Fighter: Champion (Wanderer)

Warriors with no particular martial arts tradition. Instead of specialized techniques, Wanderers focus on general fitness and fundamentals.

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.

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 doesn’t already use your proficiency bonus.

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 Fighting Style

At 10th level, you can choose a second option from the Fighting Style class feature.

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.


Alternate

With the GM’s permission, these class features can be used in place of those above.

Aura

Starting at 3rd level, you can intimidate others with the pressure of your presence. You can add your Strength modifier to (Charisma) Intimidation checks.

Whirling Action

At 3rd level, if you miss on a weapon attack, you can use your bonus action to attack again.

Instinctive Counter

At 7th level, if an enemy attacks you with a melee weapon, you can use your reaction to strike back at them. You have advantage on this attack.

Superior Critical

Starting at 10th level, your weapon attacks score a critical hit on a roll of 18-20.

Glancing Blows

At 15th level, your melee attacks deal half damage (rounded down) on a miss.

Dauntless

At 18th level, if you have no uses of Action Surge when rolling initiative, you regain one expended use.