Base Class: Fighter
Revised Champ Subclass
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.
Remarkable Athlete
At 7th level, you gain one of the following features of your choice.
Evasion
When you are subjected to an effect, such as a red dragon’s fiery breath or a lightning bolt spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Multiattack defense
When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.
Uncanny dodge
When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
Enhanced Fighting Style
At 10th level, you gain one of the following features of your choice.
Colossus Slayer
Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this extra damage only once per turn.
Giant Killer
When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.
Horde Breaker
Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.
Superior Critical
Starting at 15th level, your weapon attacks score a critical hit on a roll of 18–20.
Unbridled Strength
At 18th level, your intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can give yourself advantage on weapon attack rolls until the end of the current turn. When you do so, you also gain 10 + CON ability score in temporary hit points. As well as regeneration until your next turn. You regenerate at a rate of 5 + CON modifier.
You can use this feature 10 + CON modifier, and you regain all expended uses of it when you finish a long rest.
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