Base Class: Fighter
The Drive Knight is a fighter subclass that embodies the unyielding force and unwavering determination of the knights who practice this style of combat. These warriors believe that in the midst of battle, a knight's momentum is everything. They know that each strike they land builds upon the last, creating a powerful surge of energy that can be channeled into their attacks and used to crush their foes.
In the eyes of the Drive Knight, there is no greater honor than to fight for a righteous cause, and no greater shame than to falter in the face of adversity. They believe that a knight's true strength comes not from their sword arm or their armor, but from the unyielding force of their spirit. A true knight, they believe, never gives up, never surrenders, and never backs down from a challenge.
To a Drive Knight, each battle is a chance to prove themselves and hone their skills. They view every opponent as an opportunity to build their momentum and unleash their full potential. They know that victory is never guaranteed, but they refuse to be deterred by the odds. For a true knight, they believe, the only acceptable outcome is complete and total victory.
In the end, the Drive Knight is a fighter subclass that embodies the ideals of the knights who practice this style of combat. They are fierce and unwavering in their resolve, unyielding in their pursuit of justice, and unstoppable in their momentum. With each strike they land, they become stronger, more determined, and more capable of achieving the impossible.
Flowing Momentum
When you hit a creature with a melee attack, you gain momentum. You can store up to 3 momentum points at a time. Spend each point to give you a +1 bonus to a melee attack roll or damage roll, whichever you choose to apply it to. You can also expend 2 momentum points to gain advantage on your next attack roll. You lose all built up momentum points at the end of combat.
Unstoppable Flow
When you reduce a creature to 0 hit points, you can immediately make a melee attack against another creature within range as a bonus action. If this attack hits, you gain an additional momentum point.
Flowing Surge
When you roll to hit a creature with a melee attack, you can choose to spend 3 momentum points to double the damage of the attack. You can choose to spend these points before or after the attack roll, but before any of the effects are applied.
Momentum Mastery
You have mastered the art of building and maintaining momentum in combat. You can now store up to 5 momentum points at a time, and whenever you roll initiative at the start of combat you begin with 2 momentum points.
Unstoppable Flow
Once per short rest, you can enter a state of momentum overload as a bonus action. When you first enter this state you gain 2 momentum points, and while in this state, you gain the following benefits:
- You can store up to 10 momentum points at a time.
- You can expend 2 momentum points to make an additional melee attack as a bonus action.
- You can expend 8 momentum points to gain an additional action on your turn.
This state lasts for 1 minute or until you run out of momentum points. When the state ends, you suffer two levels of exhaustion.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
4/20/2023 7:52:15 PM
|
2
|
0
|
1
|
Coming Soon
|
|
|
4/20/2023 7:53:30 PM
|
2
|
1
|
--
|
Coming Soon
|
|
|
4/27/2023 9:03:58 PM
|
4
|
1
|
--
|
Coming Soon
|
|
|
4/27/2023 9:05:10 PM
|
4
|
1
|
--
|
Coming Soon
|
Comments