Fighter
Base Class: Fighter

A plate-clad warrior stands at the precipice of a skirmish, staring down the approaching horde. Whispers of uncertainty are rife, as the army backing him begins to doubt their chances against the overwhelming numbers. But as he draws his sword, they fall silent, and as he charges with a resounding battlecry, they magnify his call to arms with their own, for none can deny the spark of hope that was lit in them.

Consecrated Knights are a kind blessed with the trust of their allies, their deep bond given form and purpose. Rather than study magic to harness its power, or have it bestowed by a higher being, theirs is an inherent power manifested through their relationship with those that surround them.

The Sword in the Stone

Upon obtaining this class feature, choose a melee weapon you currently own. The weapon becomes your Consecrated Weapon, the strength of your party's bond made whole. While you are not unconscious, your consecrated weapon has the following benefits:

  • You cannot be disarmed of your Consecrated Weapon
  • Your Consecrated Weapon cannot be destroyed
  • You may speak a command word for the Consecrated Weapon to appear in your hands

During a short rest, you may designate another weapon as a Consecrated Weapon, relieving the previous weapon of its consecration. You may only have one Consecrated Weapon at any time.

The Ill-made Knight

Starting at level 7, your presence is enough to inspire your comrade in arms to brush off failures. As a reaction, you may expend a charge to add your Charisma Modifier to an ally’s failed ability check, or save, within 120 feet. You regain all uses of this ability upon taking a short or long rest. 

While you have your Consecrated Weapon equipped, you may use this ability on yourself.

The Queen of Air and Darkness

Your company around a campfire puts even the most tense at ease. Starting from level 10, when an ally uses Hit Dice to regain Hit Points, the rest of the party receives Hit Points equal to your Charisma Modifier.

The Witch in the Wood

Your presence on the battlefield is like a beacon of hope to those who stand beside you. Beginning at level 10, when an ally creature rolls for damage against a creature within 30 feet of you, they may use their reaction to deal an additional d8 damage of the original type. This extra damage is magical damage for the calculation of resistances. 

While you have your Consecrated Weapon equipped, you may expend a charge to increase the damage by d8. You regain all uses of this ability upon taking a short or long rest.

You have a number of uses of this ability equal to 5 + your Charisma Modifier.

The Candle in the Wind

Tales of your deeds have spread far and wide, allies learn to love you, and your enemies fear you. Starting from level 15, when making a Persuasion check against a friendly creature, or an Intimidation check against hostile creatures, you gain a bonus equal to your proficiency bonus.

The Once and Future King

Stories of your exploits have begun to merge with fables, your adventures serve as an inspiration to all those who hear of your feats. Beginning at level 18, your Charisma score increases by 4. Your maximum for Charisma is now 24.

Additionally, when rolling for damage with your Consecrated Weapon, you deal additional Radiant Damage equal to your Charisma Modifier.

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