Fighter
Base Class: Fighter

Knight captains are well distinguished warriors recognized by a noble, lord or king. Often times knights are of noble birth, but many exceptions are found in exceptional young warriors. Knight captains, often don't always fight by their own means but give commands to their soldiers and use tactics to gain advantage on the battlefield. They will always have their lieutenant with them and will execute their orders both on and off the battlefield.

Choose Your Lieutenant.

When you choose this archetype at 3rd level, you choose your lieutenant to fight by side in combat.


   With 8 hours of work and the expenditure of 50 gp worth of application papers and fine food, you hire a lieutenant from your lord's barracks to serve as your loyal companion. You normally select you companion from among the following types of soldiers: a battle guard, a criminal, a kobold, or a saboteur. However, your DM might pick one of these soldiers for you, based on the surrounding terrain and on what types of soldiers would logically be present in the area. At the end of the 8 hours, your lieutenant appears and gains all the benefits of your Companion’s Bond ability. You can have only one lieutenant at a time. If your lieutenant is ever slain, the magical bond you share allows you to return it to life. With 8 hours of work and the expenditure of 150 gp worth of divine scrolls, you call forth your companion’s spirit and use your magic to create a new body for it. You can't return a lieutenant to life in this manner if you do not possess any part of its body. If you use this ability to return a former lieutenant to life while you have a current lieutenant, your current companion leaves you and is replaced by the restored companion.

   Keeping Track of Proficiency When you gain your lieutenant at 3rd level, its proficiency bonus matches yours at +2. As you gain levels and increase your proficiency bonus, remember that your companion’s proficiency bonus improves as well, and is applied to the following areas: Skills, saving throws, attack bonus, and damage rolls. Your lieutenant has abilities and game statistics determined in part by your level. Your companion uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, a lieutenant also adds its proficiency bonus to its and to its damage rolls.  
   Your lieutenants gains proficiency in two skills based on with soldier you choose. It also becomes proficient with two saving throws based on which soldier you choose. For each level you gain after 3rd, your lieutenant gains an additional hit die and increases its hit points accordingly. Whenever you gain the Ability Score Improvement class feature, your companion’s abilities also improve. Your companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your companion can’t increase an ability score above 20 using this feature unless its description specifies otherwise. Your lieutenants will have a starting feature specifically tailored to their type and you gain access to a second one at level 7 and another at level 18 Your companion shares your alignment, and has a personality trait and a flaw that you can roll for or select from the tables below. Your companion shares your ideal, and its bond is always, “The Knight Captain who travels with me is a worthy commander for whom I would gladly give my life.”
d6 Trait
1 I’m dauntless in the face of adversity.
2 Threaten my friends, threaten me.
3 I stay on alert so others can rest.
4 I look to protect my commander's life at all cost.
5 I have a knack for showing up in the nick of time.
6 I put my lords’ needs before my own in all
things.

d6 Flaw
1 If there’s food left unattended, I’ll eat it.
2 I growl at strangers, and all people except my
ranger are strangers to me.
3 Any time is a good time for a belly rub.
4 I’m deathly afraid of water.
5 My idea of hello is a flurry of licks to the face.
6 I jump on creatures to tell them how much I love
them.

 https://www.dndbeyond.com/monsters/1902864-battle-guard

https://www.dndbeyond.com/monsters/1902983-criminal

https://www.dndbeyond.com/monsters/1903025-sabotuer

Coordinated Attack

Beginning at 10th level, you and your lieutenant form a more potent fighting team. When you use the Attack action on your turn, if your companion can see you, it can use its reaction to make a melee attack

Rank-up

Starting at the 7th level, your lieutenants gain access to their second feature or proficiency.

Parry

At 15th level, whenever an attacker that your companion can see hits it with an attack, it can use its reaction to halve the attack’s damage against it. You can this up to your CHA modifier before taking a short rest.

Commandant

Once you reach level 18 your lieutenants get access to their third feature or trait. You can also expend a bonus action to have your lieutenant to attack on your command.

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