Fighter
Base Class: Fighter

Valiant men and woman of the Order of the Northen Sky Hokuten, Order of the Southern Sky Nanten, or Order of the Eastern Sky Touten. Trained as a Squire as an apprentice to a Knight or at one of the Academy's for each Order respectively, one becomes a minor Noble holding a title in service to the crown in the names of House Beoulve, House Golltana or House Lenario. A powerful physical combatant alongside a fabled Knight Sword and Knight Shield becomes a mighty foe to be reckoned with. Caution is best displayed as they deploy Arts of War technique's capable of leaving a foe feeble and unable to fight back to their full potential.

Art's of War

Special Actions mastered over long periods of training and study and used by Knights to tear down, cripple, and overpower their foes with martial might. Starting at 3rd level the Knight learns two abilities. The first is Threaten. By your intimidating presence and threatening words you may perform an Intimidation check against the targets Charisma saving throw. On a failed save the Target is stunned until the end of it's next turn. The second is Power Rend. The Knight attempts to strike with such force against the target's limbs that they render the target unable to strike at their best. On a hit the target takes an extra weapon die of damage and until the end of their next turn has disadvantage on all weapon attack rolls, as well must roll their weapon damage dice twice and take the lower of the two rolls.

At higher levels: At level 6, 10, and 15, the Knight gains an extra use of Threaten.

Knight Sentinel

The Knight acts as the first line of defense for an entire Kingdom, as such they know how to protect their allies in battle on instinct. As a Reaction to an ally being hit the Knight can move up to 15ft and occupy an ally space shunting the ally to any free adjacent space. The Knight then takes the hit (Regardless of if the roll would hit the Knight or not.) This feature is usable as long as the Knight has reactions to take.

Armor Rend

The Knight focuses on tearing down the targets defenses leaving them vulnerable to all forms of attack. On a hit the target takes an extra weapon die of damage from the Knight's weapon, and if they are wearing armor it is broken, if they rely on Unarmored Defense the target loses this feature for 24 hours. After using this feature it can not be used again until after a long rest.

Knight's Iron Will

The Knight poses defiantly with their Weapon and/or Shield daring the enemy to attack them. Each target creature in a 25ft radius must make a Charisma save against the Knight's Intimidation Check or they must spend their next turn moving towards and attacking the Knight. All attacks against the Knight are done with disadvantage and all attacks against those targets are done with advantage. The Knight also gains Resistance to Slashing, Piercing, and Bludgeoning Damage until the end of their next turn.

Omni Slash

The KNIGHT attacks in rapid succession as an action 4 times. Each attack is made with disadvantage, but every attack that hits is considered automatically a Critical Hit.

Comments

Posts Quoted:
Reply
Clear All Quotes