Base Class: Fighter
Knights are the ones at the front line, defending their allies and values. They are known for their great endurance in battle, their tough armor and their ability to protect others.
Protector
Beginning when you choose this archetype at 3rd level, you learn how to protect your allies from harm with valor.
- Shield Slam: With your shield, you can make a melee weapon attack.
- It deals 1d6+strength modifier bludgeoning damage.
- Protector: If an ally within 5ft. range is getting targeted by a ranged or melee attack, you can use your reaction to become the target instead.
- For this turn, your armor class is increased by 2.
- Action surge: You gain an additional reaction.
Knighthood
At 7th level, you gained the right to call yourself a knight.
- Protector: You take over all attacks, the target receives, until the start of your next turn.
- Knight: Allies within 5ft. gain a dexterity saving throw bonus, equal to your shields armor class.
- After rolling initiative, If allies are within 30ft., you gain 10 temporary hit points, for the duration of the fight.
- Guard: Using your reaction, you can reduce the damage of a ranged or melee attack, with your shield.
- Subtract the shield's damage from the attack.
Very Heavy Armor Training
Starting at 10th level, you went through an extensive training, involving very heavy armor, to train your body.
- Armor Training: Increase hit points per level by 1.
- You are not affected by the speed reduction of heavy armor.
- You become more muscular.
- Armored armor class increases by 1.
- Shield Bash: Using your new gained strength, you can bash an enemy with your shield.
- Target a creature within 5ft., It needs to make a constitution saving throw.
- The DC is 8 + proficiency bonus + strength modifier.
- On fail, it takes your Shield Slam damage, and is stunned for 1 turn.
- On success, it takes only the damage.
- It has a maximum of 3 charges, and resets on short and long rest.
I Am My Shield
At 15th level, you incorporate, what a knight aspires to be.
- I Am My Shield: Gain 2 armor class if you don't wear a shield.
- You are considered to wear a shield, even if you don't have one, except for this feature.
- If an ability scale's with shields, it uses this feature as one.
- Gain resistance to bludgeoning damage.
- Permanent Guard: On the first attack every round, Guard automatically triggers, without requiring a reaction or charge.
- Great Knight: You receive 20 temporary hit points instead, at the beginning of the fight, and gain only 10 if there is no ally in range.
- If an enemy is within 5ft. of you, your allies receive the dexterity saving throw bonus, against all its attacks.
Mighty Endurance
Starting at 18th level, you learn how to use your desire to protect, as fuel for your actions.
- I Am Better Than a Shield: Gain 4 armor class, if you don't wear a shield.
- Mighty Endurance: Gain advantage against exhaustion.
- Increase your constitution score and maximum by 2.
- You are considered large for your carry capacity.
- You can go on, without food or water, for twice as long.
- For enemy spells and abilities that require a creature to be under a specific hit point threshold, such as divine word, you are considered to have twice as many current hit points.
- Second Wind: It gains 3 extra charges.
Previous Versions
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