This subclass has received significant changes
When you choose this archetype at 3rd level, your discipline and attention to detail allow you to excel in social situations. You gain proficiency in two of the following skills of your choice: History, Insight, Performance, or Persuasion.
Whenever you make an ability check using any of these skills you gain a bonus to the check equal to the ability modifier used to calculate your Mastery save dc.
Starting at 3rd level, your intensity in battle can shield you and help you strike true. While not wearing a shield, you can use a bonus action on your turn to give yourself advantage on weapon attack rolls until the end of the current turn. When you do so, you also gain 10 temporary hit points. These temporary hit points last for 1 minute or until you don a shield. The number of temporary hit points increases when you reach certain levels in this class, increasing to 20 at 10th level and 30 at 15th level.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a short or long rest.
Starting at 7th level, you gain proficiency in the skills that you didn’t choose for your Noble Grace feature. In addition choose one set of artisans tools. You gain proficiency with them and add a bonus equal to the ability used to calculate your mastery dc whenever you make a skill check with them.
Your self-control also causes you to gain proficiency in Wisdom, Intelligence and Charisma saving throws.
Starting at 10th level, when you roll initiative and are missing a use of Fighting Spirit, you regain one use.
Starting at 15th level, you learn to trade accuracy for swift strikes. If you take the Attack action on your turn and have advantage on an attack roll against one of the targets, you can forgo the advantage for that roll to make an additional weapon attack against that target as part of the same action, this second attack cannot benefit from advantage. You can do so no more than once per turn.
Starting at 18th level, your fighting spirit can delay the grasp of death. If you take damage that reduces you to 0 hit points and doesn’t kill you outright, you can use your reaction to delay falling unconscious, and you can immediately take an extra turn, interrupting the current turn. While you have 0 hit points during that extra turn, taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill you. When the extra turn ends, you fall unconscious if you still have 0 hit points.
Once you use this feature, you can’t use it again until you finish a long rest.