Base Class: Fighter
You are a representative of the law, the ultimate guard. Capable of making any thief think twice before stealing from the places you guard or turning any assassination attempt on it's head. You focus on countering attacks made by your opponent and taking every advantage away from any ambushers though martial strategy.
Bonus Proficiency
When you choose this archetype at 3rd level, you gain expertise in the Investigation and proficiency in Perception.
On guard for thee
When you take this martial archetype at level 3, you may use your reaction to parry a melee attack that successfully hit you. Roll damage as normal with your melee weapon but the damage is instead used to reduce the damage of your foe's attack. If the amount you reduce is greater than the damage the attacker dealt the attacker takes the difference.
You can parry this way a number of times equal to your bonus to the Investigation skill. You regain all uses after a long rest.
Reactionary
Starting at 7th level you gain a second reaction on each of your turns and can re-roll your damage roll once when you parry, you must take the new roll.
Combination attack
At level 10 you advance your skill at setting your opponent off balance. Chains of attacks add bonuses to each of the following actions.
Disengage. You gain 5 feet of movement for every melee attack or parry you made since the end of your last turn.
Shove. Shoving a creature adds an additional 5 feet for every melee attack or parry you made since the end of your last turn.
Grapple. Grappling a creature adds 1 to your athletics check for every melee attack or parry you made since the end of your last turn.
Help. A creature you help adds 1 to their check for every melee attack or parry you made since the end of your last turn.
Supernatural awareness
At level 15, you can see the invisible as long as they are moving and can no longer be surprised.
Gatekeeper
At level 18 you can ensure only those you allow can pass you. Creatures up to two size categories larger than you can no longer move through your space. Space in your weapon's reach is considered difficult terrain for any creature's you choose.
Lastly any damage you parry cannot reduce you below 1 hitpoint.
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