Base Class: Rogue
Some rogues choose to become knights but some don't dedicate themselves to the order
Squire's nimbleness
Beginning when you choose this archetype at 3rd level, when a enemy makes a melee attack against you, you can choose to spend your reaction to impose disadvantage on all that creatures attacks against you until the start of your next turn.
Knight's training
At 3rd level, you gain proficiency with martial weapons and bucklers. you gain +1 to all saving throws
Parry
Starting at 7th level, when struck with a melee attack, you can use your reaction to parry the blow
Second wind
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your rogue level. Once you use this feature, you must finish a short or long rest before you can use it again.
Indomitable
Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest.
Scout training
At 14th level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.
Hardened will
When you reach 19th level, you can no longer become frightened, and you have advantage on saving throws against magical Charm effects.