The Athlete
While we enjoy serving outlandish new flavors of content here at Gelatinous Cubicles, sometimes you just can't beat a nice, classic vanilla archetype. Athlete is partly a response to Champion, and is a similarly 'basic' fighter, while still having more active features and style of its own. We hope you enjoy!
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Athlete
Athletes come in many forms, from battleworn gladiators to carnival performers. However they might pursue it, Athletes seek glory through masterful physical prowess. There are few obstacles that an Athlete cannot physically overcome.
Athlete Features
Fighter Level Features
3rd Bonus Proficiencies, Charging Strike, Superior Athlete
7th Practiced Technique
10th Unstoppable Path
15th Vigorous Wind
18th Chiseled Perfection
Bonus Proficiencies
When you choose this archetype at 3rd level, you gain proficiency in the Athletics skill if you don't already have it. Otherwise, choose an additional skill proficiency from the Fighter’s list of available proficiencies.
Charging Strike
At 3rd level, if you move at least 10 feet in a straight line towards a creature immediately before making a weapon attack using Strength, you gain an additional bonus to the attack’s damage roll equal to your Strength modifier.
Superior Athlete
Starting when you choose this archetype at 3rd level, your athletic training allows you to perform superhuman feats of strength. Climbing and swimming no longer costs you extra movement. In addition, your jump distance is doubled. Finally, you can use a bonus action on your turn to take the Dash action.
Practiced Technique
At 7th level, whenever you make a Strength (Athletics) check, treat a roll of 7 or lower on the d20 as an 8. In addition, when you make a ranged attack with a thrown weapon, you double the range of that weapon.
Unstoppable Path
At 10th level, when you take the Dash action on your turn, you can attempt to bull through another creature as you surge by. To do this, make a Strength (Athletics) check contested by the Strength (Athletics) check of a creature within your reach. If the creature is one size category larger than you, it has advantage on this check. If it is more than one size category larger than you, it succeeds the check automatically. If you win the check, you move through the creature's space, and it is pushed 5 feet to either side (your choice) and is knocked prone.
You can only attempt to push a creature in this way once per turn, and after you knock a creature over in this way, you can’t do so again until the start of your next turn.
Vigorous Wind
At 15th level, you can use your Second Wind feature twice before needing to take a short or long rest. In addition, when you use your Second Wind feature, you can double your movement speed until the end of your turn.
Chiseled Perfection
At 18th level, your Strength score increases by 4. Your Strength score maximum is now 24.