KNIGHT PROTECTOR

Knight Protectors are experts in shielding others and themselves from harm. Nobility or royalty often pay handsomely to enlist the help of a knight protector to keep them safe on their travels.

Defensive stance

Starting at 3rd level, Using the Attack action, you may enter a defensive stance until the beginning of your next turn. If you’re able to make multiple attacks with the Attack action, you may enter defensive stance by using up one of the attacks instead. While in a defensive stance,each round you may take one extra reaction and select 2 of the following abilities

  • Brace: You have advantage on Strength Saving Throws and resistance against nonmagical damage
  • Bodyguard: If an opponent attacks an adjacent ally, you may use your Reaction to trade places with that ally and become the new target for the attack.
  • Parry: When a creature you can see makes an attack against you or an adjacent target, you can use your reaction to add your proficiency to the target's AC
  • Unbalancing blow: After using a Reaction, you may use another reaction to attempt to shove one opponent. If the shove is succesful, its speed becomes 0 until the start of its next turn.
  • Warding shot: When an ally within 60 feet is targeted for a melee attack, you may use your reaction to make a ranged or thrown weapon attack. If the attack hits, the opponent's attack is made with disadvantage.
  • Harry: The terrain within 5 feet of you is treated as difficult terrain for enemies.

Silent Guardian

Starting at 7th level, you gain Proficiency in the Perception skil. If you already are proficient, you may choose another skill from the Fighter list instead. When actively standing watch, you have advantage on Perception checks.

Experienced at standing watch at night, your eyes are more accustomed to the darkness than others of your race. You gain darkvision up to 30 feet. If you already have darkvision, add 30 feet to its radius.

Opportunist

Starting at 10th level, attacks made outside of your own turn deal one more weapon damage die.

Unyielding loyalty

Starting at 15th level, you have advantage on saving throws against spells from the enchantment school and against being charmed.

Unbreakable

Starting at 18th level, when entering a defensive stance you may select all of the abilities instead of choosing 2. this effect lasts for one minute. Once you use this feature you must finish a short or a long rest before you can use it again.