Fighter

Feat Name Action Contents
Fighting Style {name} adopts a particular style of fighting as their specialty. Choose one of the following options. They can’t take a Fighting Style option more than once, even if they later get to choose again.
Archery: They gain a {"+2"} bonus to attack rolls they make with ranged weapons.
Defense: While they are wearing armor, they gain a {"+1"} bonus to AC.
Dueling: When they are wielding a melee weapon in one hand and no other weapons, they gain a {"+2"} bonus to damage rolls with that weapon.
Great Weapon Fighting: When they roll a {1} or {2} on a damage die for an attack they make with a melee weapon that they are wielding with two hands, they 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 them to gain this benefit.
Protection: When a creature they can see attacks a target other than them that is within {"5 feet"} of them, they can use their reaction to impose disadvantage on the attack roll. They must be wielding a shield.
Two-Weapon Fighting: When they engage in two-weapon fighting, they can add their ability modifier to the damage of the second attack.
Second Wind {name} has a limited well of stamina that they can draw on to protect themselves from harm. On their turn, they can use a bonus action to regain hit points equal to !(1d10 +{Lvl}). Once they use this feature, they must finish a short or long rest before they can use it again.
Action Surge Starting at 2nd level, {name} can push themselves beyond their normal limits for a moment. On their turn, they can take one additional action on top of their regular action and a possible bonus action.
Once they use this feature, they must finish a short or long rest before they can use it again. Starting at 17th level, they can use it twice before a rest, but only once on the same turn.
Martial Archetype At 3rd level, {name} chooses an archetype that they strive to emulate in their combat styles and techniques.
The archetype they choose grants them features at 3rd level and again at 7th, 10th, 15th, and 18th level.
Extra Attack Beginning at 5th level, {name} can attack twice, instead of once, whenever they take the Attack action on their turn.
The number of attacks increases to three when they reach 11th level in this class and to four when they reach 20th level in this class.
Indomitable Beginning at 9th level, {name} can reroll a saving throw that they fail. If they do so, they must use the new roll, and they can’t use this feature again until they finish a long rest.
They can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

Champion Archetype

Feat Name Action Contents
Improved Critical Beginning when {name} chooses this archetype at 3rd level, their weapon attacks score a critical hit on a roll of {19} or {20}.
Remarkable Athlete Starting at 7th level, {name} can add half their proficiency bonus (round up) {ceil(Prof/2)} to any Strength, Dexterity, or Constitution check they make that doesn’t already use their proficiency bonus. In addition, when they make a running long jump, the distance they can cover increases by a number of feet equal to their Strength modifier ({StrMod}).
Additional Fighting Style At 10th level, {name} can choose a second option from the Fighting Style class feature.
Superior Critical Starting at 15th level, {name}’s weapon attacks score a critical hit on a roll of {"18–20"}.
Survivor At 18th level, {name} attains the pinnacle of resilience in battle. At the start of each of their turns, they regain hit points equal to {5 + ConMod} if they have no more than half of their hit points left.
They don’t gain this benefit if they have 0 hit points.