Champion

Improved Critical

Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 18-20

Remarkable Warrior

Starting at 7th level, you may choose an additional fighting style from the fighting style list

In addition, you may add half your proficiency bonus (rounded up) to any strength, dexterity, or constitution check you make.

As a bonus action, you can spend 10 feet of movement to make a running long jump. Your long jump does not cost movement when you activate it this way (except for the 10 feet you spent to use this ability). The distance you can long jump increases by a number of feet equal to your strength modifier. This movement still provokes attacks of opportunity.

You may also spend a bonus action to attempt to shove a creature 5 feet away from you, as long as you meet the requirements to grapple them in the strength chart.

Survivor

At 10th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to your constitution modifier if you are below half your hit point maximum. You do not gain this benefit if you have 0 hit points.

Superior Critical

Starting at 15th level, your weapon attacks score a critical hit on a roll of 17-20.

Battle Hardened Warrior

At 18th level, when you are reduced to 0 hit points, you may use your reaction to expend exertion points to heal yourself. You regain hit points equal to 5 times the number of exertion points spent, and you gain resistance to all damage until the start of your next turn. 

Alternatively, if you have no exertion points remaining, you may spend a charge of second wind instead, healing yourself for 1d10 + your fighter level, and you still gain the resistance to all damage until the start of your next turn. Once you use second wind to fuel this ability, you cannot use second wind to fuel it again until you take a long rest.