Champion

Not all those that have a honed practice of the martial varieties of combat can be considered Monks. One subset of these outliers are Champions, who are straightforward at first glance, but are actually individuals that have taken their study and practice of "the basics" many steps above their counterparts.

Master of Arms
At 3rd level, your honed skill with a specific form of weaponry grants you various benefits. Choose a weapon category from polearms, axes, strength blades, finesse blades, hammers (includes flails and morningstars), or special (whips, weighted chains, whip swords). You gain an additional mastered weapon category at 7th, 10th, and 15th level.

While using Martial weapons from your selected category, you gain the following benefits:
 * A 1d4 bonus to damage rolls, increasing to 1d6 at 10th level and 1d8 at 15th level.
 * +1 to your Armor Class.
 * +1 to your critical hit range with weapons in your categories.

Remarkable Skill
Starting at 7th level, you can add 1d6 to ability checks and saving throws involving Strength, Dexterity, and Constitution. If this 1d6 increases your natural d20 roll to 20 or higher, you gain the benefits of a natural 20. You can use this ability an amount of times equal to your proficiency bonus per short rest.

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.

Relentless Critical
Starting at 15th level, your Master of Arms weapon attacks improved critical hit range increases to +2. In addition, when you score a critical hit with a Master of Arms melee weapon attack, you gain a +10 bonus to that attack's damage roll.

Survivor
At 18th level, at the start of each of your turns in combat, 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.