While we're at it, I'm sure we can do the same with the other ''part should have been a background then the rest a fighter archetype'' classes, just for fun
Fighter's Archetype: Wrathbearer
lvl 3:
Frenzy: You can throw yourself in a rage-like battle trance. You gain resistance to pierce/slash/blunt damage and +2 damage for 1 minute or until you fail to attack or take damage in a round. You must take a short rest to use this feature again, 1 more use at level 10 and 14.
lvl3:
Fearsome gaze: you can use Str instead of Cha for Intimidation. You have Advantage in Intimidation while in frenzy.
lvl7:
Great Cleave: On a Critical Hit, all enemies next to you take Str+half level damage.
Lvl10:
Mindless rage: You have advantage against mind affecting effect while in frenzy.
lvl15:
Inspire Frenzy: When you use Action Surge, allies that can see you gain the benefits of your Frenzy until the end of their next turn.
lvl18:
Deathless Frenzy: When entering Frenzy, you are considered under the effect of a
Death Ward spell.
Fighter's Archetype: Assassin
lvl3:
Nightshade: You gain proficiency in Stealth and Poisoner kit. You are a 1/3 spellcaster who use the wizard's list and only gain spell from the Illusion and Transmutation schools.
A silent blade: When Initiative is rolled, you can move half you speed a make one attack. If you we're Hidden when Initiative is rolled the damage roll from the weapon attack is maximized.
lvl 7:
Infiltrator: You gain proficiency in Disuise Kit. While immobile in dim light or darkness, you can use your action to become Invisible until you move or attack.
lvl10:
Inured to Poison: You gain Immunity to Poison damage and Poisoned condition.
lvl 14:
Death Attack: A creature you hit with your A silent blade feature must make a Con save against your spell DC or be stunned until they save.
lvl17:
Assassinate: As an action, you can force a Surprised enemy to make a Con save against your spell DC or Die. On a successful save the creature take 8d10 damage and the creature cant be targeted by this feature for 1 week.
Fighter's Archetype: Delver
Lvl3:
Better part of valor: Can Disengage and Dash a a bonus action.
Expert Dungeoneer: You gain Darkvision 30' (or +15). You gain Prof (or double prof) with Thieves Tool you have Advantage to save against trap.
lvl7:
Scurying Pack rat: Double your jump distance and your carrying capacity. +5 move.
lvl 10:
Mug: You can forego an attack to make a Sleight of Hand check against the enemy's AC.
lvl14:
Use magic item: You can use magic item usually restricted to other class. If the item has charges, you can activate it and make an attack as a bonus action. You can cast Identify as a ritual.
lvl17:
Wear the Hoard: You gain 1 extra attunement slots and gain +1 to saves for each attuned item.