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How does one "Champion"?
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<blockquote data-quote="Slit518" data-source="post: 7248435" data-attributes="member: 6803713"><p>First, let me start by saying the Champion seems to exist to welcome new players into playing D&D. It is not overly complicated, and it's easy to manage. Most other, if not all other characters seem a bit more complicated mechanic wise, which would be overwhelming to play for a newcomer to the genre.</p><p></p><p>Second, play the Champion as however you like. Decide which two Fighting Styles you want to blend together, for example Dueling and Archery, giving the Champion an edge on single handed weapon damage as well as with a bow.</p><p></p><p>The Champion does get increased critical threat at later levels, so it goes from 5%, to 10%, to eventually 15% chance to land a critical hit. That is fairly huge, considering the Fighter gets 4/5 attacks a round at later levels. Which, in that case increases the critical chance evermore.</p><p></p><p>If the DM that is playing allows feats, I would say pick up at least 2 of them to compliment your fighting style. And if you go Variant Human, you can add 1 more feat to "improve" the style of character you are going for.</p><p></p><p>Feats to consider while making your build:</p><p>1 - Alert</p><p>2 - Athlete</p><p>3 - Charger</p><p>4 - Crossbow Expert</p><p>5 - Defensive Duelist</p><p>6 - Dual Wielder</p><p>7 - Durable</p><p>8 - Great Weapon Master</p><p>9 - Heavy Armor Master</p><p>10 - Lucky</p><p>11 - Martial Adept - this gives you Superiority Die (though they don't mature such as the Battlemaster's)</p><p>12 - Medium Armor Master</p><p>13 - Mounted Combatant</p><p>14 - Polearm Master</p><p>15 - Resilient</p><p>16 - Savage Attacker</p><p>17 - Sentinel</p><p>18 - Sharpshooter</p><p>19 - Shield Master</p><p>20 - Tough</p><p>Also find out if the DM allows UA (Unearthed Arcana) feats. Some add +1 to attack with specific weapon types, as well as bonus effects. There are also interesting racial feats.</p></blockquote><p></p>
[QUOTE="Slit518, post: 7248435, member: 6803713"] First, let me start by saying the Champion seems to exist to welcome new players into playing D&D. It is not overly complicated, and it's easy to manage. Most other, if not all other characters seem a bit more complicated mechanic wise, which would be overwhelming to play for a newcomer to the genre. Second, play the Champion as however you like. Decide which two Fighting Styles you want to blend together, for example Dueling and Archery, giving the Champion an edge on single handed weapon damage as well as with a bow. The Champion does get increased critical threat at later levels, so it goes from 5%, to 10%, to eventually 15% chance to land a critical hit. That is fairly huge, considering the Fighter gets 4/5 attacks a round at later levels. Which, in that case increases the critical chance evermore. If the DM that is playing allows feats, I would say pick up at least 2 of them to compliment your fighting style. And if you go Variant Human, you can add 1 more feat to "improve" the style of character you are going for. Feats to consider while making your build: 1 - Alert 2 - Athlete 3 - Charger 4 - Crossbow Expert 5 - Defensive Duelist 6 - Dual Wielder 7 - Durable 8 - Great Weapon Master 9 - Heavy Armor Master 10 - Lucky 11 - Martial Adept - this gives you Superiority Die (though they don't mature such as the Battlemaster's) 12 - Medium Armor Master 13 - Mounted Combatant 14 - Polearm Master 15 - Resilient 16 - Savage Attacker 17 - Sentinel 18 - Sharpshooter 19 - Shield Master 20 - Tough Also find out if the DM allows UA (Unearthed Arcana) feats. Some add +1 to attack with specific weapon types, as well as bonus effects. There are also interesting racial feats. [/QUOTE]
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