Base Class: Fighter
The Knights of the Blackguard are the most highly trained and feared people in all of Astria. They are trained to use the full extent of their physical strength and use intimidation techniques to gain the upper hand over their enemies. Even the citizens of Orenia know not to incur the wrath of the Blackguard lest they wish to be harmed.
Bonus Proficiency
You can speak, read, and write Draconic. You also gain proficiency in the Intimidation skill. If you were already proficient, you can gain proficiency in one of the following skills instead: Athletics, Persuasion, Deception, or Insight.
Regardless of which skill you gained proficiency in, whenever you make an Intimidation check, you can add twice your proficiency bonus.
Fear Tactics
At 3rd level, you can invoke the Empire's teachings to instill fear into your enemies.
As a bonus action, you can make a Charisma (Intimidation) check against a creature you can see within 30 feet of you, contested by the target's Wisdom (Insight) check. If you succeed, the creature becomes frightened for 1 minute. A creature frightened by this ability can use an action to shake off the fear, repeating the contested check, ending the effect on itself on a success. You can only have one creature frightened by this ability at a time. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses on a short rest.
A creature with Legendary Resistance can expend a use of it to automatically succeed the check.
Lethal Terror
At 7th level, you've learned to use the fear you instill in your enemies as a weapon, using it to reveal weaknesses in your enemies' fighting.
Once per turn, when you hit a creature frightened of you with a weapon attack, you can deal an additional 1d6 damage.
At 11th level, the additional damage becomes 2d6, and 3d6 at 18th level.
Icon of Fear
At 10th level, you have become inured to fear while also learning to pierce through the mental barriers placed by others.
You become immune to the frightened condition. Moreover, your Fear Tactics ability bypasses immunity to the frightened condition, though the target rolls the Wisdom (Insight) check with advantage and you roll with disadvantage, bypassing any advantage you have.
At 10th level, you have become inured to fear while also learning to pierce through the mental barriers placed by others.
You become immune to the frightened condition. Additionally, when rolling the Charisma (Intimidation) check for the Fear Tactics ability, you have advantage on the roll unless you have disadvantage. Moreover, your Fear Tactics ability bypasses immunity to the frightened condition, though the target rolls the Wisdom (Insight) check with advantage and you roll with disadvantage, bypassing any advantage you have.
Unnerving Calm
At 15th level, your mind has turned into an insurmountable fortress.
You have resistance to psychic damage, and you gain proficiency in Wisdom saving throws. If you're already proficient, you can choose to be proficient in Charisma or Intelligence instead.
Terrorizing Presence
At 18th level, your very presence brings pain to those who wish to make an enemy out of you.
When a creature who is frightened of you starts its turn within 10 feet of you they take psychic damage equal to twice your proficiency bonus.
Previous Versions
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