Base Class: Fighter
*Class Restriction - Squire of Solomnia Feat*
Many celebrated heroes have risen from the Knights of Solamnia, the most storied knighthood on Ansalon. The knighthood began over a thousand years ago, during the reign of the Ergothian Empire in western Ansalon. Vinas Solamnus, head of the Ergothian imperial guard, was sent to eastern Ergoth to put down a massive rebellion. However, Solamnus learned of the rebels’ grievances and, won over to their cause, he and the rebels marched on the Ergothian capital of Daltigoth. The capital fell, and Vinas Solamnus was crowned king of a new independent nation on the eastern plains, called Solamnia in his honor.
King Solamnus sought above all to rule this new society justly. On the Isle of Sancrist, at a black granite stone in a secluded glade, he prayed to the gods for guidance. Three of the gods of good appeared to him: Paladine, god of justice and order; Kiri-Jolith, god of just warfare; and Habbakuk, god of nature, loyalty, and the elements. The three gods inspired three orders of knights that would guard the realm together as the Knights of Solamnia.
The Oath
At 3rd level As a squire of Solominia you begin to undertake vows and pass trials to grant you passage inside the order of knighthood. Now complete, While you use your second wind feature you let out a bellowing warcry shouting your oath;
“Est Sularus oth Mithas,” or “My Honor Is My Life.”
with such passion and zeal, instilling courage or fear into all who hear it depending on the order who your oath draws inspiration from. By doing so your Second wind feature is amplified in the following way;
In addition to one of the features below, you regain all uses of your squire of Solomnia precise strike ability Whenever you use your second wind.
Order of the Crown
When you use your second wind feature choose one enemy creature, within 30’ for one minute you, and each friendly creature within 30’ of you are immune to fear against it, and gain one point of inspiration on each of your turns.
*a creature can never have more than one point of inspiration available to them at one time*
Order of the Rose
When you use your second wind feature, each ally within 30’ of you gains temporary hp equal to your second wind instead of you. Additionally choose one creature that can see and hear you within 30’ and for 1 minute it suffers disadvantage on all attack rolls against creatures other than you.
Order of the Sword
when you use your second wind feature, you chose one creature you can see within 30’ and vow enmity against it. Once on each of your turns the first time you hit that creature with an attack, add 1d6 plus half your fighter level to the damage. This lasts for one minute or until the creature is reduced to 0hp
The Measure III (Stewardship)
At 3rd level After the Oath has been taken a knights duties are far from over. Outlined in a large book of rules all knights are expected to commit them to mind body and soul. This book is called the Measure.
One of the earliest chapters outlines the best way to be a good steward of your equipment and how to maintain it even while on the road.
You gain proficiency in Smiths tools. As well during a long rest you can temper and maintain your armour, a shield, or a weapon. You can only temper one item at a time. And when you temper a new one the previous ones effects cease to be active. Starting at 7th level you can have 2 of these active and at 10th you can have 3.
Armour
While wearing Heavy armour reduce all incoming bludgeoning, piercing and slashing damage by your proficiency bonus.
Shield
Choose one damage type from the following and your shield gains you resistance to that type. Fire, cold, lightning, acid, force, thunder.
Weapon
While wielding a tempered weapon add 1d4 weapon damage to all damage rolls
The Measure VII (History and War)
At 7th level, you can choose a second option from the Fighting Style class feature. As well you become proficient in the history skill. If you’re already proficient you can choose one other intelligence skill.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Blind Fighting
You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Interception
When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Superior Technique
You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver’s effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
Thrown Weapon Fighting
You can draw a weapon that has the thrown property as part of the attack you make with the weapon.
In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Unarmed Fighting
Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren’t wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.
At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.
The Measure X (Morale, and Leading from the Front)
At 10th level After toiling with this latest chapter its lessons resonate with you and make their knowledge accessible to you, be it at home or on the battlefield. You learn one of the following lessons, and how to apply it.
Order of the Crown
When you and Allies within 30’ of you are forced to make a saving throw, you can spend a use of your indomitable and give everyone within range advantage on that save
Order of the Rose
when you and allies within 30’ of you are forced to make a saving throw you can spend a use of your indomitable feature and choose to take the save at disadvantage. Additionally All friendly creatures within 30’ of you who can see or hear you can choose to automatically succeed the save.
Order of the Sword
when you are forced to make a saving throw before you roll you can spend a use of your indomitable feature and automatically pass the save.
The Measure XV (Deeds, not Words)
at 15th level the latest chapter’s knowledge is no longer lost on you. Eager to put its lessons into practice. Your action surge is amplified in one of the following ways:
Order of the Crown
When a friendly creature within 30’ of you is the target of an melee attack, as a reaction you can use your action surge and move up to your full movement towards them and make your action surge attacks. Each attack made in this way is done at advantage. Movement made in this manner does not trigger opportunity attacks.
Order of the Rose
When an ally within 30’ of you is reduced to 0hp you can spend your action surge as a reaction, move up to your full movement speed, and interpose between them and their attacker. they instead go to 1hp and gain temporary hitpoints equal to twice your fighter level. And all subsequent attacks by that creature are instead made against you. Movement made in this manner does not trigger opportunity attacks.
Order of the Sword
When you use your action surge feature you score a critical on 19, 20’s. Additionally if you land a critical hit you regain a use of your action surge feature.
The Measure XVIII (Oathsworn)
At 18th level This large, wordy, incredibly difficult to comprehend chapter has finally yielded. Granting you its lessons and knowledge and gaining you one final boon:
Order of the Crown
allies within 30’ of you gain 1d4 to attack rolls, saving throws, and ability checks. Hostile creatures within 30’ reduce their attack rolls, saving throws, and ability checks by 1d4. While wearing tempered heavy armour the first time on each of your turns you take bludgeoning, slashing, or piercing damage you can reduce that damage to 0.
Order of the Rose
while wearing heavy armour and using a shield, you’re resistant to all damage, allies with 15’ of you are immune to the frightened condition. While wielding a tempered shield allies within 5’ of you gain 3/4 cover and can add your shields AC to Dex saves.
Order of the Sword
Your melee attacks ignore all resistances, and each time you roll initiative, your total cannot be lower than your level in this class. Additionally, your tempered weapons damage dice increases to 1d6, and the first time on your turn you attack with a tempered weapon, that roll is made at advantage.
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