Caravan Guard Martial Archetype by Baldr12

Search GM Binder

Caravan Guard

A caravan's guard job is to protect convoys, merchants, religious or political figures or anyone that requires the uttermost safety from dangerous people and monsters. Their best friend is a shield and their bravery, with which they can walk towards deadly situations without even blinking an eye.

Safety Measures

At 3rd level, you gain proficiency in two of the following skills of your choice: Investigation, Medicine, Perception, or Survival. You can choose to gain proficiency with Navigator’s tools and Vehicles (land or water) in place of one skill choice.

In addition to that, Shields for you are considered melee weapons that deal 1d6 bludgeoning damage with the Light property.

Bravery

At 3rd level, you have four bravery dice, which are d8s. A bravery die is expended when you use it. You regain all of your expended bravery dice when you finish a long or short rest. You gain another superiority die at 7th level and one more at 15th level. You can expend bravery dice to gain a number of different benefits:

  • When you ready an action and that condition to trigger it is happening, if you are holding a shield you can expend a bravery die. After or before you do the readied action, you can move up to your movement speed and add the bravery die to the armor class value of an ally within 5 ft of you.
  • If a creature attacks you, before the attack roll, while holding a shield you can expend one bravery die. You can move up to 5 ft per bravery die away from the enemy. The enemy can choose to follow you, if he does, he gets Advantage on his attack. Your and enemy's movement can still cause opportunity attacks.
  • If you are hit by an attack while holding a shield, you can expend one bravery die as a reaction, adding the number rolled to your AC. If the attack still hits, you take half damage from it.

Vigilant

You are a master of navigating the world, and you react with swift and decisive action when attacked. This grants you the following benefits:

  • You ignore difficult terrain.
  • You have advantage on initiative rolls.
  • On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.

In addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:

  • Difficult terrain doesn’t slow your group’s travel.
  • Your group can’t become lost except by magical means.
  • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
  • If you are traveling alone, you can move stealthily at a normal pace.
  • When you forage, you find twice as much food as you normally would.
  • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.

Improved Bravery

At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s.

Relentless

Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain 1 bravery die.

Made by /u/baldr12
 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.