Fighter
Base Class: Fighter

The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows.

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, at 10th level on a roll of 18–20 and at 18th level on a roll of 17-20.

Additional Fighting Style

At 3rd level, you can choose a second option from the Fighting Style class feature. At 10th level, you can choose a third option.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Blind Fighting

You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Interception

When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Superior Technique

You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver’s effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).

You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.

Thrown Weapon Fighting

You can draw a weapon that has the thrown property as part of the attack you make with the weapon.

In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Unarmed Fighting

Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren’t wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.

At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.

Expert Technique

At 3rd level, you can make a single melee weapon attack as a bonus action. You can use this feature a number of times equal to your Strength or Dexterity bonus. You regain all uses of this feature after a long rest.

Remarkable Athlete

Starting at 7th level, you can add your proficiency bonus to any Strength, Dexterity, or Constitution check you make that doesn’t already use your proficiency bonus.

You gain expertise on Acrobatics and Athletics ability checks.

In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.

Survivor

At 10th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to your proficiency bonus + 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.

Champion's Pesence

Starting at 15th level, once per round, when you score a critical hit against a creature or slain an enemy creature, ally creatures within a 30 ft radius of you gain a bonus to their next attack roll or save equal to your proficiency bonus. Enemy creatures within a 30 ft radius must make a wisdom saving throw or be frightened of you until the start of your next turn. You can use this feature a number of times equal to your proficiency bonus. You regain all uses of this feature after a long rest.

Boss Slayer

At 18th level, once per turn, if you score a critical hit against a creature, the creature must make a Constitution saving throw (10 + proficiency bonus) . If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 force damage. You can use this feature a number of times equal to your proficiency bonus. You regain all uses of this feature after a long rest.

Champion (Revised) Image

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