5e SRD >Classes >Fighter >Fighter Martial Archetypes >

Knowledge Guardian (3PP)

Some fighters study in academies and use their intelligence to win the day. These guardians of knowledge search out ancient tombs and texts as treasures in their own right rather than for the gold they are worth.

Bonus Proficiencies

When you choose this archetype at 3rd level, you gain proficiency with any two of the following skills: Arcana, History, Investigation, Nature, or Religion.

Battle Mind

Also at 3rd level, you recognize the signs of battle before a fight breaks out and know how to exploit the situation to deal the most damage. You can use your Intelligence bonus instead of your Dexterity bonus to determine your Initiative modifier. Additionally, you can add your Intelligence bonus to your weapon damage rolls when you would normally add either your Strength or Dexterity bonus.

Deceptive Attack

Starting at 7th level, you learn to use the gaps in your enemy’s tactics against them. As a bonus action, you can make a Charisma (Deception) check against a creature’s Wisdom (Insight) check. The creature must be within 5 feet. Upon a successful check, the next attack you make against that creature before the end of your turn is made with advantage.

Mind Over Beauty

Also at 7th level, you can use your Intelligence modifier for any Charisma-based skill check instead of your Charisma modifier. Once used, you cannot use this ability again until after you take a short or long rest. At 15th level, you can use this ability a second time before requiring a short or long rest.

Find Traps

Starting at 10th level, you can study a 30-foot radius area for 10 minutes. You must be in the center of the area for that entire time. After this period of study, you know the location of any traps in the area, but not their nature, their weaknesses, or other particular details. You also do not know of any naturally-occurring hazards such as weakened floors, sinkholes, or unstable ceilings. Once you use this ability, you cannot use it again until you have completed a long rest.

Hardened Mind

At 15th level, your intellect has been hardened against mental attacks. You gain proficiency in Intelligence saving throws.

Magical Device Master

At 18th level, you have learned enough about the way magical items work that you can even use ones not intended for you. You ignore all class, race, and level requirements on the use of magic items.

Section 15: Copyright Notice

Book of Heroes: Heroic Fighter Archetypes (5e). © 2019, Jon Brazer Enterprises.