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. As the fury of combat takes its toll on their body, the Champion only grows in effectiveness, finding keen focus through intense pain.
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. If you have less than half of your hit points left, this range increases to 18-20.
Applied Athleticism
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.
Critical Competence
Starting at 10th level, when you score a critical hit with a weapon attack, you gain a charge of critical competence. You can expend a critical competence charge to gain advantage on your next weapon attack, ability check, or saving throw.
At first, you can only hold one critical competence charge at a time. You can hold another critical competence charge at 15th level and one more at 18th level.
Superior Critical
Starting at 15th level, your weapon attacks score a critical hit on a roll of 18–20. If you have less than half of your hit points left, this range increases to 17-20.
Survivor
At 18th level, you attain the pinnacle of resilience in battle. At the start of your turn, if you have less than half of your hit points left, you regain hit points equal to 15 + your Constitution modifier. You don't gain this benefit if you have 0 hit points.
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