battlefield, and is just about adding damage, it's the least interesting of the three feats. Anyway, I was looking for a fun way you could make Thrown Weapon Fighter into something better than just a short range, lower damage Crossbow Expert, and I think this fighter works. I'm not as solid at optimizing as you are, I'm curious what you thought of thrown weapons.
@Magnus2dead2 жыл бұрын
Honestly I would give features earlier and just more. Gove the champion the bonus fighting style at level 3 with the improved crit. I would rework remarkable athlete and give them an extra action surge earlier. Give them a third one when they get to higher levels. Make the core features of the fighter so much better, it will still be newbie friendly while good
@harrywhiteley892 жыл бұрын
Had a duel-wielding champion fighter in a game and he seemed pretty decent, I think the crit thing was more noticeable because of the magic weapon choices that were made but the fact he got a crit every other round made him noticeably better than the battlemaster in longer (5+ round) combats as the battlemaster just ran out of resource early on and then literally had no subclass until they took a short rest whereas the Champion could just walk into the next encounter with the Cleric who still had Spirit Guardians up. I think Battlemaster is better in the Whiteroom but Champion is noticed at the table (it is the best fighter to give a special magic weapon to (Frostbrand, Flametounge, Sunblade Dragontouched Weapon etc.) but without magic I can see it not performing quite so well)
@mr.e8222 жыл бұрын
DMs: if you have a player who wants to play champion, do two things. 1.) Encourage them not to, because it sucks and they will hate it. 2.) If they do it anyway, build a few encounters where the crit fishing strategy is important. Maybe crazy high AC where crits and AOE are the only way to hit?
@unwithering53132 жыл бұрын
What I've done for my homebrew is give Champion bonus Damage; bonuses to Saving Throws, a bit of extra Hit bonus as well as buffing Survivor by removing the restriction of half Health and increasing how much it restores. Additionally, I give the Champion subclass bonus Hit Points similar to Draconic Bloodline. Might not be perfect but it's something.
@austinjeffries57412 жыл бұрын
This is why you use a Elven Curved Blade when you use Elven Accuracy. Think the sword the Dwarf King has in the Hobbit movies. It is a two handed finesse weapon that is a D10 damage. It is finesse because hey are made of a Mithral alloy.
@maximusprime67682 жыл бұрын
The features you get from the Champion subclass should instead be default class features for the Fighter, and THEN you pick a Fighter subclass. Change my mind :P
@emptank2 жыл бұрын
Been playing with a DM that lets martials pick two subclasses to make them a bit stronger. You get the subclass you want to play plus whatever the DM considered the default subclass. I played a rune knight fighter and so got the champion features as well. And honestly it's like I'm just playing rune knight. Gone from level 4 to 6 over the course of like three months and I've yet to use a champion features.
@gethriel2 жыл бұрын
Better homebrew: fold battle master & champion into the base fighter class.
@mofumyon2 жыл бұрын
I agree wholeheartedly. The Champion and Battlemaster subclasses just in general feel like they should be basic Fighter features.
@THEdeadlynightshade16462 жыл бұрын
Maybe we can try the Pathfinder idea +1 is to hit but adds dice instead of flat 1 damage? So a +3 great sword would be prof+str+3 to hit and 5d6+str or 10d6+str on a crit?
@bee54642 жыл бұрын
In pathfinder, at least 2e, they're separate, and a "mundane" weapon can be modified with runes, so first off is the potency rune, giving you +x to attacks, and then there's the striking rune, giving you an extra die.
@Year20472 жыл бұрын
At level 20 I watched a guy crit 1-2x per round playing an elven accuracy longbow sharpshooter fighter. Dude was doing over 100 points per round
@NobodyDungeons2 жыл бұрын
I think the problem hear is that grits are supposed to be big bursts of damage, but they end up not doing that very well most of the time. If we swapped the current critical hit system with one that straight up multiplies the damage based on the weapon your wielding then it would be much better.
@sidecharacter71652 жыл бұрын
DND used to deal 2X, 3X, and even 4X total damage on Crit depending on your weapon. Crits are nerfed in 5e because new players whine when th get owned by one. Also looks like crits on players will be nerfed in the latest DND iteration.
@thestylemage20922 жыл бұрын
0:41 Oh no, I don't want to face the 4 flight race Forcecage wizards.
@rethall23082 жыл бұрын
My first character was a sword and board human champion fighter. By the gods it sucked, but i had fun regardless.
@HORRIOR12 жыл бұрын
Kobold: Champion fighter sucks! Meanwhile one of my players using a minmaxed level 20 Champion with magic items: "That's... 600 damage."
@weebikarp18062 жыл бұрын
Can you make this video with the "crunchy crits" or "brutal critical" or whatever people call the critical homebrew rule? The one I'm referring to is: Max damage die, then roll normal on top of
@lt.branwulfram47942 жыл бұрын
Well, it was early 5e, so the writers were still throwing things at the wall to see what would stick.
