Base Class: Fighter
You have the strength and ability to go into battle if needed, but instead you help guilds in need. You set up quests, help guild masters in need, and even face against rowdy guild mates if needed. You see yourself as a peace keeper.
Brawler Justice
Beginning when you choose this archetype at 3rd level, Your unarmed attacks and improvised weapon attacks score a critical hit on a roll of 19 or 20.
Seasoned Clerk
Starting at 7th level, you can add half your proficiency bonus (round up) to any Strength, Charisma, or Constitution check you make that doesn’t already use your proficiency bonus.
Working with all sorts of people makes you tough.
Additional Guild Fighting Style
At 10th level, you can choose a second option from the Fighting Style class feature.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Scary Strong
Starting at 15th level, Your unarmed attacks and improvised weapon attacks score a critical hit on a roll of 18–20.
My Guild Will Not Fall
At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 10+ your Charisma modifier if you have no more than half of your hit points left while you are battling in or for your guild's safety ann well-being. You don’t gain this benefit if you have 0 hit points.
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