Champion 2021
I don't think champions get to "Do" as much cool stuff early, and that's why people consider them boring. So lets change that with a few simple additions that don't horn in on the other subclasses too much.
Champion
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.
Power Surge (new)
Beginning when you choose this archetype at 3rd Level, when you successfully strike a creature with an attack, you may choose to attempt to steel yourself and push extra power into that attack. Roll a dice. On an even roll, you convert your attack into a critical hit. On an odd roll, you treat all rolled damage dice on the attack as 1's, which you cannot reroll even if another feature would allow you to do so. You may use this feature once, and regain use of this feature upon completion of a long rest or by spending your second wind feature.
Additionally, you revel in critical strikes, and your foes bear witness to this. Whenever you make a critical strike, you may choose to make an Intimidating Display of it. Each creature that you choose within 30' of the creature struck must make a Wisdom save, with a DC of 8 + Your Proficiency Modifier + Strength or Dexterity modifiers.
Upon failure they are frightened of you until the end of your next turn. Creatures which save against this feature are immune to it for the next 24 hours.
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.
(Mostly New/Buffed) In addition when you long jump the distance you can cover increases by a number of feet equal to your Strength modifier, or twice your Strength modifier for a running long jump. Thrown weapons and objects you employ have doubled range increments and you have advantage on ability checks for lifting or throwing. You no longer require 2 feet for every 1 foot traveled for climbing or swimming.
Additional Fighting Style
At 10th level, you can choose a second option from the Fighting Style class feature.
Focused Surge (new)
At 10th level, you can choose to focus on the triumph of a critical strike to spur yourself on rather than terrify your foes. When you critically strike a creature, instead of making an Intimidating Display you may move up to half your movement speed without provoking attacks of opportunity. If you pass or end your movement next to a hostile creature, you may make a single extra attack with advantage as part of this movement.
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.
Art Attribution "Dwarf Berserker Token MtG Art by Olivier Bernard" http://www.artofmtg.com/art/dwarf-berserker-token/
