Base Class: Fighter
Over your vast years of adventuring, you've learned to treat adventuring like any other job rather than anything special. Honing your skills with a weapon like any other job would hone their skills with their respective toolsets. This mastery allows you to control when what any other adventurer calls a "lucky shot" and then maximize the results given by the opportunity.
Work flow
Beginning when you choose this archetype at 3rd level, whenever you roll a critical attack while using a melee weapon, the number you need to roll to hit another critical attack decreases by one and your armor class increases by one, this effect can stack with itself, these benefits end at the end of combat.
Track Record
Starting at 7th level, you can add your INT modifier to any CHA checks and your Initiative Score.
Time Management
At 10th level, any Actions, Bonus Actions, or Reactions you haven't used at the end of the combat round transfer over to your next turn. Additionally, after landing a critical attack with a melee weapon, you can use your reaction to make another attack with the same weapon on the same target.
Expert's Critical
Starting at 15th level, you may subtract your INT modifier from the number you need to crit with melee weapons
Professional Guarantee
At 18th level, you can use your bonus action once per turn to make the next melee attack on a target you make is a critical attack, you can use this feature an equal amount of times to your INT score (minimum of 1) + Your Proficiency modifier.
Additionally, whenever you land a critical attack, you regain your reaction for that turn (assuming you used it already).
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