Fighter
Base Class: Fighter

You train to improve your bodies durability past normal, or even reasonable limits.  You always roll advantage on any strength check or strength saving throw.

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.

Ability Increase

Your max ability score is increased to 25

Physical Strength

You have increased durability against Physical melee attacks.

At Level 3 – 
When you are attacked with a melee weapon, you may add your STR modifier to your AC. 

At Level 5 –
When you are attacked with a melee weapon, you may add your STR & CON modifiers to your AC

At Level 7 – 
When you are attacked with a melee weapon, you may add 2x’s STR Modifier and 1x your CON modifiers to your AC. In addition, all non-magical weapons roll at a disadvantage during Hit roll.

At Level 13 – 
When you are attacked with a melee weapon, you may add 2x’s STR Modifier and 1x your CON modifiers to your AC. In addition, all non-magical weapons roll at a disadvantage during Hit roll. If a hit is successful, you only take half damage.

At Level 17 – 
When you are attacked with a melee weapon, you may add 2x’s STR Modifier and 2x your CON modifiers to your AC. In addition, all damage dealt from all non-magical weapons is reduced to 0.

Remarkable Athlete

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

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.

Additional Fighting Style

At 10th level, 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.

Power Lifter

If a creature the same size or smaller than you is within 5 feet of you at the end of their turn, they must make a STR Save (DC Player STR). On a failed save, you may pick them up and throw them 15 feet, causing 1D8 damage and knocking them prone.

Superior Critical

Starting at 15th level, your weapon attacks score a critical hit on a roll of 18–20.

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 have 0 hit points.

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