@sethb30902 жыл бұрын
Just make the 7th level Champion feature an ability to turn a normal hit into a crit pb times per rest or something, and rework the rest of the class around that. No more fishing, just when it's important, you get to crit right now.
@justthecraft2 жыл бұрын
I've moved most of the champions stuff to the main barbarian class. My homebrew crit rule (max die + roll) makes this class worth more.
@kelmirosue32512 жыл бұрын
Something I gave fighters champions is the ability to throw weapons, in addition gaining additional attack of opportunities equal to proficiency bonus per round. And as well as being able to make an attack of opportunity if an enemy attacks an ally, but only with melee weapons or thrown weapons
@panpiper2 жыл бұрын
In both D&D games where I am playing a fighter, my GMs have allowed me to play the UA Brute instead of Champion, because they are aware of how much the Champion sucks. Love the Brute.
@thraxzer2 жыл бұрын
We have a champion fighter in my campaign with the greatsword Black Razor, he's quite a handful, outclasses everyone but maybe our wizard in damage.
@kingdedede9332 жыл бұрын
Make criticals do max damage on the first damage roll; For example, instead of doing 4d6 with a greatsword it’s now 2d6+12! Either you can do this for all martials or just the champion. And it gives the player a feeling of doing damage compared to say a fireballing mage
@kelvinl22142 жыл бұрын
I reworked champion in my games, they still had all the champion features but I added on top of it but retained the simplistic design. Champions are supposed to be the pinnacle of a warrior and the subclass features should give you that feeling while making sure it stayed a beginner friendly class.. Level 3 +1 to attack & dmg at level 15 this becomes +2 Level 7 gain an additional feat. Level 10 pick 1 of the fighting styles you learned and it improves significantly. Level 18 Regen kicks in as a reaction stance that last 1 min when you take damage instead of half hp. Finally felt the champion was on par with the other fighter classes after these changes so I wanted to share what my fix was.
@lostsoulman2 жыл бұрын
Thanks for the vid. You could add champion features to base class fighter (whilst also making other buffs to barbarian and monk).
@nicktheninja31662 жыл бұрын
Why didn't champion steal Barb's brutal crit feature? You want a mix of crit chance and crit damage if you want to make crits amazing
@ethank142 жыл бұрын
Yeah. I mean it's unlikely they'll get rid of the champion but it does kind of need to go. Fold the features into the fighter class and call it a day
@envytee96592 жыл бұрын
I would genuinely agree, but my champion fighter with his Legendary Wave can two shot almost anything as long as he rolls 18 or higher on just two of his 8 attacks
@novacorponline2 жыл бұрын
In defense of crit fishing, you do have to remember that DnD doesn't play like the whole campaign has a huge health bar you're chipping away at. Averages aren't everything, because all that HP you're chewing through are attached to various creatures of differing abilities and threat levels. If you build to be able to have damage spikes, you can kill/finish enemies you normally would otherwise have no chance of ending in this turn, sparing your party from one extra enemy action. It isn't just 'an average of 0.x damage" it's "A greater chance to end an enemy early, preventing their turn and allowing you to damage something else next turn"
@crazycoolcelt74402 жыл бұрын
what i do with champion (and assassin rogue) is dismantle the features and give them all to base fighter at various levels. crit on 19 is given at lvl 4, remarkable athlete at lvl 6, additional fighting style at lvl 8, superior critical at lvl 11, and survivor at lvl 13
@Lorddacenshadowind2 жыл бұрын
My change would be that most modifiers also crit, so a fighter doing 2d6+4 would do 4d6+8 on a critical, simular to what it was in 3.5
@connordarvall84822 жыл бұрын
And my friends thought I was giving something up by focusing on adding flat numbers that don't help crit damage. I think crits would benefit greatly from being able to multiply damage instead of the rolls. And this isn't like BRP where crits mean you ignore your opponent's armour and deal double damage, basically guaranteeing a lost limb/unconsciousness.
@PrototypeGodslayer2 жыл бұрын
I feel like you could straight up add Champion AND Battle Master's entire featureset to every purely Martial Class in the game and it'd help a bit but not even mix up the tiers just shorten the gap.
@DvirPick2 жыл бұрын
I do have a niche build that has it as a dip. It is not meant to be powerful, but a Beast Barbarian reckless attacking with TWF using handaxes with the Slasher feat and a Champion dip has (at level 8) ~57% chance to crit on a given round to proc the Slasher debuff (not counting opportunity attacks).
