Base Class: Fighter
In the darkest regions of the world and places of creation creature linger and fester just beyond the light, they terrorize and rampage leaving destruction in their wake. Corrupted Mutations, rampaging beast, Lycanthorpes, the unleashed risen dead, to the demonic forces of the Nine Hells slowly gain control or quench their satiated hunger. Heros are always willing to step up, but a select few are actually willing to devote their lives to the destruction of these forces. The knighthood of the Silverblade are a small but powerful order of knights that have used magical enhancements to fight against these evil things in the darkness.
The knight hood practices a ritual called the silvering, because of their un-shaken faith and loyalty to the cause they can coalesce the mystical silver property unto their weapons. These magical properties don't stop at given them an advantage to fighting evil, some of the older and more well-versed knights can even utilize those magics to compel truth.
Ritual of the Sliver Blessing
Starting at 3rd level, the Fighter has now learned the ritual that would magical infuse their weapons with Silver. This ritual takes one hour to complete and requires a half pound of silver and 50 gold worth of incense. This ritual can imbue a all types of weapons but only a limited amount per a ritual.
- 1 Heavy/ two handed weapon
- 2 Versatile weapons or shield or range ammunition*
- 3 light weapons or ammunition*
* when ammunition is imbued it is considered to imbue 20, this takes up one of the weapons imbued.
All imbued weapons are treated as though they were silver, and give off a faint dull bluish white glow
Knighthood Duty
Starting at 3rd level, the SIlverblade Knight chooses his path in which he will carry out the orders will and burden. When the Sliverblade becomes a knight of the order he can choose from the following. They call this their Duty, which represents they duty to study and kill their chosen type of creature.
- Aberration
- Dragons
- Fiends
- Demons
- Monstrosities
- Undead
The Knight is then able to do additional damage to that duty, the knight still hunts and kills other evil creatures , but the choose one is the one they specialize at killing. They gain advantage on knowledge checks dealing with their duty. They deal an additional 1d6 force damage to their Duty.
At Higher Levels: Duty damage increase by 1d6 at 7th level, 12th level, 17th level
Additionally, as a bonus action, the knight may use an ability called Shared Fate to choose another creature not under their duty to apply their Duty damage to. This effect last for 10 minutes and once you do this, you must complete a long rest.
Abberation
You can now deal extra damage and gain advantage on any knowledge check dealing with this creature
Demons
You can now deal extra damage and gain advantage on any knowledge check dealing with this creature
Dragons
You can now deal extra damage and gain advantage on any knowledge check dealing with this creature
Fiends
You can now deal extra damage and gain advantage on any knowledge check dealing with this creature
Monstrosities
You can now deal extra damage and gain advantage on any knowledge check dealing with this creature
Undead
You can now deal extra damage and gain advantage on any knowledge check dealing with this creature
Mercury Ward
Starting at 7th level, The Silverblade now can activate a ritual in the morning sun rise that gives him protection till the next dawn. The ritual requires the knight to sit in a knelled position for 30 minutes holding his Silvered weapon out to the new dawn. At the end of the sunrise as the sun shines a beam of silvery light from head to toe over the knight leaving a fluid mercury like film over the Knight. The end result this gives the Knight Advantage on all Wisdom saving throws for the remainder of the day.
Factuality
Starting at 10th level, the Knight now has the ability to pull the truth out of whom every they need to. They can also occasionally reveal hidden secrets in the area. The knight places his silvered weapon with in 5 ft. of the intended target and ask questions, treat this ability just as Zone of Truth with the one exception that the range is 5 ft. It requires an action to do and the knight must retain concentration while it is active.
Additionally, the Sword once per a short rest can reveal hidden passages, traps, doors and the like. The secrets are outlined for 1 round in a silver glowing line. The range is 60 foot sphere. This effect last 1 round and the outline last one round after.
Flashing Strike
Starting at 15th level, the Knight can now blind his targets as a bonus action so long as he attacks with his silvered weapon. understanding how light refracts off the silvered weapons the knight may spend his bonus action to induce a temporary blinded on his target, all enemies with in 5 ft of the initial target must make a DC 15 Dex Saving throw or else be blinded as well.
The knight can do this 2/day before he must complete a short rest or long rest.
Tireless Hunt
Starting at 18th level, the knight can choose one duty regardless of what his original duty is and apply it to one target that escaped his justice. So long as the knight has dealt damage with his silvered weapon and the target escapes combat getting away from him, he may enact the Tireless hunt. When activated the fighter gains a few things
- The knight always knows what direction the target is and can pin point it up to a half a block away.
- The Knight has advantage on all attacks against the target
- The target can not leave the plane in which the trace was activated.
The tireless hunt last for 1 month, and can not be reapplied until the target is killed or the trace fades away after the month.
Previous Versions
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