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### Enduring Knight Enduring Knights, Shellsouls, the Martyred Brethren, the Deathborne... Precious little is known about this martial order - its members traditionally speak little and even then, often in cryptic riddles. Scattered lore connects them to a distant land in decay and to terrible and doomed prophecies of a bygone age. Most secret are the rites of initiation into their order - rumors speak of members giving up their humanity, being hollowed out and filled with a divine flame, having their blood drained and replaced with quicksilver, or even carefully slain and made to possess their own corpse. Regardless of origin, they are an unmistakable sight on the battlefield, striking recklessly while their enemies' attacks seemingly bounce harmlessly off their stone- or iron-like form. In truth, their style requires discipline and careful observation, and taking the wrong risk can be devastating. #### Hardening At 3rd level, when you are attacked by a creature you can see, you can use your reaction to magically harden yourself to absorb or deflect the attack. This has the following effects: * You gain a bonus to your Armor Class against the triggering attack only. The bonus begins at +2 and increases by +1 at 7th, 10th, 15th and 18th level. * If the triggering attack is a melee attack and it misses, the attacker is unbalanced - the first attack against them until the start of their turn is made with advantage. * In addition, if the attack missed only because of the above bonus, you can also force the attacker to make a Strength saving throw. On a failure, they are knocked prone. The DC of this saving throw is 8 + your Proficiency bonus + your Constitution bonus. A creature has advantage on this saving throw if it is at least two sizes larger than you. * If the triggering attack hits you, you have resistance against its damage. #### Deathless Repose Also at 3rd level, you are adept at being perfectly, eerily still. While motionless, you have advantage on Dexterity (Stealth) checks, and your armor does not impose disadvantage on those checks. You can also rest in armor with no penalty. #### Measured Recklessness By 7th level you've learned to use your great durability to risk going on the offensive when few others would dare. When you take the Attack action and hit a creature with a melee attack, you can immediately risk exposing yourself to press the advantage as a bonus action. If you do, every hostile creature that has you in its reach can make a melee weapon or spell attack (including casting a cantrip) against you as a reaction. If you are not hit (or are otherwise prevented from taking any damage) you can make an additional attack against the same target. > [Penitent Knight](https://www.artstation.com/artwork/oOd8GL "Ludong Jun") - Russell Dongjun Lu
> Uses stains by [Jared Ondricek](https://watercolors.giantsoup.com "Jared Ondricek"). > ___ > ***Y**et **A**nother **v**on
**B**oomslang **O**riginal - [More here!](https://www.gmbinder.com/share/-NAEglrmxO4IqdywOILv)*
#### Greater Hardening Starting at 10th level, when you use your Hardening feature, you can also optionally gain temporary hit points equal to 1d10 + your fighter level, which last until the start of your turn. You can do so a number of times equal to your Constitution modifier (minimum of 1), and regain all uses when you finish a long rest. #### Deathless Shell Also at 10th level, you gain increased control over your form. You have advantage on saving throws against effects that change your shape or petrify you, and you remain aware of your surroundings while petrified. If you begin your turn petrified, you can choose to act normally until the start of your next turn, except you move as if through difficult terrain. You can do so a number of times equal to your Constitution modifier (minimum of 1), and you regain all uses when the condition ends. Additionally, your aging slows. You age only one year for every 1 + your Constitution modifier years (minimum of 2). #### Merciless Attacker By 15th level, you learned to skilfully exploit every advantage with powerful, visceral attacks. When you make a melee attack with advantage on the roll, roll the weapon's damage dice twice even if the hit is not a critical hit. #### Deathless Soul At 18th level, you become exceedingly difficult to wrest of your mortal shell. You gain the following benefits: * You can use your Second Wind feature twice, and regain all uses when you complete a long or short rest. * Whenever you are incapacitated, your body hardens, giving you resistance to all damage. * If slain, your body petrifies in a pose of repose, and you ignore time limitations on effects that resurrect you.
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