Base Class: Fighter
This class is designed for the Rhythm of the Warsong campaign setting AND is a revision of the "Purple Dragon Knight" subclass.
The proud nobles of the city of Drakescorn were among the most wealthy, wise, and cultured people in all of the Valkran Empire. However, once the empire fell, under the advice of Ridian, the nobles decided not to rejoin Reunice in reforming the empire. Instead, they seceded and forming the country of Ashmark, built on the graves of fallen dragons. To this day, they are allies of Ridian, unsupporting of Reunice's attempts to diplomatically reform the empire. While their military is small, they still defend themselves from potential invaders by training their knights with the same rigorous training as Ridian imposes on their Blue Insurgency. The result of this training is the Ashen Dragon Knights, a proud, honorable, and incredibly chivalrous brand of knights who fight to protect their allies and see combat in an ingenious way that few others can.
Bugfix (Ignore)
This feature fixes a strange bug in which dndbeyond requires a level 5 feature for fighter subclasses to be published.
Combat Ingenuity
When you select this archetype at 3rd level, the training you've received as an elite knight of Ashmark finally manifests itself in the form of an Ingenuity Die.
You gain access to your Ingenuity Die, which is a d8. Whenever you make an attack roll, skill check, or saving throw, you can use your Ingenuity Die, rolling it and adding the result to your attack roll, skill check, or saving throw. The Ingenuity Die is expended when you use it and you can only have one Ingenuity Die at a time. You regain the use of your Ingenuity Die when any of the following scenarios occur:
- You roll initiative to start combat.
- You reduce a creature to 0 Hit Points with a weapon attack.
- You score a critical hit on a weapon attack roll, skill check, or saving throw.
Your Ingenuity Die increases to a d10 at 7th level and increases again to a d12 at 15th level.
Rallying Cry
Additionally at 3rd level, you learn how to inspire your allies to fight on past their injuries, with grants yourself greater insight into the battle at hand.
When you use your Second Wind feature, select a number of creatures equal to 1 + your Charisma modifier (minimum of 1). These creatures must be within 60 feet of you and must not be hostile towards you. Each one gains temporary hit points equal to the roll of your Second Wind feature, provided that the creature can see or hear you. If you affected at least one creature with this feature, you regain the use of your Ingenuity Die.
Royal Envoy
An Ashen Dragon knight serves as an envoy of the Ashmarken crown. Knights of high standing are expected to conduct themselves with grace.
At 7th level, you gain proficiency in the Persuasion skill. If you are already proficient in it, you gain proficiency in one of the following skills of your choice: Animal Handling, Insight, Intimidation, or Performance. Your proficiency bonus is doubled for any ability check you make that uses Persuasion. You receive this benefit regardless of the skill proficiency you gain from this feature.
In addition, whenever you succeed on a Persuasion skill check, you regain your Ingenuity Die, and the next time you roll your Ingenuity Die, the bonus it adds to your roll is doubled. This benefit lasts until you take a long rest, and you can only gain this benefit once per day.
Inspiring Surge
Starting at 10th level, when you use your Action Surge feature, you can choose one creature within 60 feet of you that is allied with you. That creature can make one melee or ranged weapon attack with its reaction, provided that it can see or hear you. The creature gains a bonus to its roll equal to a roll of your Ingenuity Die. This does not consume your Ingenuity Die.
Starting at 18th level, you can choose two allies within 60 feet of you, rather than one.
Bulwark
Starting at 15th level, you can extend the benefit of your Indomitable feature to an ally. When you decide to use Indomitable to reroll a Dexterity, Intelligence, a Wisdom, or a Charisma saving throw and you aren’t incapacitated, you can choose one ally within 60 feet of you that also failed its saving throw against the same effect. If that creature can see or hear you, it can reroll its saving throw, adding a bonus to the roll equal to a roll of your Ingenuity Die, and must use the new roll. This does not consume your Ingenuity Die.
Deadly Ingenuity
Starting at 18th level, you learn how to use your combat ingenuity in the most deadly way possible, to quickly defeat your enemies and protect your allies.
You can now add your Ingenuity Die to any weapon damage roll you make on your turn, expending the use of the die as normal to deal bonus damage of your weapon's type. If you expend your Ingenuity Die in this way, you regain the use of it at the end of your turn.







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Posted May 12, 2022Its in so much detail... dont mind if I do