Fighter
Base Class: Fighter

Knight’s forsaken are figures of dread on the battlefield, a knight whose very presence sends waves of fear through friend and foe alike. Once noble warriors bound by honor, they were betrayed by their people, their brothers, or some other force. In their anguish, they renounce all allegiances to others, forsaking the ideals of knighthood they once held dear. Now, they channel the emotion of those betrayals into an unstoppable force, wielding a brutal strength born from individuality. Becoming strong enough to not have to rely on others to overcome. They fight not for glory, but to defy the world that abandoned them.

The One Solitary Banner

At third level, after you use your Action Surge feature, you may hoist your forsaken banner for one minute. Whenever you reduce a creature to 0 hit points, you exude a burst of fear. Each hostile creature of your choice within 10 feet must succeed on a Wisdom saving throw or suffer the frightened condition for one minute, repeating the save at the end of each of their turns.

If you are not within 30ft. of any allied creatures, you can choose to gain advantage on the first attack roll you make on your turn against a creature frightened by you. If a creature frightened by you hits you with an attack, you may use your reaction to reduce the damage taken by your Proficiency Bonus.

One Against All

At 7th level, your devastation fills even your allies with a sense of dread in your wake, warning them to be wiser than to turn against you. After landing a killing blow on a creature, any creatures who saw you land the killing blow are considered to be Demoralised. Any Demoralised creature who targets you with an attack, spell or harmful ability must first make a Wisdom saving throw with DC a = (8 + your proficiency bonus + your Strength or Dexterity modifier). On a failed save, the creature must choose a new target or forfeit the triggering cause. A creature who is demoralized has disadvantage on rolls to resist desertion of their cause or objective.

This feature doesn't protect you from area effects, such as the explosion of a fireball.

You gain proficiency in the Intimidation skill. If you already possess proficiency, you instead gain expertise. In addition, Whenever you make a Charisma (Intimidation) check, you gain a bonus to the check equal to your Strength modifier.

Unconquerable Soldier

At 10th level,  you become a true soldier of your own personal cause, resolute in your beliefs as to even convince others. You gain advantage on intimidation/persuasion/performance checks in order to convince other creatures to defect from their cause or objective, and you may use your strength modifier instead of charisma for such checks.

As a reaction, when you would drop to 0 hit points as a result of taking damage and no friendly creatures are within 30ft., you may expend a charge of Indomitable to instead drop to 1 hit point.

Tale of the Lone Hero

At 15th level, people sing stories of your exploits, and spin tales of the adventure of a lone knight. At the end of a longrest, roll on the Forsaken Tales table:

Tales last until you finish another long rest, and are activated under certain conditions. At 20th level, you may roll the table twice when you finish a longrest. If you roll the same result twice, you may instead choose any two fables.

 

Forsaken Tales

tales  
Tale of Truth The Knight's Forsaken Watches - "A knight's watchful gaze lingers, heavy with a silent resolve," - When you successfully uncover a truth (DM discretion) or enter combat for the first time in a day, you gain Blindsight of 30ft for one minute. Should you already have blindsight, it is instead increased by 30ft. At 20th level, you instead gain truesight of 30ft, increasing by 30ft if you already have it.
Tale of Love  The Knight's Forsaken Hurts - "A knight's love for their friends and comrades burns fiercely in their heart." - When you successfully make a friend or ally (DM discretion) or spend one minute bonding with another creature, for the following eight hours, whenever either of you would enter combat for the first time in a day, you both come under the effects of bless while you can see each other. At 20th level, this feature no longer requires sight. You may only bond with one creature at a time.
Tale of Foolishness  The Knight's Forsaken Betrayed - "The knight's heart shattered as the betrayal of their love pierced their soul, leaving them alone in the ruins of trust and security." - When you are betrayed (DM discretion) or an allied creature deals damage to you, as a bonus action for a minute, you can try to shove creatures within 10ft of you. The targets must succeed on a Strength saving throw or be moved 10 feet away from you. At 20th level the range and move increase to 30ft.
Tale of Destruction  The Knight's Forsaken Angers - "Fury ignited within the knight as they confronted the betrayal, each act fueling a fire that threatened to consume their very honor." - When you are overcome with anger (DM discretion) or you are reduced to less than half your hitpoints, you begin to burn with a furious hate. Whenever a creature would deal damage to you, you may use your reaction to set them aflame. At the start of each of the creatures turns, they must make a Dexterity saving throw. On a failed save, the target takes an amount of d8s in fire or necrotic damage (your choice) equal to your Proficiency Bonus. On a successful save, they take half as much. A creature may use it's action on it's turn to douse the flames, becoming immune to this abilities effects for three rounds after which. At 20th level, any fire you produce or create turns black and cannot be extinguished nor can the effect end by any means other than a Dispel Magic or Create Water spell casted at 6th level or higher.
Tale of Tragedy  The Knight's Forsaken Falls - "The knight fell to their knees, the weight of their own weakness crushing them, leaving them vulnerable in a world that demanded strength." - When you experience great tragedy (DM discretion) or you fall to 0 hit points, you stablize at the start of each of your turns if you are dying for the next minute. At 20th level, your body also gains the effect of Sanctuary.
Tale of Determination  The Knight's Forsaken Lives - "The fallen knight rose, their spirit rekindled with a fierce resolve, ready to reclaim their strength and face the battle anew." - When you continue your goal despite significant resistance (DM discretion) or take more than 100 damage in a turn, you may use a reaction in order to use Second Wind. At 20th level, you may do this without expending a reaction.
Tale of Heroism  The Knight's Forsaken Braves - "The knight's heroism burned like an unyielding flame, a fierce light guiding them through darkness and doubt as they vowed to grow stronger and resist against all odds." - When you stand your ground against insurmountable odds or there are atleast 4 other hostile creatures within 30ft and no friendly creatures, you are immune to the frightened condition for the next minute, and hostile creatures cannot be immune to your Demoralize feature. At 20th level, you may use this even with friendly creatures within your range.
Tale of Victory  The Knight's Forsaken Wins - "Against all odds, the knight triumphed, their spirit and courage turning the tide of battle." - When you complete a significant objective (DM discretion) or complete a quest, you and twilight travelers you are with gain the effects of Heroes' Feast.

 

Defy Adversity

At 18th level, you learn how to overcome insurmountable odds. When you use your action surge feature, for one minute you gain a number of stacks of Adversity equal to the round number this combat (up to a maximum of your proficiency bonus) minus the amount of friendly creatures within 30 feet of you (to a minimum of 1 Adversity). If a friendly creature enters the space, or the space enters a friendly creature's, you lose a stack once per creature. You gain a number of effects equal to your stacks:

1+: You gain a bonus to your AC and saving throws equal to half of your ‘Adversity’ stacks against enemies within 30ft. of you. When you reach level 20 in this class, this increases to your full amount of Adversity stacks.

2+: Your melee weapon attacks within 30ft. deal an additional amount of damage dice equal to half of your ‘Adversity’ stacks. When you reach level 20 in this class, this increases to your full amount of Adversity stacks.

3+: You have advantage on saving throws against spells and magical effects from creatures within 30ft. of you. Additionally, when you roll a saving throw in order to resist an effect that causes you to be charmed, frightened, or paralyzed on your turn, you can add your proficiency bonus to the roll if you don't already add it. If fighter is your only class you also gain temporary hit points equal to your fighter level if you succeed.

4+: While below half of your hit point maximum, whenever you would regain hit points through a spell, item or feature, you may re-roll each of the die once, taking the new result.

 

 

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