Base Class: Fighter
The Will is the title used to describe a particular sort of force. Some say that it is a manifestation, combined energy of all the wants, wishes, and desires of all creation. Others believe that it's a simple balancing act that keeps the universe and the extended cosmology from falling apart. Some think it to even be alive. Whatever it may be, few people truly understand how it works, and even fewer even know about its existence. One thing remains clear though. Those who follow it, those who trust their gut, and those who are truly resolute seem to be more empowered, more enabled, and more in control of their destiny. That is what the Knights of Resolve stand for. Their capabilities range from brief sights into the future, to dealing damage through their own tenacity, to great feats of teleportation, and communication.
Power of Resolve
3rd-level Knight of Resolve feature
You harbor a pool of Resolute Power within. This Power is represented by your Resolute Power dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various Powers of Resolve you have, which are detailed below.
Some of your powers expend the Resolute Power die they use, as specified in a power’s description, and you can’t use a power if it requires you to use a die when your dice are all expended. You regain all your expended Resolute Power dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Resolute Power die, but you can’t do so again until you finish a short or long rest.
When you reach certain levels in this class, the size of your Resolute Power dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12). The powers below use your Resolute Power dice.
Second Sight. On your turn, using a bonus action, you briefly can glance 6 seconds into the future to see where your opponents are moving and attacking. This grants you, or another creature you can see within 30 feet of you advantage on their next attack role. You expend one Resolute Power die, and add the number rolled plus your Wisdom modifier (minimum reduction of 1) to the damage of the attack.
Willful Shield. When an ally of yours within 30 feet of you is struck by a weapon attack, you can use your reaction to enable to your Willful shield. This creates a vacuum, physically pulling the pain away from the victim. You expend one Resolute Power dice and subtract the number rolled plus your Wisdom modifier (minimum of one) from the amount of damage dealt.
Found Step. Occasionally it can be difficult physically to reach the path you wish to take. This ability when used as a bonus action, allows you to find ways that do not reveal themselves on the Material plane. When you use this ability, it enables you to see not only into the Ethereal Plane, but the Shadowfell and the Feywild aswell. A swirling combination of the planes that you see blends into the Material Plane, and allows you to run and move to locations you wouldn't ordinarily be able to reach. When you use this bonus action, you gain a flying speed of 30 feet, which lasts for 1 minute, but if at the end of each turn you are not on solid ground or holding something in the material plane to keep you aloft, you will fall. Additionally, when flying you will appear to be running through the sky. Once you take this bonus action, you can’t do so again until you finish a short or long rest, unless you expend a Resolute Power die to take it again.
Resolute Adept
7th-level Knight of Resolve feature
You have mastered new ways to use your Resolute abilities, detailed below.
Adamant Blade As a bonus action, you can pull from the Will of the World, and out of the fabric of the universe comes a +1 magical weapon. It must either be a copy of a melee or bow weapon you are currently in possession of or one you have touched within the last hour. This weapon exists for one minute and then fades back into the void. Once you take this bonus action, you can’t do so again until you finish a short or long rest, unless you expend a Resolute Power die to take it again.
Hindsight of Celerity. When you deal damage to a target with your Second Sight, you can grant disadvantage on the target's next attack roll or Saving Throw.
Unwavering Spirit
10th-level Knight of Resolve
The energy of The Will flowing through you has bolstered your mind. You have resistance to force damage. Moreover, if you start your turn charmed or frightened, you can expend a Resolute Power die and end every effect on yourself subjecting you to those conditions.
Warden of Will
15th-level Knight of Resolve feature
You can shield yourself and others using the force of will. As a bonus action, you can choose creatures, which can include you, that you can see within 30 feet of you, up to a number of creatures equal to your Intelligence modifier (minimum of one creature). Each of the chosen creatures is protected by half cover for 1 minute or until you’re incapacitated.
Once you take this bonus action, you can’t do so again until you finish a long rest, unless you expend a Resolute Power die to take it again.
Will of The Sight Spear
18th-level Knight of Resolve feature
You have become so in tune with the heartbeat of the World, that you can begin to speak to it, and travel nearly anywhere on it. You can cast the commune and teleportation-circle spells, requiring no components, and your spellcasting ability for the spell is Wisdom.
Once you cast either spell with this feature, you can’t do so again until you finish a long rest, unless you expend a Psionic Energy die to cast it again.
Comments