Base Class: Fighter
The archetypal Campione 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 that may never miss.
Improved Critical Hits
Beginning when you choose this archetype at 3rd level, your non-spell attacks score a critical hit on a roll of 19–20. Once on your turn, whenever you score a critical hit againts a hostile creature with non-spell attacks:
- Regain hit points equal to 1d10 + half your fighter level.
- Take one additional action.
If you score a critical hit againts a hostile creature with non-spell attacks on someone else turn:
- Regain hit points equal to 1d10 + half your fighter level.
- Make one non-spell attack with advantage.
Attack rolls made with additional actions have advantage and hit points regain in excess of your hit point maximum are gain as temporary hit points.
From 10th level, once on your turn or on someone else turn, whenever you score a critical hit with non-spell attacks againts a hostile creature you gain one extra use of Indomitable until you finish a long rest. You can stack up to 2 of those extra uses and 3 at 15th level.
Accurate Strikes
Choose one of the following fighting techniques.
Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a fighting technique you know with another fighting technique.
One-Handed Melee
You gain a +1 bonus to attack rolls made with one handed melee weapons. This bonus increases by 1 at 10th level (+2) and 18th level (+3). (Manually add the bonus on character sheet.)
One-handed range
You gain a +1 bonus to attack rolls made with one-handed range weapons. This bonus increases by 1 at 10th level (+2) and 18th level (+3). (Manually add the bonus on character sheet.)
Two weapon handed melee
You gain a +1 bonus to attack rolls made with two weapon handed melee weapons. This bonus increases by 1 at 10th level (+2) and 18th level (+3). (Manually add the bonus on character sheet.)
Two weapon handed range
You gain a +1 bonus to attack rolls made with two weapon handed range weapons. This bonus increases by 1 at 10th level (+2) and 18th level (+3). (Manually add the bonus on character sheet.)
Two-handed melee
You gain a +1 bonus to attack rolls made with two-handed melee weapons. This bonus increases by 1 at 10th level (+2) and 18th level (+3). (Manually add the bonus on character sheet.)
Two-handed range
You gain a +1 bonus to attack rolls made with two-handed range weapons. This bonus increases by 1 at 10th level (+2) and 18th level (+3). (Manually add the bonus on character sheet.)
Unarmed strikes
You gain a +1 bonus to attack rolls made with unarmed strikes. This bonus increases by 1 at 10th level (+2) and 18th level (+3). (Manually add the bonus on character sheet.)
Remarkable Athlete
Starting at 7th level, you gain proficiency in Dexterity saving throws, 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, your speeds increase by 10 feet and is not reduced by wearing heavy armor.
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 or Improved Fighting Style
At 10th level, you can choose to improve a Fighting Style that you already have or gain a second option from the Fighting Style class feature.
(Additional) 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.
(Additional) 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.
(Additional) Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
(Additional/Improved) Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
(Additional/Improved) Defense
While you are wearing armor, you gain a +1 bonus to AC.
(Additional/Improved) 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.
(Improved) Great Weapon Fighting
When you roll a 1-4 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 use the highest roll. The weapon must have the two-handed or versatile property for you to gain this benefit.
(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 add the shield AC bonus to the target. You must be wielding a shield.
(Improved) Two-Weapon Fighting
When you engage in two-weapon fighting, you can attack twice with your bonus action and add your ability modifier to the damage of both attacks.
(Improved) Unarmed Fighting
Your unarmed strikes can deal bludgeoning damage equal to 1d8 + your Strength modifier on a hit. If you aren’t wielding any weapons or a shield when you make the attack roll, the d8 becomes a d10.
At the start of each of your turns, you can deal 1d6 bludgeoning damage to one creature grappled by you.
Superior Critical Hits
Starting at 15th level, your with non-spell attacks score a critical hit on a roll of 18–20 and whenever you score a critical hit with with non-spell attacks you deal maximum damage instead of rolling dice.
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 6 + 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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