Base Class: Fighter
Knight Captains are experienced soldiers that know how to lead a group in to danger and walk out the other side unscathed. They have the strength and skill required to cut down foes with ease and are trained to use their words to bring out the best in those they lead and hinder those they fight. Whilst those given the rank of Knight Captain can come from all walks of life and they tend to be well respected, their is a certain level of discipline expected from them and their companions.
Well-Travelled
At 3rd level, due to travelling you did during your time as a soldier you were able to pick up another language.
Compelling Speech
When you choose this archetype at 3rd level, you learn call outs that make use of special dice called influence dice.
Call Outs. You learn two call outs of your choice, which are detailed under “Call Outs” below. Call outs can provide bonuses to your party or hindrances to your enemy You can use only one call out per attack.
You learn one additional call out of your choice at 7th, 10th, and 15th level. Each time you learn new call outs, you can also replace one call out you know with a different one.
Influence Dice. You have four influence dice, which are d8s. An influence die is expended when you use it. You regain all of your expended influence dice when you finish a short or long rest.
You gain another superiority die at 7th level and one more at 15th level.
Saving Throws. Some of your call outs require your target to make a saving throw to resist the call out’s effects. The saving throw DC is calculated as follows:
Call Out save DC = 8 + your proficiency bonus + your Charisma modifier
Call Outs
The call outs are presented in alphabetical order.
Battle Cry
On your turn, you can forgo one of your actions and expend a number of influence die equal to the number of allies in a 10 foot sphere that can hear that you want to affect. By letting out a battle cry to get their blood pumping all affected companions gain one influence die to expend on any non-damage roll of their choosing.
Battlefield Discipline
On your turn, you can use your bonus action and expend one influence die to give an ally that can hear you the opportunity to escape from being charmed, whatever strange fantasies they're imagining have no place on the battlefield. They can immediately making a saving throw (DC 20 - value of influence die - charisma modifier)
Battlefield Promotion
Before entering a dying state or being knocked unconscious you can use you reaction (provided you have one) to pass your "rank" to a companion of yours. This gives them advantage on their next attack roll against the enemy that defeated and all your remaining influence die are granted to them to be used the next time they deal damage to that enemy.
Call To Arms
On your turn, you can use a bonus action and expend one influence die to increase the movement speed of an ally that can hear you by double the roll of your influence die by giving a rousing call to arms that makes them want to get in their and fight.
Daunting Speech
On your turn, you can use your bonus action and expend one influence die to give a speech to enemy that can hear you that disheartens them from trying to put up a fight. As result that enemies AC is reduced by half of the roll of your influence die until the start of their next turn.
Feign Surrender
On your turn, you can use your bonus action and expend one influence die to convince an enemy that can hear you and is in melee range of a companion that their target has surrendered. This enemy must make a wisdom saving throw (DC {{savedc:cha}}) or walk away from their target to face down a new one as they believe their previous foe is no longer a threat. Upon walking away their previous target gets an opportunity attack against them where they can add one influence die to their damage roll.
Frightening Speech
On your turn, you can forgo one of your actions and one influence die to give a speech that shakes an enemy to their very core. The chosen enemy must make a wisdom saving throw (DC {{savedc:cha}}) or be frightened of you for a number if turns equal to the roll of your influence die.
Harsh Put Down
On your turn, you can use a bonus action and expend a number of influence dice of your choosing to brutally berate an enemy of your choosing. Your harsh words cripple the enemy's morale granting them disadvantage on their next attack roll and should they still succeed this attack roll then their damage is reduced by the value of the rolled influence dice.
Hunker Down
On your turn, you can use a bonus action and expend one influence die to advise a companion that can hear you to go on the defensive and increase their AC by half the roll of your influence die until the start of their next turn.
Taunting Speech
On your turn, you can use a bonus action and expend a number of die equal to the number of rounds you want the selected enemy to be taunted for. The enemy must then make a wisdom saving throw (DC {{savedc:cha}}) or be forced to target only you for the selected number of rounds. It cannot use spells in this time. Every time it attacks you roll your influence die and subtract the value from its hit roll. Should you enemy still beat succeed on the roll it then adds that number to its damage.
Call For Aid
Call For Aid. You can call for aid in a battle. You have three charges. If the knight is alive at the end of a battle they will leave and you cannot call in a new knight if the old knight is still there. This fully replenishes every long rest.
Knights. When Call For Aid is used a Knight will Appear to aid you in Battle. Upon their arrival roll a die. The value of this roll will be used for their HP. Their damage will always be equal to their HP and their AC is 10. They have a sword attack which slashing damage and a bow attack which does piercing damage. They have no modifiers on any of their rolls. They have a speed of 20 feet. They act on your turn and cannot act on the turn they arrive.
The number of die you roll increase by one at 10th level, 15th level, and 18th level.
Kight's Discipline
At 10th level, you gain immunity to charmed.
Improved Call For Aid
At 15th level, the dice used in Call For Aid become d10s.
Stoic Leader
At 18th level, if you are above half health then any companion that can hear you can add your charisma modifier to a roll of theirs. This refreshes at the start of each of their turns and does not stack.
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