Martial Archetype
Exemplar
Exemplar are simple, mighty warriors who combine raw power with rigorous training. Regardless of the weapons they wield, an Exemplar displays martial prowess honed to deadly perfection. They might be even more effective than other warriors using the tried-and-true, or experiment with a variety of bizarre weapons and exotic fighting styles. To them, it matters little. To play an Exemplar is to make any warrior archetype possible.
Strike True
You are the master of every weapon and every fighting form. When you choose this archetype at 3rd level, you gain proficiency in all exotic weapons and shields, as well as improvised weapons. Any weapon you wield has a damage die of 1d8 while you use it, unless it already uses a larger die or multiple damage dice. Furthermore, your weapon attacks score a critical hit on a roll of 19 or 20. This expands to include a roll of 18 at level 15.
Remarkable Athlete
Starting at 7th level you add your proficiency bonus to all Strength and Constitution checks that you are not already proficient in, and to the length of your long jumps and height of your high jumps. Your speed also increases by 5 feet.
Empowered Fighting Styles
At 10th level, your chosen fighting style provides further benefits, beyond those it already grants.
Archery. The short range of your attacks with ranged weapons increases by 20 feet. This bonus cannot exceed the weapon's long range.
Defense. You gain an additional +1 to AC while wearing armor, and you can don and doff armor in half the time it normally takes.
Dueling. When you are wielding a melee weapon in one hand and no other weapons, you can use your bonus action to attempt to disarm a creature when you hit it with a weapon attack.
Flexibility. While you are wielding a versatile weapon and no other weapons or shields, you can add your Dexterity modifier (maximum of +1 while one-handed, maximum of +2 while two-handed) to your damage rolls with versatile weapons.
Great Weapon Fighting. If your size is small, you ignore disadvantage inflicted by using heavy weapons. If your size is medium, when you roll a 3 on a damage die for an attack you make with a melee wepaown that you are holding with two hands, you can reroll the die. You must use the new roll.
Protection. When a creature you can see attacks a target, including you, within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a weapon or shield to do so. If the attack misses, you can make one melee weapon attack against the creature who made it, as part of the same reaction.
Two-weapon fighting. When you make an additional attack as a bonus action, you can choose to deal half the damage you ordinarily would and attempt to shove the target prone.
Final Stand
Starting at 15th level, your indomitable will lets you power through mortal injuries. When you succeed on a death saving throw, you can choose to regain 1 hit point. When you do so, your current level of exhaustion is reduced by 1, you can stand without consuming any movement, and can take your turn as though you started your turn with 1 hit point remaining. Any friendly creature within 30 feet of you that can see you gains a number of temporary hit points equal to your Fighter level + your Charisma modifier.
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.
Gift of Immortality, Matt Stewart
This content is no longer up-to-date. It exists as part of a larger document, The Warrior's Codex, which can be found here