Lawbringer Martial archetype

The lawbringers are an elite guard bound by oath to protect those who would keep the peace and destroy those who would destabilise order. They train for years to become masters of countering an opponent's attacks, taking advantage of their openings. You will find they're often representitives of the kingdom abroad in the wilder areas of a kingdom.

The most versatile weapon

Upon taking this martial archetype at level 3 you gain access to an advanced fighting style focusing on parrying attacks and combos. To use any of these abilities you must be weilding a two handed weapon.

Parry

Whenever a melee attack is made against you or another creature in your melee range you can use your reaction to attempt to parry. The attack is redirected to you and must beat your armorclass + 1. This must be done before a hit is determined. If the creature is a size calss large than you they have advantage on that attack if they didn't already. If the attack is a sneak attack you are unable to parry.

Heavy attacks

You gain 3 heavy attack points, these points can be spent to make your melee attack a heavy attacks adding 1d4 to the damage a weapon deals on that attack. These points are returned when you roll inititive.

Combos

You can mix any combination of back to back normal attacks, heavy attacks and parrys to trigger an effect on the third action. For example if you wanted to trigger the Judge, Jury, Executioner combo you would need to make two normal attacks followed by a heavy attack. All of Judge, Jury, Executioners' effects would occur as part of the heavy attack in that combo since it's the third action. Taking free actions and moving dosen't interupt your combo but parrys, attacks and spellcasting can. Note that you don't need to sucseed on these attacks and parrys unless the combo specifies otherwise.

You know two combos of your choice from the combo list, increasing to 3 at level 5, 4 at level 10 and 5 at level 15. When you level up you can also swap out a combo you know with one you don't.

If a combo requires a target to make a save it's DC is calculated as follows:

Combo save DC =8 + your proficiency + strength mod.

Rule of law

At level 7 your heavy attacks instead add 1d6 and you you start combat with 4 heavy attack points.

Additionally you have advantage to any charisma check that leverage your knowledge of law.

Advanced combat tactics

At level 10 you gain access to a few new moves.

Charge: After moveing in a line for 10 feet you can make a heavy attack to attempt to skewer the target. When you do so they must make a strength saving throw. If they fail you can then move up to to your remaining movement in a line and carry the target with you. After your movement is over you can make your remaining attacks as normal.

Eyes of the Law

At level 15 your time tracking opponent's movements has sharpened your senses. When moving at half your speed or slower you have advantage on all Investigation and Perception checks.

Additionally you have +5 passive perception for detecting hidden humanoids.

Revenge of the lawbringer

At level 18 if you're brought below half health you can draw on your strength for a time to overcome your limitations. When used your heavy attacks cost you no heavy attack points for one minute. Once used you must complete a long rest before using it again.