Fighter
Base Class: Fighter

Knights are grand protectors of the people and warriors of the kingdoms. Many knights are sworn by an strict code to help the common beggar and even the loaded noble. Many knights come from a more spoiled background, as more times then not, becoming a knight isn't free, and is often accompanied by combat training given by another knight. A knight can often use his or her tales of heroism to charm and even seduce people into their will, however most knights are not evil. Crossing blades with these knights is more often then not, a suicide mission, as these tranquil combatants can easily slay any man due to their martial prowess and royal combat training.

Royal Combat Training

You deal 1d4 additional damage on critical hits. This dice increases to 2d4 at level 6, 3d4 at level 12, and 4d4 at level 17.

Warrior Of The People

Once per short rest, you can add double your charisma modifier to a single Charisma (Persuasion) check.

Additional Fighting Style

At 10th level, you can choose a second option from the Fighting Style class feature.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Noble Attacks

Your melee weapon attacks deal 1d6 additional damage on a roll of 19 or 20.

Holy Fighter

Once per short rest, you may add your Holy Dice, a 4d4 dice roll that you can add to one damage roll that melee or ranged, excluding magic. This Holy Dice increases to 8d8 when you are below half health.

Previous Versions

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3/12/2020 4:01:47 AM
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