Base Class: Fighter
The best of the best, Royal Guards must be prepared for any situation at any time.
Fighting Experience
Beginning when you choose this archetype at 3rd level, your weapon attacks are strengthened by your experience. You can add your Wisdom modifier to any attacks that you make with a weapon.
Unusual Talent
Starting at 7th level, you can cast a Wizard spell that you have seen before once a day provided that you have the materials. This increases to twice a day at 13th level, and three times a day at 19th level. Any spell you cast can only be a third of your Fighter level(rounded up).
(Spells that you have seen should be discussed with your DM)
Comfortable Armour
At 10th level, you gain advantage on Stealth and Perception checks made while wearing armour.
Superior Protection
Starting at 15th level, when creature you see attacks a target other than you that is within 5 feet of you, you can use your reaction to change the attack target to yourself and impose disadvantage on the attack roll. You must be wearing a shield.
Tougher Than Nails
At 18th level, you can revive with full health once a day after being killed. This effect must be declared immediately after death, and does not nullify being raised as a zombie. Using this effect gives you three levels of exhaustion. If this would cause you to die of exhaustion, you are instead revived at 0 health and stabilized. This feature resets at dawn.
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