Fighter
Base Class: Fighter

These Knights are years of hard training with a singular purpose protect the King as Royal Guards and if able protect those who can't protect themselves. The only way to become an Arkknight is to be knighted by the king for outstanding bravery and self-sacrifice or to prove yourself worthy. Withstanding the slings and arrows; both literal and figurative. This class makes reference to two homebrew mechanics, listed below: Defend. When you take the Defend action, choose one ally within range of your remaining move speed. Until your next turn, any attacks made against that ally are reduced by half your AC, and remaining damage is dealt to you instead of that ally. Aggravate. When you take the Aggravate action, all hostile creatures within 60 feet of you must make a Charisma saving throw against a DC of 8 + your Proficiency Bonus + your Charisma modifier. On a failure, the creature is Aggravated; it will target you instead of your allies until the start of your next turn. You are its only valid target, and it will move only to get closer to you if possible. If it takes damage from any other source, it can reroll the saving throw to no longer be Aggravated.

Bonus Proficiency

When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: Animal HandlingHistoryInsightPerformance, or Persuasion. Alternatively, you learn one language of your choice.

Offensive Defense

Starting at 3rd level, whenever you are struck with a melee attack while taking the Defend action, you may make a single attack in return.

Skillful Protector

At 7th level, you can now take the Defend and Aggravate actions as bonus actions. However, you cannot take the Attack action whilst defending. In addition, when you Defend, the amount of damage taken is also reduced by your Proficiency Bonus.

Mystigal Protection

At 10th level, you can now redirect a spell or magical/supernatural effe targets an ally you're currently defending to yourself instea You make any relevant rolls. The effect is wasted if you are invalid target. As a reaction, you can choose to redirect such an effect targeting an ally to yourself as long as you have enough movement remaining to reach within 5 feet of that ally.

Ferocious Charger

Starting at 15th level, you can run down your foes, whether you’re mounted or not. If you move at least 10 feet in a straight line right before attacking a creature and you hit it with the attack, that target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone. You can use this feature only once on each of your turns.

Vigilant Defender

Starting at 18th level, you respond to danger with extraordinary vigilance. In combat, you get a special reaction that you can take once on every creature’s turn, except your turn. You can use this special reaction only to make an opportunity attack, and you can’t use it on the same turn that you take your normal reaction.

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