Fighting Style - 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 wearing a shield.
Second Wind
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10+your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.
Action Surge
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again.
Martial Archetype - Champion
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.
Feature - Guardian
You may elect to place yourself in the path of danger in order to protect a friendly creature or humanoid. Any time that you are within 10 feet of them, and they suffer an attack, you may switch places with them and receive the attack in their place. You must declare this before the attack roll is made. You can use this feature a number of times equal your dex modifier and are restored after a long rest.
Feat - Skill Expert
You have honed your proficiency with particular skills, granting you the following benefits:
- Increase one ability score of your choice by 1, to a maximum of 20.
- You gain proficiency in one skill of your choice.
- Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.
Features & Traits