Fighter
Champion (Revised)
Skills of a Champion
At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses any of the chosen proficiencies.
Improved Critical.
When you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20. You also learn a critical effect that you can apply to any critical hit you make.
Critical Damage. Whenever you strike a target with a critical hit, the target takes an additional 1d8 damage of the weapons type. This increases to 1d10 at 10th level, and to 1d12 at 15th level.
Saving Throws. Some of your critical effects require your target to make a saving throw to resist them. The saving throw DC is calculated as follows:
Critical Effect save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
Critical Effects.
You learn one critical effect of your choice, which are details under “Critical Effects” below. These allow you to enhance your critical hits in some way. You can use only one effect per attack.
You learn additional one additional critical effect at 7th level and 10th level. You can replace one of your critical effects with a different one at the end of a long rest.
Bleeding Critical. When you strike a target with a critical hit, it takes an additional it takes an additional 2d6 necrotic damage at the start of its next turn.
Blinding Critical. When you strike a target with a critical hit, it must succeed on a Constitution saving throw or be blinded until the end of your next turn.
Crippling Critical. When you strike a target with a critical hit, choose a saving throw.. The target creature has disadvantage on the saving throw of your choice until the end of your next turn.
Hindering Critical. When you strike a target with a critical it, you can choose to give them disadvantage on all Constitution, Dexterity, or Strength checks until the end of your next turn.
Ramming Critical. When you strike a target with a critical hit, it must succeed on a Strength saving throw or be knocked prone.
Slowing Critical. When you strike a target with a critical hit, it must succeed on a Dexterity saving throw or have its movement speed reduced by 10 feet until the end of your next turn.
Stunning Critical. When you strike a target with a critical hit, it must succeed on a Constitution saving throw or be stunned until the end of your next turn.
Terrifying Critical. When you strike a target with a critical hit, it must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn.
Remarkable Athlete.
Starting at 7th level, you can add half your proficiency bonus (rounded up) to any Strength, Dexterity, or Constitution check you make that does not already use your proficiency bonus.
In addition, you gain a +5 bonus to your movement speed. When you make a running long jump, the distance you can cover increases to by a number of feet equal to your Strength modifier.
Fighting Style Focus.
At 10th level, you can choose a second option from the Fighting Style class feature.
Alternatively, you can choose to instead focus on your previously chosen fighting style and improve its existing abilities.
Archery. You gain a +2 bonus to attack rolls and damage rolls you make with ranged weapons.
Blind Fighting. Your blindsight range increases to 20 feet.
Defense. While you are wearing armour, you gain a +2 bonus to AC.
Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to attack and 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 in two hands, you can reroll the die and choose the higher roll.
Interception. You can reduce the damage a target takes by 1d12 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
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 also give them a bonus to their AC equal to your shield’s AC.
Superior Technique. You learn one additional maneuver of your choice from the Battle Master archetype. You also gain one additional superiority die.
Thrown Weapon Fighting. You gain a +2 bonus to attack and damage rolls using thrown weapons.
Two-Weapon Fighting. When you take the off-hand attack using Two-Weapon Fighting, you can make an additional free off-hand attack at disadvantage.
Unarmed Fighting. Your unarmed strikes increase 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.
Superior Critical
Starting at 15th level, your weapon attacks score a critical hit on a roll of 18-20. You can also change out two critical effects per long rest instead of one.
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 10 + your Consitution modifier if you have no more than half your hit points left. You don’t regain this benefit if you have 0 hit points.