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.

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. After scoring a critical hit against a creature with a weapon attack, your next weapon attack that targets that creature before the end of your next turn gets a +2 bonus to its attack and damage rolls.

When you score a critical hit with a weapon attack, you may activate your Second Wind ability as part of the attack. Doing so allows you to heal yourself as usual with Second Wind, and you may add 1d10 to your weapon attack’s damage (it becomes 2d10 due to the critical hit). If you don’t have Second Wind available, you can instead expend one of your Hit Dice and add it to the weapon attack’s damage.

Remarkable Athlete

Starting at 3rd 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. Finally, you gain an additional use of your Second Wind so it can be used twice per short/long rest instead of once.

As a bonus action, for up to 1 minute you can either increase your movement speed by 10ft, or gain a climbing or swimming speed equal to your walking speed. You regain the use of this ability after a short or long rest.

Fighting Style Master

At 7th level, you can choose a second option from the Fighting Style class feature or you can upgrade a Fighting Style you’ve already chosen, replacing the one you already know with its improved version in the list below. (Please deselect your base fighting style in your character sheet when choosing an improved version)

Archery

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

Blind Fighting

You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Defense Mastery (Improved Defense)

While you are wearing armor, you gain a +3 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.

Fast and Light

If you hit a creature with a melee attack with a light weapon you are wielding, you can immediately attack the same creature again with the same weapon. You can use this ability once per turn.

Fine-tuned Finesse

You gain a +2 to attack rolls when using a finesse weapon.

Great Weapon Annihilator (Improved Great Weapon Fighting)

When you roll 1-3 on a damage die for an attack you make with a melee weapon that you are wielding with two hands (due to the two-handed or versatile property), you can treat the roll as a 4. You also gain a +2 bonus to attack rolls you make with two-handed or versatile weapons when you wield them with two hands. (Bonuses not automatically added in DND Beyond)

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.

Interception

When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

Interception Master (Improved Interception)

When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 2d6 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction. After you resolve this reaction, the creature you defended can immediately use their reaction to move ten feet without provoking opportunity attacks from the creature that attacked them.

Master Archer (Improved Archery)

You gain a +3 bonus to attack rolls and a +2 bonus to damage rolls you make with ranged weapons.

Master Duelist (Improved Dueling)

When you are wielding a melee weapon in one hand and no other weapons, you gain a +3 bonus to damage rolls and a +2 bonus to attack rolls with that weapon. (Bonuses not automatically added in DND Beyond)

Master Protector (Improved 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 and give the target of the attack three-fourths cover until the end of the turn. You must be wielding a shield to use this reaction. Additionally, you gain the ability to use this effect as a free action, but you may only do so a number of times equal to your proficiency bonus. You regain use of this free action when you complete a short or long rest.

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.

Sightless Master (Improved Blind Fighting)

You have blindsight with a range of 15 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you. You can use the Hide action as a bonus action.

Superior Technique

You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver’s effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).

You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.

Supreme Parry (Improved Parry)

As a reaction, you can parry an attack directed at you or another creature within 5ft of you. You must be wielding a one-handed weapon that lacks the heavy and special properties to gain this benefit. The AC of the target creature is increased by +3 for that attack.

Tenacious Fighting (Improved Unarmed Fighting)

Your unarmed strikes deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren’t wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. At the start of each of your turns, you may deal 2d4 bludgeoning damage to one creature grappled by you. You gain a +3 bonus to damage rolls you make with unarmed strikes.

Thrown Weapon Fighting

You can draw a weapon that has the thrown property as part of the attack you make with the weapon.

In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

Thrown Weapon Master (Improved Thrown Weapon Fighting)

You can draw a weapon that has the thrown property as part of the attack you make with the weapon. You gain a +2 bonus to attack rolls you make with thrown weapons. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +3 bonus to the damage roll. (Bonuses not automatically added in DND Beyond)

Two for One

Once per turn on your own turn, if you hit a creature with a one-handed weapon attack, you gain advantage on your next attack as long as it’s made with a different one-handed weapon.

Two-Weapon Fighting

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

Two-Weapon Fury (Improved Two-Weapon Fighting)

You can draw or stow two weapons instead of one with your free action. When you engage in two-weapon fighting, you can make the two-weapon fighting attack that would normally use your bonus action without using your bonus action. You can make two attacks with two-weapon fighting instead of one if you choose to use your bonus action as normal for two-weapon fighting. You can add your damage modifier to all attacks you make with two-weapon fighting.

Unarmed Fighting

Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren’t wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.

At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.

Unwavering Poise

At 10th level, you master defensive footwork and positioning in battle so foes cannot get the drop on you. You gain proficiency with Dexterity saving throws.

Additionally, an enemy cannot gain advantage to hit you with an attack if you have damaged that enemy with a weapon attack during the previous or current round of combat. You must be wielding a weapon or shield and not be incapacitated to gain this benefit.

Superior Critical

Starting at 15th level, your weapon attacks score a critical hit on a roll of 18–20. After you score a critical hit against a creature, that creature gains disadvantage on all its attack rolls until the start of your next turn.

Additionally, When you score a critical hit with a weapon attack, you regain one use of Second Wind. You can choose to use the regained use of Second Wind immediately (per your Improved Critical feature) with the critical hit that allowed you to regain Second Wind if you haven’t already used Second Wind as part of that attack. You can regain Second Wind in this way once per attack action.

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, when you use your Indomitable feature to pass a saving throw, you regain one use of Second Wind (assuming you’ve used Second Wind already).