Base Class: Fighter
Pledged to protect the crown, Periwinkle Knight's take the fight against evil beyond their kingdom’s borders. They are tasked with wandering the land as knights errant, relying on their judgment, bravery, and fidelity to the code of chivalry to guide them in defeating evildoers.
A Periwinkle Knight inspires greatness in others by committing brave deeds in battle. The mere presence of a knight in a hamlet is enough to cause some orcs and bandits to seek easier prey. A lone knight is a skilled warrior, but a knight leading a band of allies can transform even the most poorly equipped militia into a ferocious war band.
A knight prefers to lead through deeds, not words. As a knight spearheads an attack, the knight’s actions can awaken reserves of courage and conviction in allies that they never suspected they had.
Restriction: Knighthood
Periwinkle Knights are tied to a specific order of knighthood in some capacity.
Rallying Cry
When you choose this archetype at 3rd level, you learn how to inspire your allies to fight on past their injuries.
When you use your Second Wind feature, you and up to five allied creatures each gain temporary hit points equal to your fighter level, provided that the creature can see or hear you.
Royal Envoy
A Periwinkle Knight serves as an envoy of the 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 other skill. You also learn one language of your choice.
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.
Inspiring Surge
Starting at 7th level, when you use your Action Surge feature, you can choose one allied creature that can see or hear you. That creature can immediately perform one action as if it was its turn. If you target more than one creature with this, you choose the order that the creatures perform their actions.
Starting at 15th level, you can choose two allies, rather than one. And then at 18th level, you can choose three allies.
Bulwark
Beginning at 10th level, you can extend the benefit of your Indomitable feature to your allies. If you succeed on a Saving Throw after using your Indomitable feature you can choose one ally that can see or hear you to gain advantage on the next saving throw they make of the same ability. In addition, they can choose to use your saving throw modifier rather than theirs.
Starting at 15th level, you can choose two allies, rather than one. And then at 18th level, you can choose three allies.
Previous Versions
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