Post by Admin on Jan 8, 2021 18:24:36 GMT
This archetype is currently unavailable.
Martial Archetype:Knight Defender
The Knight's Code: You fight not only to defeat your foes but to prove your honor, demonstrate your fighting ability, and win renown across the land. The stories that arise from your deeds are just as important to you as the deeds them- selves. A good knight hopes that her example encourages others to lead righteous lives. A neutral knight wishes to uphold the cause of his liege (if he has one) and win glory. An evil knight seeks to win acclaim across the land and increase her own personal power. The knight's code focuses on fair play: A victory achieved through pure skill is more difficult, and hence wins more glory, than one achieved through trickery or guile.Martial Archetype:Knight Defender
- A knight does not gain a advantage on attack rolls from other sources than themselves. You still confer the benefit of the help action to your ally, but you forgo your own advantage on attack rolls from any source that are not their own. You can choose to keep the advantage, but doing so violates your code of honor (see below).
- A knight never strikes first during round 1 or if their foes are prone. Instead, you allow your foe to ready himself before attacking.
- A knight never deals lethal damage against a helpless foe. You can strike such a foe, but only with attacks that intend to knock them out.
If you violate any part of this code, you lose one use of your knight's challenge ability for the day. If your knight's challenge ability is not available when you violate the code (for example, if you have exhausted your uses for the day), you are considered to have disadvantage on attack rolls and saves for the rest of that day. Your betrayal of your code of conduct undermines the foundation of confidence and honor that drives you forward.
While you cleave to your view of honor, chivalry, and pursuit of glory, you do not force your views on others. You might chide a rogue for sneaking around a battlefield, but you recognize (and perhaps even feel a bit smug about) the reality that not everyone is fit to follow the knight's path.
Sturdy Physique: You gain an additional +1 hit point per level of fighter you are classed in.
Knight's Challenge
In battle, you use the force of your personality to challenge your enemies. As a bonus action, you can call out a foe by shouting a challenge that boosts his confidence or issue a general challenge that strikes fear into weak opponents and compels strong opponents to seek you out for personal combat. By playing on your enemies' ego, you can manipulate your foes.Even if you and your foes lack a shared language, you can still effectively communicate through body language, tone, and certain oaths and challenges you learn from a variety of different tongues. The challenge fails if your target is unable to see and hear you, or can not reach you.
You have a number of knight's challenges equal to 1 + your charisma modifier, with a minimal of one use.
You may choose two challenges from the list. You gain an additional challenge at 7th, 10th, and 15th.
Challenges have a range of 30ft unless otherwise noted. The range increases to 60ft at 11th and 100ft at 18th.
The effect of a challenge lasts for a number of rounds equal to half your fighter level.
The DC for a Challenge Save is 8 + Proficiency Bonus + Charisma Modifier.
- Fighting Challenge :As a bonus action, you can issue a challenge against a single opponent by using one of your knight challenges. The target of this ability must have an Intelligence of 5 or higher, have a language of some sort, and have a CR that is no less than your fighter level minus two. If it does not meet these requirements, a use of this ability is expended without effect. The range between you and your foe does not matter for this challenge, so long as they can hear you.
If the target does meet the conditions given above, you gain a bonus equal to half your proficiency bonus(rounded down) on Wisdom saves, attack rolls, and damage rolls against the target of this ability. You fight with renewed vigor and energy by placing your honor and reputation on the line. If your chosen foe reduces you to 0 hit points, you lose one of your knight's challenge ability for the day because of the blow to your ego and confidence from this defeat.
If you are capable of issuing a knight's challenge more than once per day, you can use this ability more than once in a single encounter if your first chosen foe is defeated or flees the area. You cannot switch foes if your original target is still active. Your new challenge must be issued to a different foe. - Test of Mettle: As bonus action, you can shout a challenge to all enemies, calling out for the mightiest among them to face you in combat. Any target of this ability must have a language of some sort and an Intelligence score of 5 or higher. Creatures that do not meet these requirements are immune to the test of mettle. You must have line of sight and line of effect to the targets of this ability.
All creatures you designate within range make wisdom saves. Creatures that fail this save are forced to attack you with their ranged or melee attacks in preference over other available targets. If a foe attacks by casting a spell or using a supernatural ability, he must target you with the attack or include you in the effect's area.
An opponent compelled to act in this manner is not thrown into a mindless rage and does not have to move to attack you in melee if doing so would provoke attacks of opportunity against him. In such a case, he can use ranged attacks against you or attack any opponents he threatens as normal. If anyone other than you attacks the target, the effect of the test of mettle ends for that specific target.
If you are reduced to 0 or fewer hit points by an opponent forced to attack you due to this ability, you gain one additional use of your knight's challenge ability for that day. This additional use comes from increased confidence and the knowledge that you have proved your mettle as a knight against your enemies by calling out foes even against overwhelming odds. This additional use disappears if you have not used it by the start of the next day. You can only gain one additional use of your knight's challenge ability in this manner per day.
