Base Class: Fighter
It is a well known fact that, in the kingdoms of yore as much as in those of today, a monarch was only as mighty as their companions. It was tradition for the most valorous and renowned combatants to flock around rukers - not just to serve them, but to exploit the presence of other powerful warriors to hone their skills further. And so, the Praetorian Guards were born - champions and masters of warfare who, through service to their monarch, honed the art of combat to perfection. Now, their secrets are passed on to any who are willing to see them through, and who possess the strength to do so.
The Praetorian Guard subclass makes any who take it incredibly adept physical tanks. Through allowing them to increase their AC beyond its conventional limits and offering them significant incentives towards doing so, Fighters who walk this path will be able to weather any assault, becoming unmatched frontline bruisers that steal away enemy attention with a defense that is also offense. With the possibility to choose two additional Fighting Styles further increasing their versatility, Praetorian Guards also have a small, but important element of customization, allowing the player to decide which approach to take while they're up in the enemy's face.
Much along the lines of the reliable Champion, the Praetorian Guard presents only a few active features and mostly focuses on passive boosts. It is simple, effective, and deadly - just like the Fighter class itself. However, one must be aware that a Praetorian Guard mustn't be careless: they will deal with the brunt of enemy aggression, and should they have a way to bypass their immense resilience, they may even have to do the unspeakable and retreat...
Level 3: Kingshield
Beginning when you choose this archetype at 3rd level, your skill with heavy armor allows you to become a bulwark, taking and doling out punishment on a higher order of magnitude than the ordinary man.
Depending on which is higher, you can add either your Dexterity or Constitution Modifier (up to a maximum of +2) to your Armor Class while you are wearing heavy armor. Additionally, if an attack against you fails, you can add the difference between your Armor Class and the failed attack roll to your next attack or damage roll. If you are attacked again and the attack fails, you can choose to substitute the bonus from the initial failed attack with that of the second.
As well, the time needed for you to don and doff your armor is halved, and you can don and doff shields using a bonus action instead of an action.
At 11th Level, the maximum modifier that can be applied to your Armor Class on top of heavy armor increases to +3.
Level 7: Battleborn Prodigy
At 7th Level, your abilities in the art of warfare allow you to learn an additional Fighting Style from the Fighter's Fighting Style List. Additionally, you can now change your second Fighting Style during a short rest. The Fighting Style you learn thanks to this Feature can be changed any time you reach a level in the Fighter class that grants you the Ability Score Improvement feature.
At 13th Level, you can learn a third Fighting Style from the Fighter's Fighting Style List, which can be changed just like your second fighting style can.
Level 10: The Best Offense is a Good Defense
Starting at 10th Level, you are no longer a passive defender, but an aggressive closer, using the sheer weight and power of your heavy armaments to turn your swings into crushing blows. At the start of your turn, you can choose to enter a stance. While in this stance, you gain +1 to all melee weapon attack and damage rolls you make for every 4 point of AC above 10 you have, up to a maximum equal to your Proficiency Bonus. The stance remains active for one minute. You can use this feature only once per Short Rest.
At 17th Level, you can use this feature twice per Short Rest instead of only once.
Level 15: Unbreachable
At 15th Level, you can use your martial skill to defy losing situations. Once per long rest, you can replace the result of a failed attack roll or Saving Throw with a number equal to your Armor Class. If you do, no further modifiers can be applied on top of the result.
At 19th Level, you can use this feature twice per Long Rest.
Level 18: Walking Fortress
At 18th Level, you alone stand at the peak of warfare, a colossal and powerful monolith. While you are wearing heavy armor, you can no longer be moved against your will, and you have Advantage on Saving Throws against being knocked prone. Additionally, if you must make a Dexterity Saving Throw while wearing heavy armor, you can make a Strength or Constitution Saving Throw instead. If you make the Saving Throw against an area of effect spell, you take no samage on a success and half the total damage on a failure.
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