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 15th level, this feature causes you to score a critical hit on a weapon attack roll of 18 as well.
Critical Strike
Also when you choose this archetype at 3rd level, attack rolls made against always miss on a roll of 1 or 2. When this happens, you can make a Critical Strike as a Reaction, making a weapon attack against the attacker, provided you can see them.
At 15th level, this feature causes enemies to always miss on a roll of 3 as well, and you now have Advantage on your Critical Strike weapon attack.
No Time for Rest
Starting at 3rd level, when you roll initiative and have no uses of Second Wind remaining, you can spend a hit dice to regain one use of the feature.
At 5th level, you can now alternatively regain one use of Action Surge by spending a hit dice. At 7th level, you can spend two hit dice to regain both on the same initiative roll.
Remarkable Athlete
Starting at 7th level, your walking speed is increased by 10ft, and you can jump 5ft further on a running long jump, or 3ft higher on a running high jump.
Additionally, climbing and swimming no longer cost you any additional movement.
Fighting Style Mastery
At 10th level, you can choose a second option from the Fighting Style class feature. You can change this additional style to another after a Long Rest.
In addition, you have become enough of an expert at fighting to impart your teachings to others. You can spend periods of downtime teaching other individuals to become proficient in any weapon you have proficiency in. You can train one person in 3 days, or a group of people (2 x your fighter level) in 10 days. Any training left incomplete fails to ingrain the knowledge in the other individuals.
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.
Superior Critical
Starting at 15th level, your weapon attacks score a critical hit on a roll of 18–20, and your Critical Strike reaction from Improved Critical can now be provoked on a roll of 1-3. Critical Strike now grants you Advantage on the attack roll.
Additionally, if you manage to hit a single creature with weapon attacks multiple times on your turn, each hit from the third onwards is considered a Critical Hit.
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.
Additionally, you can now use your Second Wind feature even if you are Unconscious.
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