@tegxi2 жыл бұрын
I give improved critical to my barbs, +1 crit range every extra cit die. They need the damage boost at higher levels. Thanks to advantage from reckless attack it's actually a pretty major boost (total crit dpr at 5 first brutal critical, 11 at second, and 18 dpr at 3rd. still pretty mild but a huge improvement over normal brutal critical and definitely feels powerful)
@__Rodrigo__2 жыл бұрын
Brute fighter is the better one and im tired to pretend its not
@YanYanicantbelievethistakenffs2 жыл бұрын
This makes me want to throw more dice. Ill see if i can manage to make a fighter rouge that assasinates usung a 2d6 sword.
@Xiuhtec2 жыл бұрын
My GM thinks crits are just too weak in general to be fun, so he has crits add max damage dice instead of just an extra die.. so d8+3 becomes d8+11.. makes the math at least somewhat nicer for crit builds.. makes enemy crits equally nasty though.. we like swingy battles
@kori2282 жыл бұрын
iirc Brute Fighter UA was supposed to be a replacement/update for Champion, but people who did the survey didn't realize that and just thought it powercreeped Champion lmao
@rion77202 жыл бұрын
I find it odd that the crit fishing subclass belongs to the fighter instead of the rogue
@ADT19952 жыл бұрын
I'd honestly rate it rogue as the third weakest class rather than the second. The wall of shame for me is 1. Monk 2. Barbarian 3. Rogue Honestly rogue would feel better if it wasn't for the fact that rangers do everything they do but better and with spells to boot. Because a rogues speciality isn't combat, it's utility, but a ranger can bring all the same utility, and also be good in combat. That said I have seen effective rogues and effective monks (the monk had to bend over backwards and optimize to infinity and beyond but I have actually seen a good monk).... I've never seen a good barbarian, and I've been playing since 2015 and DMing since 2017.
@MansMan42069 Жыл бұрын
My idea: Alongside increased crit ranges, Champions should get soft crits. Basically auto hits that do not get the double damage dice. Improved Critical Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20 and automatically hit on a roll of 18. Superior Critical Starting at 7th level, your weapon attacks score a critical hit on a roll of 18-20 and automatically hit on a roll of 16 or 17. Perfected Critical At 18th level, you attain the pinnacle of martial prowess. Your weapon attacks score a critical hit on a roll of 17-20 and automatically hit on a roll of 14-16. If your weapon attack scores a critical hit on a roll of 20, roll all of the attack's damage dice four times instead of twice.
@obeastness2 жыл бұрын
In my last campaign I had a player who was playing barbarian, they dipped into fighter 3lvls and went with champion. They were a half orc so they had the savage attacks racial feat, plus brutal critical from barbarian, ultimately their build was barb 10, fighter 3. This still maybe wouldn't have been that good if it wasn't for the fact that I had house ruled criticals so that crits were always max damage+you would roll the Hit dice of the weapon you were using and add that to get the total damage. This combo, combined with the house rule I was using actually made them an effective damage dealer, and it was tons of fun to see enemies get hit for massive damage. Not everyone will like this kind of combat where anyone can suddenly take massive damage, but myself and my group personally enjoyed it, and the champion class definitely shined in that niche.
@dicyanoacetylene62202 жыл бұрын
I must have been miss remembering how crits worked. I thought that it only added 1 damage dice (auto maxed) to the roll. So that the trade off between a 2d6 weapon vs a 1d12 , was while they both maxed at 12 damage the 2d6 always dealt a minimum of 2 damage, with an average of 7 rather than a 6.5, but the 1d12 had the higher crit damage, doing up to 24, while the 2d6 could only manage 18. Basically making the choice between consistent damage vs maximum damage. But if you get the whole weapons damage dice to reroll, then there's really no reason to use weapons that only use one dice over one that has a comparable output, but use 2 dice, unless that weapon has an attribute to exploit (like damage type, or reach, or something) that the other weapon doesn't. I probably should've figured something was wrong with how I thought crits worked when I knew spells could get crits, with 6 or more damage dice, and no one said spell crits were wimpy.
@Putoaduh2 жыл бұрын
I made 3 core changes to make champion fighter feel good (because a player of mine insisted on it) 1. Champiom fighters have Expertise with weapons (Unique feature as far as I know). 2. Critical strikes occur on nat 20s as well as 10 or more above a creature's AC. 3. Critical strikes double all damage, not just double dice. It's helped my newbie player feel like he gets to do what he wants, which is just "hitting more often."
@limaTheNoob2 жыл бұрын
Oh wow. CBE+SS champion with this specs becomes kinda absurd haha This homebrew is to be used with non optimizers only
@panpiper2 жыл бұрын
Maybe four levels of Champion Fighter combined with Barbarian increased crit damage?
@jmd9402 Жыл бұрын
you could use a feature from volos and give the champion an extra 2d6 damage to every hit if the champion is over 50% health. It's might not be too flavorful or interesting but it's more useful than just a 5% crit increase especially if you move the survivor feature up to earlier levels.
@jamcdonald1202 жыл бұрын
4:00 didnt you already make a video about crit fishers being bad?