Base Class: Fighter
(I ain't gonna make lore for this)
Knight's Training
At level 3, you gain one of three advanced fighting styles.
Advanced Archery
Whenever you fire a bow, or crossbow you can choose to roll two additional dice which you can use as much times equal to your proficiency bonus.
Advanced Study
You gain expertise in two skills of your choice and proficiency in two skills of your choice.
Advanced Swordmanship
You gain a crit range of 16-20 for one round and you deal an extra die of damage with your melee weapon you can use this a number of times equal to your prof modifier per long rest.
Martial Mastery
You gain 2 weapons that you specialize in, the specialization gives +4 damage and +2 towards hitting with said weapon. (manually add the said prof, and add said bonuses to it)
Advanced Knights Training
7th, You gain +2 towards your proficiency and you gain 1 die of damage for any weapon you use, with the addition of having 1 extra proficiency in a skill, and you can dodge, dash, and disengage as a bonus action now, and last but not least you gain +3 towards all checks.
Knights Defense and Rally
10th, You gain a passive ac +2 with the ability to parry all attacks from an enemy with a +3 ac bonus as much times as your prof allows using an reaction, also you gain the ability to give inspiration of +2d6 to a roll of your allies choice that's a skill, check, or save (once per long rest), with +2 hp per level.
Knights Physical Training
15th, You gain +2 strength, +2 constitution, and +2 dexterity for your score, and +5 to hit and damage.
Knightly Aura
18th, You give everyone advantage on all saves within 60ft of you, as they also gain +1d4 on all saving throws and skill checks, meanwhile they heal 4d6 hp per round
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