Base Class: Fighter
The archetypal Great Knight specializes in a heavy two-handed weapon. They are unstoppable on the frontlines, combining their rigorous training with various skills to deal devastating attacks.
Chosen Weapon
When you choose this archetype at 3rd level, you expand your mastery on a heavy two-handed weapon. This process begins by selecting one weapon type. Choose from the following options; each weapon has a unique feature.
Greataxe
Whenever you deal slashing damage with your greataxe, and if the target is a creature other than an undead or a construct, it must succeed on a Constitution saving throw or lose 1d4 hit points at the start of each of its turns due to a grievous wound. Each time you successfully hit a wounded target the damage dealt by the wound increases by 1d4 capping out at 3d4. Any creature can take an action to stanch the wound with a successful Wisdom (Medicine) check. The wound also closes if the target receives magical healing.
At 7th level the dice cap for your grievous wound damage increases by 3, and at 15th level the damage dice turn into d6s.
Greatsword
Your greatsword attacks score a critical hit on a roll of 19 or 20.
At 15th level, your greatsword attacks score a critical hit on a roll of 18-20.
Maul
When you hit a target with a successful attack from your maul, you can impose one of the following effects once per turn.
Large or smaller creatures must succeed on a Strength saving throw or be knocked prone.
Large or smaller creatures must succeed on a Strength saving throw or be knocked back 10 feet from you.
Target must succeed on a Constitution saving throw or have disadvantage on the next attack roll or saving throw it makes before the end of its next turn.
At 15th level you may impose an effect twice per turn. Target size increases to Huge or smaller.
Great Knight Skills
When you choose this archetype at 3rd level, pick one key from the Great Knight Skill list. If a skill has a prerequisite, you must meet that prerequisite in order to benefit from the feature.
You gain one major skill at 5th level, one additional key skill at 7th level, and one additional major skill at 10th level.
Saving Throws. Some of these skills or chosen weapon features require your targets to make a saving throw to resist an effect. The saving throw DC is calculated as follows:
Conqueror Skill save DC = 8 + your proficiency bonus + your Strength modifier
Key Skills
Bastion
Prerequisite: Key Skill
You are unyielding in the frontlines even when gravely wounded. When you use your Second Wind feature you gain temporary hit points equal to the amount healed. Additionally your Armor Class gains a +2 bonus until the start of your next turn.
Cleave
Prerequisite: Key Skill
Whenever you attack with a chosen weapon, you can target one additional creature with your attack so long as they are within 5 feet of the original target. Use your attack and damage rolls for both targets.
Devastating Critical
Prerequisite: Chosen Weapon: Greatsword, 7th level, Key Skill
Your greatsword’s critical multiplier is x3.
Reckless Abandon
Prerequisite: Chosen Weapon: Greataxe, Key Skill
When you use the Attack action, you can make one melee attack as a bonus action. If you do so, attack rolls against you have advantage until the start of your next turn.
Thundering Blow
Prerequisite: Chosen Weapon: Maul, Key Skill
When you have advantage on an attack roll with your maul, you deal an additional 1d6 bludgeoning damage if both rolls would hit the target.
True Strike
Prerequisite: Wisdom of 13 or higher, Key Skill
If you haven't moved this turn, you can steady yourself as a bonus action, reducing your speed to 0, and gaining a +10 to your next weapon attack made before the end of your turn.
Major Skills
Killing Blow
Prerequisite: Major Skill
As an action, you bring down your chosen weapon against a creature within your reach. The creature must make a Dexterity saving throw or take 6d6 + your Strength modifier of your weapon's damage type. If the target has 20 hit points or fewer after taking this damage, it is reduced to 0 hit points. Once you use this feature, you cannot use it again until you finish a short or long rest.
Knight's Aegis
Prerequisite: Major Skill
When you are hit with a weapon attack you can use your reaction to roll a 1d10 + your Fighter level and reduce the damage taken by the number rolled. You have a pool of 1d10's equal to your proficiency modifier and regain all uses after a long rest.
Swift Strikes
Prerequisite: Major Skill
You swing your chosen weapon at blinding speed, until the start of your next turn, whenever you make a successful attack, you deal extra force damage equal to half your fighter level, rounded up. You can empower your chosen weapon this way a number of times equal to your Constitution modifier (minimum of once), and regain all uses after a long rest.
Whirlwind Crash
Prerequisite: Major Skill
As an action, you swing your chosen weapon around you. Each creature within a 5-foot-radius centered on you must make a Dexterity saving throw or take 3d12 + your Strength modifier of your weapon's damage type and be knocked prone. Creatures that fail this save by 5 or more take an additional 2d12. On a successful save, the creature takes half as much damage and is not knocked prone. Once you use this feature, you cannot use it again until you finish a short or long rest.
Ferocity
Starting at 7th level, you attack with a greater combination of strength and skill. Add half your proficiency modifier (round up) to your damage rolls made with your chosen weapon.
Tenacity
At 10th level, your persistence in combat is unmatched. You can add half your proficiency bonus (round up) to any saving throw you make that doesn't already use your proficiency bonus.
Additionally, you have advantage on saving throws against being frightened.
Skill Mastery
At 15th level, you can prepare yourself for different situations. When you finish a long rest, you can replace any of your Great Knight Skills with a different one, though you cannot have more than two major skills equipped at a time. You must still meet the prerequisite of a skill in order to benefit from it.
Arc of Might
At 18th level, you learn to channel the force of your weapon into a single devastating strike. As a bonus action you ready your strike, choosing an area in a 15 foot cone originating from you. As an action you release your attack, each creature in the area must make a Dexterity saving throw, taking 12d6 force damage on a failure and half as much on a success. If the creature fails the saving throw by 5 or more, the creature is also stunned until the end of your next turn. Once you use this feature, you cannot use it again until you complete a short or long rest.
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