Base Class: Fighter
The archetypal Champion focuses on the development of raw physical power honed to deadly perfection, and a strong mind and charismatic personality. Those who model themselves on this archetype combine rigorous training with physical excellence alongside a charismatic personality and arcane training 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.
Spectral Guard
Beginning at level 1, you may call upon the spirits for which you fight and summon an arcane shield. It has two charges, and as an action you can bring out the shield to use in defense. While using the shield, you gain advantage on all DEX and STR checks and saving throws against spells and other magical effects, and spell attacks have disadvantage against you. you can use the other charge to, as an action, throw the shield. Roll 1d6, if it lands 1-4, it does 1d4 bludgeoning on one enemy. If it lands on 5 or 6, it explodes on impact, dealing 1d8 radiant damage to all enemies in a 30 ft circle.
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.
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.
Previous Versions
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