Base Class: Fighter
The noble knights are one of the mightiest champions of the sword and shield. They are the heavy infantry, who deal and take brutal damage, experts of battlefields , and encourage others in the most hopeless fights. Also the most educated fighters of all, they have been trained in history and etiquette , even in theoretical magic studies.
Trained in the arts/Encouragement
Begining when you choose this archetype at 3rd level, you get proficiency in Persuasion and Performance. A Noble Knight often well spoken and persuasive, not just a frightening mass of weapons and armor. Also get basic knowledge about the nature of magic and magic users, the knight will be proficient in the Arcana skill.
Encouragement
You can encourage others in battle as greate commanders and heroes do. Singing battle chants, warcries hyms and heroic quotes. You can add a bonus die to attack rolls. You can only encourage others.
-3rd level 1d6
-5th level 1d8
-10th level 1d10
-15th level 1d12
Have at thee!!!!!
Starting 7th level you can add half of your proficiency bonus to Strength and Constitution rolls to achieve mighty feats. Also you can taunt enemies up to your proficiency bonus, they will only attack you in the next round.
When you taunt enemies you can choose one of these options:
-Hammer and Nails: For one round you can double your strength modifier for a kick or a punch or a bodyslam attack. For this action your unarmed attack will be 1d12+str modifier+proficiency bonus. After this attack you feel a little bit exhausted, you can use this attack again after a short rest.
-MIghty Swing: As an action you can throw your martial, or single weapon with greate accuracy. You make a dexterity check for a ranged attack , then you add your strength modifier to the total score. After that you must recover your weapon if you want to use it again.
- Mountain Strength: Once per combat you can add your strength or constitution modifier to your total AC
Additional Fighting style
At 10th level you can choose a second option from the fighting style class feature
Master of the Battlefield
Starting 15th level, you cant be frightened. Also the knight will be resistance to magic, for the mystical studies in his/hers journey, now can reduce the effects of any kind of magic if the target is the knight himself.
Avatar of War
in 18th level every succesful attack gets the knight temporaty hitpoints equals 5+constitution modifier. Also before you roll damage you can force the target to make an opposed strength check (DC 16), if you succesful you can push back 5 feet with your attack. Finaly, in this level you gets advantages against mobs of enemies, also you can force the enemies surround you for a strength check (DC 18), if you succesfull the mob will be pushed back 5 feet. Weaker enemies gets plus 1d10 fall damage.
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