Martial Archetype

Elite

Elites are formidable warriors and protectors. Whether as protectors or as chosen warriors, they excel in battle. These fighters are known as housecarls, hirdsmen, or bodyguards to aristocrats.

 

Menacing Guardian

As an elite guardian, you can menace your foes, foil their attacks and punish them for harming others.

Once on you turn when you hit a creature with a melee attack, you can give that creature disadvantage on attack rolls against any creature other than you until the beginning of your next turn.

In addition, when another creature within 5 feet of you makes an attack against a creature that is not you, you can use your reaction to make an attack against that creature before it makes the attack, giving the creature a penalty on the attack roll equal to the roll on weapon’s damage dice. You can use this special reaction twice between short rests.

Rush Forward

When you use you Second Wind feature, you can immediately move up to 15 feet towards an enemy and make a weapon attack. This movement does not provoke opportunity attacks.

 

Hold the Line

At 10th level, you become a master of locking down your enemies. Whenever a creature moves into your reach, you can immediately make a melee attack with your weapon against the creature. On a hit, the creature’s speed is reduced to 0 for the remainder of its turn. You can use this feature once between short or long rests. You also regain the use of this feature when you use your second wind.

 

Ferocious Charger

Starting at 15th level, you can run down your foes. If you move at least 15 feet in a straight line immediately before attacking a creature and you hit it with the attack, the target must succeed on a Strength saving throw or be knocked prone.

The target has disadvantage on the saving throw if you used your second wind feature this turn.

You can use this feature only once on each of your turns.