Fighter
Base Class: Fighter

A Questing Knight is one who was raised in house of some level of nobility and for one or various reasons, after being taught the ways of combat and chivalry, has set out on a quest.

Precision

Beginning when you choose this archetype at 3rd level, your first weapon attack on each turn deals an extra 1d6 damage.

Additionally, you may use your bonus action to deal an additional 1d6 damage on an Extra Attack.

Covered Strike

When one of your attacks hits you may use your bonus action to angle your weapon in a way that helps defend against incoming attacks, gaining an additional +1 AC until the start of your next turn.

Chivalrous Sportsman

Starting at 7th level, you can add your proficiency bonus to any Wisdom (Perception) check or Intelligence (Investigation) check you make that doesn’t already use your proficiency bonus.

In addition, the tempering of emotions through self control also causes you to gain proficiency in either Wisdom, Intelligence, or Charisma saving throws (your choice).

Fast Footwork

At 10th level, you have trained in and out of armor, causing you to become quite nimble even in plate mail. As a reaction you may impose disadvantage on an incoming attack before you know whether it hits or not or you may gain advantage on a Dexterity saving throw before knowing whether you succeed or not.

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.

Assertive Will

Starting at 15th level, your almost reflexive understanding of combat allows you to quickly move when fighting breaks out.

Steel Titan

At 18th level, your mastery of weaponry allows you to strike with great strength while not allowing an opening in your defenses. When using your bonus action to perform a Precision Extra Attack it also counts as a Covered Strike.

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