Whether a creature fails or succeeds on its save against your test of mettle, it can only be targeted by this effect once per day. - Call to Battle: You become an inspiring figure on the battlefield. When all seems lost, you are a beacon of hope who continues to fight on despite the odds. No cause is yet lost when a knight still battles on its name.
As a reaction, you can expend one use of your knight's challenge ability to grant an ally another save against being frightened from a spell or effect. The target gains a bonus on this save equal to your Charisma bonus (if any). If the target succeeds on this save they are no longer frightened, ending the spell or effect on them that caused it. - Daunting Challenge: You can call out opponents, striking fear into the hearts of your enemies. In this manner you separate the strong-minded from the weak-willed, allowing you to focus on opponents that are worthy foes.
As an action, you can expend one use of your knight's challenge ability to issue a daunting challenge. This ability affects all creatures within range that have a CR equal to or less your fighter level. Targets must be able to hear you, speak or understand any language, and have an Intelligence score of 5 or more. All targets who meet these conditions must make wisdom saves or become frightened of you.
Whether a creature fails or succeeds on its save against your daunting challenge, it can only be targeted by this effect once per day. - Bond of Loyalty: Your loyalty to your comrades endures even in the face of powerful magic.
You can expend one use of your knight's challenge ability to make an additional saving throw against a mind-affecting spell or ability. You can use this ability once per round as an action to attempt to remove it's effect and influence even when you are under another creature or objects complete control. This breaks the current effect of a spell or ability, but does not grant immunity to future spells or abilities.
7th Level Features
Shield Block: As part of spending a challenge, you can designate an creature to focus your defenses on. You gain half your proficiency (rounded down) to your ac against that target. You can only designate one target at a time. You can only switch to a new target when using another challenge.Mounted Defender: As a reaction to when you are mounted and your mount would be hit by an attack, you can roll animal handling. If your ability check is greater than the attack roll, it is treated as a miss. (Your ability check replaces the mounts AC for that attack essentially.)
10th Level Feature
Shield Ally: As a reaction you can take half the damage an ally within 5ft would take from a melee or ranged attack that is not a spell or spell like ability. You may spend a knight's challenge to continue to take half their damage until the start of your next turn provided they stay within 5ft of you.
Armor Mastery: You ignore armor penalties and requirements pertaining to strength and armor being worn is treated as weighing half it's normal amount when considering it for your carry weight.Shield Ally: As a reaction you can take half the damage an ally within 5ft would take from a melee or ranged attack that is not a spell or spell like ability. You may spend a knight's challenge to continue to take half their damage until the start of your next turn provided they stay within 5ft of you.
15th level feature
Bulwark Defense: Creatures that start their turn within your threatened area treat all squares that you threaten as difficult terrain. You gain advantage on Opportunity Attacks on creatures leaving your threatened range that started their turn in it.
Bulwark Defense: Creatures that start their turn within your threatened area treat all squares that you threaten as difficult terrain. You gain advantage on Opportunity Attacks on creatures leaving your threatened range that started their turn in it.
18th Level Feature
Loyal Beyond Death: At 18th level, if you are reduced to 0hit points by an effect that otherwise leaves your body intact, you can expend one use of your knight's challenge ability to remain conscious and continue to act for 1 more round before dying. You can use this ability even if an ability would outright kill you. If your body is somehow destroyed before your next action (such as by disintegrate), then you cannot act. You can continue to expend uses of your knight's challenge ability to survive from round to round until you run out of uses. If you receive healing that leaves you with more than 0 hit points, you survive (or fall unconscious, as appropriate to your new hit point total) when you stop using this ability. Otherwise, death overtakes you when you run out of uses of your knight's challenge ability. In the case of effects that would outright kill you, (such as power word kill) you still fall subject to it's effects once your have run out of knight's
challenges.
challenges.
Alignments and Knight Defenders
A fighter must be lawful and follow the knight's code in order to use the knight's challenges.
A fighter who becomes chaotic or true neutral lose all knight's challenges. A fighter can regain them but an alignment switch back into lawful.
Ex-Knight Defenders
These figures are often burdened by failures of duty they were unable to fulfill. Despite losing their ability to use knight's challenges, they are no pushover's in combat and possibly even more dangerous now that they have no honor.
This archetype is currently in testing phase and unavailable.
A fighter must be lawful and follow the knight's code in order to use the knight's challenges.
A fighter who becomes chaotic or true neutral lose all knight's challenges. A fighter can regain them but an alignment switch back into lawful.
Ex-Knight Defenders
These figures are often burdened by failures of duty they were unable to fulfill. Despite losing their ability to use knight's challenges, they are no pushover's in combat and possibly even more dangerous now that they have no honor.
This archetype is currently in testing phase and unavailable.