Champion Fighter Build Guide – The Crit Master – 2024 Update

Learn the best build for the Champion Fighter with full leveling guides and easy to navigate sections to only read what you need!

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For all D&D guides on Nat1gaming, they only use the main sourcebooks (Player’s Handbook, Tasha’s Cauldron of Everything, Xanathar’s Guide to Everything) as well as Strixhaven: A Curriculum of Chaos (mostly for Silvery Barbs) as those tend to be the most commonly used books at tables. Always be sure that if you’re following a guide that you’re adhering to your tables rules about what sourcebooks you are allowed to follow.

Any spell, class, feature, or other game item that is linkable on this website is covered by the 5th edition Open Games License and will be in the Player’s Handbook, but not everything in the Player’s Handbook will be linked to. All other materials that aren’t linked to are from other sourcebooks or aren’t allowed to be linked to per the 5th Edition Open Games License, so please refer to the appropriate sourcebooks for that information.

For the purposes of this guide, it will be assumed that you would not be multiclassing. While multiclassing can be excellent for many of these, this is for those who want to play the build all the way through in the same class. Guides that use multiclassing will be separate from these.

For spellcasters, you may notice substantial overlap between the spell lists of builds with the same base class. This is due to each guide utilizing a generically good spell list and not considering extenuating factors that will influence how you particularly sculpt your spell list. When creating your own spell list, you should take into account the campaign setting, what spells any other party members are capable of casting, potential overlap (ritual spells tend to overlap so it’s rare you need multiple people capable of casting them), or potential shortcomings in the parties total spell list. While this guide can definitely help point you in the right direction for crafting a spell list, you should use your judgement and preferences to figure out what spells make the most sense for your character.

To that end, please refer to the Spell List and Spell Tier list for any substitutions you’d want to make to the build.


Why Champion Fighter?

Champion Fighters are really unique that they can be a “crit fishing” build which can be really fun for players. Being able to get a bunch of critical hits in a combat can be really exciting, and obviously, quite strong. Lastly, the Champion Fighter was always an unplayable class, and with the changes, is actually a very reasonable option for your average campaign!


Champion Fighter Abilities Ranked

Improved Critical (Level 3)D Tier – While an awesome ability and the main draw to this class, the math doesn’t favor this ability. To make the most of this ability, you incentivized to make as many attacks as possible which favors Dual Wielding, but the doubling the damage on something like a Scimitar is neat, but not super impactful. You could go for something like a Greatsword instead for maximizing the damage potential, but you’re getting a 5% increased chance of getting the average of 2d6 damage which is 7. To put that into perspective, not accounting for advantage or disadvantage (which does affect the math, generally positively), this ability gives you an additional 0.35 damage to your average damage over the course of however many attacks you make. Again, while this ability is super cool, just getting a +1 to your damage, mathematically, would serve you better in the long run. Still, if you have many ways to gain advantage so you’re rolling twice the number of attack dice, you will get critical hits more often, but even still, the math doesn’t favor you. All that said, this ability isn’t bad or anything as it’s still extra damage and hitting a critical is always a dopamine rush, so no complaints there.

Remarkable Athlete (Level 3)B Tier – If nothing else, advantage on initiative rolls is really good. The advantage on Athletics won’t matter often, and the extra movement after a critical hit is a nice little feature that may or may not be relevant.

Additional Fighting Style (Level 7)C+ Tier – A free feat is a free feat, even if Fighting Styles are much weaker than your average feat.

Heroic Warrior (Level 10)A- Tier – Having Inspiration every turn is really good. Being able to reroll dice in a dice game is a strong ability!

Superior Critical (Level 15)D Tier – See Improved Critical as everything I said applies here as well. That said, now having a 15% chance of nabbing a critical hit on any roll is relatively solid odds if you are fighting with Two Weapons with a Scimitar (for the Nick property) and Dual Wielder (for the extra attack) as you’ll get 5 attacks a turn and you’ll be somewhat close to nabbing a critical each round or statistically likely for doing so if all of your attacks are at advantage. Critical hits are always fun!

Survivor (Level 18)B- Tier – This is a pretty specific, but pretty neat ability. Gaining 10 health per turn (assuming 20 CON) is definitely not irrelevant if you’re hurt, but you do have to be at half health which is not necessarily a spot you want to be in.

