Base Class: Fighter
A knight-errant is a figure of medieval chivalric romance literature. The adjective errant indicates how the knight-errant would wander the land in search of adventures to prove their chivalric virtues, either in knightly duels or in some other pursuit of courtly love.
Bolstering Cry
When you choose this archetype at 3rd level, you learn how to draw on both your own and your allies’ well of resolve to push on during a fight.
When you use your Second Wind feature, you can choose a number of willing creatures up to your Charisma modifier within 60 feet of you. Each creature regains Hit Points equal to your Fighter level and Temporary Hit Points equal to your Charisma modifier, provided that the creature can see or hear you.
Chivalrous Grace
Also at 3rd level, your talents as a leader shine both in and out of combat. You gain proficiency in two of the following skills of your choice: Animal Handling, Insight, Intimidation, Perception, Performance, or Persuasion.
When you reach level 7 in this class, you gain expertise in the skills you chose as your diplomatic skill improves.
Animal Handling
You gain proficiency in the Animal Handling skill.
Insight
You gain proficiency in the Insight skill.
Intimidation
You gain proficiency in the Intimidation skill.
Performance
You gain proficiency in the Performance skill.
Persuasion
You gain proficiency in the Persuasion skill.
Skill Expertise
When you reach level 7 in this class, you gain expertise in the skills you chose as your diplomatic skill improves.
Animal Handling
Your Proficiency Bonus is doubled for this skill.
Insight
Your Proficiency Bonus is doubled for this skill.
Intimidation
Your Proficiency Bonus is doubled for this skill.
Performance
Your Proficiency Bonus is doubled for this skill.
Persuasion
Your Proficiency Bonus is doubled for this skill.
Commanded Strike
Starting at 7th level, you’ve discovered how to truly guide your allies in a fight with the force of your presence alone. When you take the attack action on your turn, in place of one of your attacks, you can grant a friendly creature within 60 feet of you that can see or hear you an additional attack the next time they take the Attack action during their turn.
Any additional attacks granted that are unused at the start of your next turn are lost. A friendly creature can only gain one additional attack from this feature per round.
Rallying Surge
At 10th level, when you push your limits in a fight, you can rally your allies with you to do the same. When you use your Action Surge feature, you can choose a number of creatures up to your Charisma modifier within 60 feet of you that are allied with you. Each creature can make one weapon attack or unarmed strike with its reaction, provided that it can see or hear you. If the attack hits, the creature can add your Charisma modifier to the damage dealt.
Steadfast
Beginning at 15th level, you can influence your allies to stand defiant in the face of any threat. When a creature within 60 feet of you fails a saving throw, you can use your reaction to allow the creature to reroll the saving throw, adding your Fighter level to the result, provided the creature can see or hear you. Once you use this feature, you can’t do so again until you finish a Long Rest, unless you expend a use of Indomitable to use it again.
Inspiring Banner
At 18th level, you can concentrate your resolve and courage to greatly empower yourself and your allies. As a bonus action, you can create a spectral banner, a manifestation of your will, and anchor it to an unoccupied space within 5 feet of you. An aura radiates from it in a 60-foot emanation for one minute. The emanation has the following effects:
- You and creatures of your choice that start their turn in the aura or enter it for the first time on their turn, gain Temporary Hit Points equal to your Proficiency Bonus + your Charisma Modifier.
- You and creatures of your choice within the aura are immune to the Frightened condition, and entering the aura ends the Frightened condition if they have it.
- You and creatures of your choice within the aura add your Charisma Modifier to the attack rolls of weapons and unarmed strikes.
This effect ends early if you die. Once you use this feature, you can’t use it again until you finish a Long Rest.







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