Base Class: Fighter
terror knight focuses on installing terror into your foes hearts and is focused on brutalising opponents.
Level 3: Bleeding strike
Beginning when you choose this archetype at 3rd level,
your weapon attacks deal an extra 1d4 bleed damage .
bleed damage: the target takes this damage at the start of there turn, until they receive healing or they use an action to stop it, this can stack up to an amount equal to triple your proficiency bonus.
You are proficient in intimidation.
Level 3: Frightening strike
once per turn, if you hit a creature with a weapon attack you can make it a frightening strike the creature takes an extra 3d4 bleed damage this doesn't stake with your bleeding strike bonus and they must make a wisdom saving throw or become frightened for 1 minute, The dc is equal to 8 + charisma modifier + your proficiency modifier.
If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can make a Wisdom saving throw.
On a successful save, the frightened ends for that creature.
you can use this a number of times equal to double proficiency bonus. you regain all expended uses on a long rest.
Level 7: Terrifying critical
When you score a critical hit against a creature that creature becomes frightened for 1 minute, all creatures within 30 ft of you and the creature, can see you must make a wisdom saving throw or become frightened for 1 minute as well. The dc is equal to your frightening strike dc. While the target creature is frightened in this way, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move.
If the creatures end there turn in a location where they don’t have line of sight to you, the creature can make a Wisdom saving throw at the end of there turn. On a successful save, the frightened ends for that creature.
Level 10: Abuse the frightened
You have advantage on attacks against creatures with the frightened condition if caused by any feature you gained from this class.
Level 15: Terrifying banner
As a bonus action you can create a banner that inspires fear in all that see it you can use this feature a number times equal to your proficiency bonus you reagan uses after a long rest, all creatures of your choice that start there turn in a 60 ft sphere centred on yourself must make a wisdom saving throw or become frightened for 1 minute, While frightened in this way, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the frightened ends early ends for that creature. The banner lasts for 1 minute.
Level 18: Mastro of fear
When a creature is forced to move due to the frightened condition you can choose where they move but it can’t be towards you or any of your allies. And one creature of your choice creature within 30 ft of you when you use frightening strike must make a wisdom saving throw or become frightened for 1 minute.
Level 18: Frightening presences
Creatures that start their turn within 10 ft of you must make a wisdom saving throw or become frightened for 1 minute.
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