https://nat1gaming.com/2024-one-dnd-subclass-tier-list/

Quick Level Up Guide

LevelClass Features/FeatNotes
1Fighting Style (Two Weapon Fighting), Second Wind, Weapon MasterySecond Wind Charges: 2
Weapon Masteries: 3
2Action Surge (x1)Second Wind Charges: 2
Weapon Masteries: 3
3Champion
Improved Critical
Remarkable Athlete
Second Wind Charges: 2
Weapon Masteries: 3
4Feat: Duel Wielder (DEX)Second Wind Charges: 3
Weapon Masteries: 4
5Extra Attack, Tactical ShiftSecond Wind Charges: 3
Weapon Masteries: 4
6Feat: Defensive Duelist (DEX)Second Wind Charges: 3
Weapon Masteries: 4
7Additional Fighting Style (Defense)Second Wind Charges: 3
Weapon Masteries: 4
8Feat: Mage Slayer (DEX)Second Wind Charges: 3
Weapon Masteries: 4
9Indomitable (x1), Tactical MasterSecond Wind Charges: 3
Weapon Masteries: 4
10Heroic WarriorSecond Wind Charges: 4
Weapon Masteries: 5
11Extra Attack (x2)Second Wind Charges: 4
Weapon Masteries: 5
12Feat: Constitution to 18Second Wind Charges: 4
Weapon Masteries: 5
13Indomitable (x2), Studied AttacksSecond Wind Charges: 4
Weapon Masteries: 5
14Feat: Constitution to 20Second Wind Charges: 4
Weapon Masteries: 5
15Superior CriticalSecond Wind Charges: 4
Weapon Masteries: 5
16Feat: Resilient (WIS)Second Wind Charges: 4
Weapon Masteries: 6
17Action Surge (x2), Indomitable (x3)Second Wind Charges: 4
Weapon Masteries: 6
18SurvivorSecond Wind Charges: 4
Weapon Masteries: 6
19Feat: Boon of Combat ProwessSecond Wind Charges: 4
Weapon Masteries: 6
20Extra Attack (x3)Second Wind Charges: 4
Weapon Masteries: 6

Level One Build


Species: Goliath (Hill Giant)

Attributes:

POINT BUY
STRENGTH8
DEXTERITY15 (+2 background) = 17
CONSTITUTION15 (+1 background) = 16
INTELLIGENCE8
WISDOM15
CHARISMA8

Class: Fighter

Class Features: Fighting Style, Second Wind, Weapon Mastery

Skill Proficiencies: Insight and Perception

Background: Criminal (Alert)

Starting Equipment: Studded Leather Armor, Scimitar, Short Sword, Longbow, 20 Arrows, Quiver, Dungeoneer’s Pack, and 11 GP + 50 gp from background


Species: Goliath (Hill Giant)

For any martial character, it’s hard to justify not going for Goliath as the Hill Giant topple is so incredibly good to get advantage on attacks. There are other solid options for species as well like Human for an additional origin feat or Aasimar as they are just generally strong, but Goliath is generally going to be my choice.


Attributes

POINT BUY
STRENGTH8
DEXTERITY15 (+2 background) = 17
CONSTITUTION15 (+1 background) = 16
INTELLIGENCE8
WISDOM15
CHARISMA8

This is the standard stat distribution for Dexterity based Fighters as you have maxed out Dexterity, maxed out Constitution, and good Wisdom for saving throws.


Proficiencies: Insight and Perception

Just excellent skill proficiencies for any character.


Background: Criminal

Good skill proficiencies, good stat distribution, and an excellent origin feat.


Starting Equipment – Studded Leather Armor, Scimitar, Short Sword, Longbow, 20 Arrows, Quiver, Dungeoneer’s Pack, and 11 GP + 50 gp from background

The standard for a DEX fighter.


Class – Fighter

Rangers get three abilities to start off with in Fighting Style, Second Wind, and Weapon Mastery.

The Fighting Style you’re going to pick is Two Weapon Fighting! Getting your DEX as bonus damage with your offhand attacks is excellent and is going to really ramp up your damage potential.

Second Wind is a cool feature where, for a bonus action, you can heal yourself a bit. This is obviously great for tough fights when you are running low on health and this not only scales with level, but also gets additional features later on.

Weapon Mastery gives you the Mastery property of three weapons and I would recommend taking the properties of your three starting weapons. To that end, make sure you are always using your Scimitar in your main hand to properly access the mastery property.



The Build Level 2 Onward


Level 2-5


Level 2

Class Features: Action Surge, Tactical Mind

Level 2 brings two new features with Action Surge and Tactical Mind.

The Fighter is one of the most popular multiclass options in D&D, and Action Surge is a huge reason why. While you can only use this once every short or long rest (twice at 17), getting an additional action almost always means a whole new slew of attacks. Even at level 2, this is a powerful ability, but once you get multiple Extra Attacks, this becomes an extremely powerful feature that can dole out an obscene amount of damage. In a pinch, this can be used for other actions such as Dash as well which adds to the power and utility of this ability.

Tactical Mind is a neat new feature that allows you to use a Second Wind charge to reroll a failed ability check with a bit of a bonus. While this won’t come up too often, this is a nice feature to have for particularly important ability checks.

Level 3

Class: Champion

Class Features: Improved Critical, Remarkable Athlete

Level 3 brings your subclass, and for this guide, it’s Champion. Champion brings two abilities to the table immediately with Improved Critical and Remarkable Athlete!

Improved Critical increases your critical range from just 20 to 19-20. While this may not seem particularly impactful, this does literally double your critical hit chance and incentives you to make as many attacks as you possibly can (preferably from advantage), hence why this build is going with Two Weapon Fighting. As you get more attacks, this is going to get more and more dangerous for your enemies!

