Martial Archetype: Knight Protector

Out of the blackness and stench of the engulfing swamp emerged a shimmering figure and his friends. Only the splattered armor and ichor-stained sword hinted at the unfathomable evil the they had just laid waste. Knight Protectors seek to embolster allies and fight with them to the bitter end. They are the shield of the just and the sword of the oppressed.

You should discuss with your Dungeon Master about some sort of knightly order where tennents, ethics, or a code of conduct are apart of your oath to upkeep upon specializing in this Martial Archetype: Create your own or join a pre-existing one if the DM has something in mind.

Encourage

You find yourself quite well versed in keeping your allies primed for battle at all times. When you choose this archetype at 3rd Level when you use your second wind you may choose additional targets equal to your charisma modifier to gain the benefits of your second wind within 30 feet.

Guiding Strike

Your confident charge into battle has led the way for others. Once per turn, when you hit a target with an attack made by a melee weapon without the two-handed or heavy properties, you can choose to execute a Guiding Strike. You deal extra damage to the target equal to the weapon's damage die, and all atacks made against the target by attackers other than you within 30 feet of you before the start of your next turn are made with advantage. You can use this feature a number of times equal to your Charisma modifier, regaining all spent uses after a short rest.

Fearless Assault

Your experience in battle has led you to act first, while thinking first. Starting at 7th level you can add your Charisma bonus to your initiative rolls. When you take the attack action and hit a creature who has not taken a turn in the combat yet, you may spend a bonus action to direct a friendly cretaure within 30 feet who can see and hear you to strike. That creature can use its reaction to immediately make a single weapon attack against the target.

Charasmatic Leader

You natural knack for leadership postions has led you to the unnaturally ability to speak calmly and persuasively to others. Starting at level 10, you gain profieciency in puersuasion. If you are already proficient in persuasion, you add double your proficiency bonus to any checks made using that skill. In addition, when you use your Guiding Strike ability, the extra damage increases to two additonal weapon dice.

Advanced Strikes

Starting at level 15, you may alter your Guding Strike in one of two ways:

Heavy Swing:

You have mastered fighting with the heaviest of weapons. You can now uses weapons with the heavy or two-handed properties while using your Guiding Strike. Additionally you can add your Strength Modifier twice when calculating the damage of your Guiding Strike.

Taunting Slash:

Your Guiding Strike now turns into a Taunting Slash as you berate your enemies. When you use your Taunting Smash that target is at disadvantage when attacking any other targets other than you. In addition you can add your Charisma Modifier to the damage of your Guiding Stike.

Loyal Commander

Your allies are your family and when through thick and thin you will do whatever in your power to avenge and keep them safe. At 18th Level when a creature you can see is reduced to 0 HP by an attack, you can immediately use your reaction to move up to your movement speed and make a single weapon attack against the target's attacker. You do not provoke attacks of opportunity while making the this move. This attack gains the effects of your Guiding Strike feature, even if you have no uses of that feature remaining. If the target is reduced to 0 HP before the start of your next turn, you regain all spent uses of your Guiding Strike. You can use this feature once per long rest.

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