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.

Skilled Combatant

Beginning when you choose this archetype at 3rd level, your weapon attacks can score a critical hit on a roll of 18, 19, or 20. Additionally, when you score a critical hit with a weapon attack, you add twice your proficiency bonus to the attack’s damage.

Remarkable Athlete

Also at 3rd level, you can add half your proficiency bonus (rounded up) to any Strength, Dexterity, or Constitution check you make that doesn’t already use your proficiency bonus, and the distance you can cover in a long jump increases by 5 feet.

Expert Precision

At 7th level, you have a refined technique with your weaponry. Once per turn, you can grant yourself a +3 bonus to a weapon attack roll that you make (no action required). This feature can be used after the roll has been made, potentially turning a missed attack into a hit.

You can use this feature three times, and regain all expended uses when you finish a short or long rest.

Additional Fighting Style

At 10th level, you have become a master in the art of combat. You can choose a second option from the Fighting Style class feature.

Archery

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

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.

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.

Two-Weapon Fighting

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

Defensive Training

Also at 10th level, you add half your proficiency bonus (rounded down) to any saving throw you make which you aren't proficient in. This includes death saving throws, and if applying this bonus to a death saving throw increases the total to 20 or higher, you gain the benefits of rolling a 20 on the d20.

Unimaginable Combatant

Starting at 15th level, your weapon attack rolls score a critical hit on a d20 roll of 16 or higher. Additionally, when you score a critical hit, you gain advantage on the next attack roll you make before the end of your next turn.

Survivor

At 18th level, you attain the pinnacle of resilience in battle. 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 are unconscious.

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