Remarkable Athlete gives you advantage on Athletics checks (boo) and advantage on Initiative rolls! Obviously advantage on Initiative is really strong, and mathematically, advantage gives you a +4 to rolls


Level 4

Feat: Dual Wielder (DEX)

Class Features: None

Level 4 brings your first feat, and you definitely want to get to 18 Dexterity so a true feat it is. Since you’re going to be using two weapons, you have to pick up the Dual Wielder feat! In short, between this and the Nick property, you can now get three attacks a turn with your action and bonus action. Next level when you get an Extra Attack, you get four attacks and all of them get DEX in bonus damage because of Two Weapon Fighting! This is going to make your damage potential really high, just slightly less than STR users.


Level 5

Class Features: Extra Attack, Tactical Shift

Easily the most exciting feature for martial characters, level 5 brings your Extra Attack! Being able to double your damage output is obviously really strong, but since you’re a Fighter, you’ll eventually get even more attacks on top of this!

Level 5 also brings a new feature with Tactical Shift. Now when you use Second Wind, you can move up to half your speed without provoking an opportunity attack. A heal, disengage, and extra movement? Sign me up!


Level 6-10


Level 6

Feat: Defensive Duelist (DEX)

Class Features: None

You have a choice here between just going straight to 20 DEX for your best weapon attacks available, or grabbing two feats between now and level 12 to get to 20 DEX instead. While either are reasonable options, I like picking up the two feats. To that end, I really like grabbing Defensive Duelist as it’s an excellent feat for Two Weapon Fighters. Fighters rarely use their reaction, so being able to use it to increase your AC against any hits you may take is really strong.


Level 7

Class Features: Additional Fighting Style (Defense)

Level 7 brings another Fighting Style, and unfortunately, the only good one left for you is Defense. +1 AC is definitely nice though, so I’m not complaining.


Level 8

Feat: Mage Slayer (DEX)

Class Features: None

You get yet another feat this level, and you can finally get 20 DEX with Mage Slayer. Being able to really mess with casters is nice as a martial character, and getting a functional charge of Legendary Resistance? Incredible! A really strong feat that I have most of my martial characters taking.


Level 9

Class Features: Indomitable (x1), Tactical Master

Level 9 brings a base Fighter feature – Indomitable! You can reroll a saving throw that you fail and add your Fighter level on top of it which is extremely powerful. As you climb in levels, this will almost be like a player’s version of Legendary Resistance which is super cool.

Tactical Master is a new ability lets you replace a weapon mastery property when you attack with Push, Sap, or Slow. This is yet another great feature as you may not always want the mastery property on the weapon you happen to be using, so having options is always welcome.


Level 10

Class Features: Heroic Warrior

Level 10 gives you Heroic Warrior!

Now every turn you can gain a charge of Heroic Inspiration if you don’t have it! This gives you one bout of advantage every turn of combat. That is really powerful and should be used very liberally.


Level 11-15


Level 11

Class Features: Extra Attack (x2)

Level 11 brings yet another Extra Attack, which like at level 5, is incredibly good.


Level 12

Feat: Constitution to 18

Class Feature: None

You get another feat and it’s time to start buffing your Constitution! More health and better saving throws is a really good investment for your ASI.


Level 13

Class Features: Indomitable (x2), Studied Attack

Level 13 brings another charge of Indomitable and a powerful new feature, Studied Attack!

Studied Attack is a super cool feature that, if you miss with one of your attacks against one enemy, you have advantage on your next attack against that same target! Anything that helps you connect with your enemy is always exciting!


Level 14

Class Features: Constitution to 20

Maximizing your Constitution score to get the highest possible health and saving throws is awesome!


Level 15

Class Features: Superior Critical

Level 15 brings another improvement to your critical hit range as now you hit from 18-20! This is only a 50% improvement compared to your initial critical hit range improvement, but it still very welcome.


Level 16-20


Level 16

Feat: Resilient (WIS)

Class Feature: None

For your final feat, you may as well grab Resilient ()WIS to make your saving throws that much better and make it less likely that you need to use your Indomitable or Mage Slayer charges.


Level 17

Class Features: Action Surge (x2), Indomitable (x3)

More charges for your best base Fighter abilities is obviously excellent.


Level 18

Class Features: Survivor

Level 18 brings your capstone ability, Survivor! This gives you advantage on saving throws and now treats 18-20 as a critical success for Death saving throws, and on each of your turns when you are bloodied, you regain a small amount of health. This ability is unfortunately a bit weak for a capstone and this could’ve easily come earlier in terms of power level, it’s still an alright ability.


Level 19

Epic Boon: Boon of Combat Prowess

Class Features: None

Your Epic Boon choice, as I will pick for every martial character, is the Boon of Combat Prowess. Converting a miss into a hit is functionally getting an Extra Attack, but better, and I will take an additional attack every day of the week.


Level 20

Class Feature: Extra Attack (x3)

Level 20 brings your capstone ability – Extra Attack (x3). No frills, no fuss, just a bunch of attacks which is perfect for a Fighter.


DoggertQBones
DoggertQBones

DoggertQBones is an avid player of games, predominately D&D! Previously a highly published author for another popular Wizards of the Coast game, Magic: the Gathering, he's been playing D&D since childhood as both player and DM!

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