Base Class: Fighter
Chivalry Table
| Fighter Level | Feature |
|---|---|
| 3rd | Chivalric Order |
| 7th | Elegant Courtier, Brave Heart, Chivalric Order |
| 10th | Shoulder charge, Brave Heart, Chivalric Order |
| 15th | Crushing Counter-strike, Brave Heart, Chivalric Order |
| 18th | Eternal Knighthood |
Chivalric Order
Extra Might Damage
Starting at 3rd level, you’re able to strike with your weapons with especially mighty force. Whenever you hit with a weapon that you’re proficient with and deal damage, the weapon’s damage increases by an amount based on your level in this class, as shown on the Knights Bonus Damage table below.
| Knight Level | Extra Might Damage |
|---|---|
| 3rd | 1d4 |
| 7th | 1d6 |
| 10th | 1d8 |
| 15th | 1d10 |
- Honorable Warrior
- Shield of Honor
At 3rd level, though your honor might only be bound to you alone, that honor will protect you from the actions of the dishonorable. Attacks against you cannot gain advantage (unless in single combat). Also, any attacks of opportunity, or surprise attack made against you have disadvantage.
At 7th level, a true warrior needs only his honor to protect him, armors and shields are only secondary protection. You can add your Charisma modifier to your AC if you are wearing at least medium armor and a shield.
- Heroic Charge
At 10th level, if you so choose, at the beginning of a turn, you may elect to not use one of your attacks at and prepare a charge. The charge must be from 20ft. or more. This charge is a focused attack on one enemy, and the attack deals 3D12 + Strength Modifier in damage, and pushes them enemy back 20ft, causing them to fall prone.
- Stubborn Fighter
At 15th level, your will and great mettle keeps you awake from even the hardest of blows, the biggest of blasts, and the penetration of the strongest mind spell. You can add your Constitution Modifier to all of your saving throws.
Stamina Surge
You have a limited well of stamina you can draw upon to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d6 + your Constitution Modifier. You can due this an amount of times equal to your Constitution Modifier.
Heroic Inspiration
You gain the ability to inspire your allies to greatness by giving tactical commands, shouting mottoes and battle cries, or by recalling a tale of heroism. To do so, you use your bonus action on your turn to give one creature and yourself a Heroic Inspiration die, a d6.
The creature may roll the die and add the result to a damage roll, ability check, or saving throw. This can be done before or after the roll it is applied to, but must be done before the DM declares the results of that roll. Once a heroic inspiration die is rolled, it is lost.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a short or long rest.
Elegant Courtier
Starting at 7th level, your discipline and attention to detail allow you to excel in social situations. Whenever you make a Charisma (Persuasion) check, you gain a bonus to the check equal to your Wisdom modifier.
Your self-control also causes you to gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).
Brave Heart
At 7th level, you gain advantage on saving throws against being frightened.
At 10th level, you are immune to being frightened.
At 15th level, each friendly creature within 30 feet of you is immune to being frightened while you are conscious.
Shoulder Charge
At 10th level, after you make an Attack action, you can use a bonus action to Shoulder Charge a creature you have successfully attacked. Make an attack roll for the Charge and if the attack hits, the targeted creature is shoved 10 ft and is knocked prone. The damage for a shoulder charge is 1d8 + your strength modifier.
Crushing Counter-strike
At 15th level, as a reaction to being attacked with a melee weapon, you can declare a Crushing Counterstrike. Make an attack roll against the creature's attack roll with advantage. If you tie or roll past the total of their attack roll, you successfully counter the attack. This attack deals your normal weapon damage, plus 2 additional weapon dice.
You can use this feature a number of times equal to your Strength Modifier (min once) before a long rest.
Eternal Knighthood
At 18th level you gain advantage to charisma checks when talking to any high ranking official, in addition any person you talk to is instantly at ease because of your presence you gain +2 to any charisma check involving any friendly creature.
Previous Versions
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