Base Class: Fighter
Raised in a Goliath Tribe, you venture beyond your nomadic ways and become an apprentice of a powerful knight, being provided with the formal education of a knight. Taking everything you were taught, and everything you were raised with, you don the moniker of the Goliath Knight.
Level 3: The Hunt
You are a Goliath. Hunting is apart of your nature and your culture. As a Bonus Action, you may assign one creature as the hunted. Against the hunted, you gain the following benefits:
- Your Movement speed is doubled when moving in a straight line directly towards The Hunted
- Once per turn, you gain an extra 1d4 of damage against The Hunted (this becomes 1d6 at Lvl 7, 1d8 at Lvl 10 and 1d12 at Lvl 15)
- You have Advantage on Grappling Checks against The Hunted
- You are immune to being Charmed by The Hunted
This effect will last for 1 minutes and can only be used Once per long rest. {This increases to 2 times at Lvl 7, 3 at 15 and 4 at 18)
Level 3: Friend of the Prey
You used to hunt on Instinct for Survival, but ever since you have received a formal education from your Knight teacher, you now understand and befriend your former prey. At Level 3, you will gain proficiency in Animal Handling.
Drinker's Nature
You have spent years divulging in drink, both as a Goliath through Drink and Tell, and a knight through the victories of your training. At level 7, you gain resistance to poison damage.
Level 7: Mountain-Born
You were forged in the Mountains. At Level 7, you will now have a climbing speed of 45ft, and will have advantage on any climbing related checks.
Level 10: Fierce Competition
You ensure that all hunts are fierce and fair when facing your prey. At Level 10, 19's are now considered critical hits against The Hunted.
Level 15: Race of Athletes
Goliath's are the race of Athletes, and knights are some of the most Athletic warriors known to man. At level 15, you gain expertise in Athletics, and a 10ft increase to your walking speed. You will also have normal walking speed in difficult terrain.
Level 18: King of the Hill
As a Knight and a Goliath, you will always be the king of the hill. At Level 18, The Hunted will be required to do a Wisdom Saving throw (DC 8 + STR Modifier + Proficiency Bonus) once The Hunt is activated. On a fail, they gain disadvantage on all attack's against you, and you gain advantage on all attacks against them. They will be given the chance to break out of this by rolling a Wisdom Saving throw at the end of each of your turn's.
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