Fighter
Base Class: Fighter

The typical Èlite belongs to the moral and social elect. They aim to embody a virtuous life and conduct. Èlite fighters are oftentimes born among minor noble families, and receive a robust education in the ways of combat, horsemanship, and honorable mien. As a result they excel both by the heft of their sword and by the force of their rhetoric. Because they are trained to be noble in combat they learn how to protect others in battle. And while their daring acts with a blade and shield can be the stuff of a bard's tale, there are few sights as impressive as an Èlite fighter charging into the fray atop their steed at their peak of skill. Some Èlite are so skilled at commanding their steed that they are rumored to be able to share telepathic communication with them.

Beyond those Èlite who come from high society, they can also be found among any who might be  expected to receive a similar range of training or experience. For instance, an Èlite fighter might be an officer in a mercenary company, groomed for negotiation over contracts, formal engagements, as well as mounted combat.

Knightly Èlite

As a result of a robust education, you are a member of the èlite. When you choose this subclass at 3rd level, you gain special dice that fuel some of your abilities called èlite dice.

Èlite Dice. You have a number of èlite dice equal to twice your proficiency modifier. They are d6s. An èlite die is expended when you use it. You can use only one ability that modifies an attack and expends an èlite die per attack. You regain all of your expended èlite dice when you finish a long rest.

At 5th level your èlite dice become d8s, at 11th level they become d10s, and at 17th level, d12s.

Èlite Respite. Once per day when you finish a short rest, you can recover a number of èlite dice equal to half your proficiency modifier.

Stalwart Cavalier

At 3rd level your skill as a result of your èlite training is evident. As a result it only takes only 5 movement for you to mount or dismount a creature. You can also launch a brutal attack when in single combat, menace your foes, foiling their attacks and punishing them for harming others, and gain special benefits toward handling domesticated animals as well as persuading others. You gain the following uses of your èlite dice.

Stalwart Sortie. Immediately after you hit a target with a melee attack and deal damage to it with a weapon, if you are within 5 feet of it and no other creatures are within 5 feet of you, you can expend one èlite die. Roll the èlite die and add it to your attack's damage roll.

Stalwart Mark. When you hit a creature with a melee weapon attack, you can spend an èlite die to mark the creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature.

While it is within 5 feet of you, a creature marked by you has disadvantage on any attack roll that does not target you.

In addition, if a creature marked by you deals damage to anyone other than you, you can roll your expended èlite die and add it to the next attack roll you make against the marked creature before the end of your next turn. If it hits, the attack deals extra damage equal to your proficiency bonus. You may not use abilities that alter attacks and expend an èlite die in combination with this second attack.

Èlite Acumen. When you make an Wisdom (Animal Handling) or Charisma (Persuasion) check you can expend an èlite die. Roll said die, and add the result to the ability check.

Virtuous Appeal

At 7th level, you can take an oath by whatever code or creed is meaningful to you and use your rhetorical skill to bolster a comrade's resolve, as well as use your expertise at parley to impress upon your opponents the importance of diplomacy rather than unnecessary conflict. As an action, you can make a Charisma (Persuasion) check contested by a creature’s Wisdom (Insight) check. A creature can choose to lose this contested check. The creature must be able to hear you, and the two of you must share a language.

If you succeed choose one of the following two effects.

You can suppress any effect causing a target to be charmed or frightened. When this abilty's effect ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.

Alternatively, you can make them indifferent about creatures of your choice that they are hostile toward for the next minute. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. At the DM's discretion, on subsequent turns they can choose to have you to re-roll this ability's contested check if it is apparent to the target you or your allies are preparing to take aggressive action against the target or their friends.

You must concentrate on this effect as though concentrating on a spell. Once used, you may not use this ability again until after you finish a long rest, unless you expend an èlite die to do so again. After using an èlite die in this way, you may not do so again until after you finish a long rest.

Roughrider's Prowess

At 10th level, you learn to charge decisively into the fray, knocking down your enemies in the process. Your ability to form bonds with and train mounts develops as well. You and your mount no longer need communication that is readily perceivable by others, the steed and rider now acting seamlessly. You can also call upon your mount to aid you in and out of battle. You gain the following abilities.

Bold Charge. Once per turn, if you move at least 10 ft. and in a straight line right before attacking a huge or smaller creature using your Stalwart Sortie ability or Stalwart Mark ability that creature must succeed on a STR saving throw or be knocked prone. This ability can be used whether you are mounted or not.

Noble Steed. You may give your mount typical commands while mounted without sounds or visible cues.

Also, while mounted on a willing creature you control, you may use a bonus action to give your mount a command to aid in some task. As a result, your mount may take the help action, rather than only the dodge, dash, or disengage actions, as its action until the end of its next turn. You may use this ability once per short or long rest, unless you expend an èlite die to do so again.

Extrication Maneuver

At level 15, when you take the attack action you can forgo one of your attacks and expend an èlite die to maneuver yourself or one of your companions. Choose a friendly creature who can see or hear you. The creature can use its reaction to move up to half its speed without provoking an opportunity attack. This movement may be used to join you on your mount if you are mounted and your mount can support the additional rider. Your mount is also a viable target for this ability. 

Martyrdom

Starting at 18th level, you can interpose yourself between incoming attacks on your allies or your mount in a noble act of heroism. When an effect, spell, or attack would damage a creature you can see within 5 feet of you, you can use your reaction to instead take the damage yourself. You have the resistance to damage taken in this way. If as a result of the damage from this attack your hit points fall to zero or below such that you would fall unconscious, though not if you would die outright, you gain one hit point at the start of your next turn. Once you use this ability you may not use it again until after you finish a long rest.

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