SpawnOfMorbo
2019-09-17, 09:03 PM
These are not finished, I want to get the basic structures down and then tweak them. There is one more Dragon Knight to go, one that primarily uses heavy ranged weapons.
Version 2: Knights of the Round
Knighthood
Starting at 3rd level you have additional training which makes you particularly familiar with the complexitites of engagements that most warriors are not, social combat. You combine your armed combat and social combat comphrension in order to aid those around you in times of trouble.
When you make an Intelligence, Wisdom, or Charisma check while socializing and not in armed combat, you have advantage if you are using a skill that you’re proficient in.
You gain the protection fighting style. If you already have this fighting style you may move up to 10' as part of your reaction to protect a target of an attack. If you are wielding a Lavender Dragon Knight weapon, you may use that instead of a shiels when using protection style.
All melee weapons are Lavender Dragon Knight weapons.
Inspiring Wind
Starting at 3rd level whenever you are in armed combat and use your second wind feature, you and all allies that can see or hear you have advantage on an ability check of their choice within the next minute and may expend a hit die to regain hit points equal to that hit die.
Elite Socialite
Starting at 7th level you may choose two skills from the Intelligence, Wisdom, or Charisma skill list that you are proficient with. Your proficiency bonus is doubled for any ability check you make with your chosen skills.
Improved Inspiring Wind
Starting at 10th level whenever you use second wind, you and all allies that can see or hear you have advantage on an attack roll or saving throw of their choice in the next minute.
Additionally, any creature that gains this bonus may expend two hit die and regain that number of hit points.
Mettle
Starting at 15th level, you regain 1 use of Indomitable when you finish a short rest.
Bulwark
You have advantage on all saving throws.
Additionally, whenever you use Inspiring Wind, a creature other than youself may use a reaction to roll a saving throw with advantage provided to immediately end an ongoing effect.
Proper Etiquette
As a Crimson Dragon Knight you have been trained by your lord to serve as his sword and taught that your every action reflects their honor. You must be ablw to navigate the political battlefield as you would a field of enemies.
When you make an Intelligence, Wisdom, or Charisma check while socializing and not in armed combat, you have advantage if you are using a skill that you’re proficient in.
Additionally, you have been trained to be swift with your weapon for the protection of your lord. As a reaction to rolling initiative, you may draw out a Crimson Dragon Knight weapon.
Melee one handed and versitile weapons are considiered Crimson Dragon Knight weapons.
Skarlet
Swift Strike
At 3rd level you may cast the Expeditious Retreat spell as an action. A Crimson Dragon Knight weapons may be used as a focus when casting this spell. You glow with a red shade of light while this spell is active. This spell's duration is changed to "concentration, up to 8 hours". If you aren't wielding the focus you used to cast this spell, the spell ends at the start of your next turn.
Additionally, while this spell is active, you may use a bonus action to make a number of additional attacks equal to the number of attacks you normally have. Each of these attacks must be with a Crimson Dragon Knight weapon and deal 2d6 points of damage of the weapon type for each hit.
You must not be wielding a shield to use this feature and your fighting styles do not apply to the damage. If you are wielding two weapons, you may alternate which weapon is used for the swift strike, thus changing the damage type.
Elite Socialite
Starting at 7th level you may choose two skills from the Intelligence, Wisdom, or Charisma skill list that you are proficient with. Your proficiency bonus is doubled for any ability check you make with your chosen skills.
Improved Second Wind
At 10th level when you use second wind, you may expend a number of hit dice up to your proficiency bonus. You roll these hit dice and regain additional HP equal to the ammount rolled.
You must shout loudly to use this feature.
Mettle
Starting at 15th level, you regain 1 use of Indomitable when you finish a short rest.
Fearless
To protect, one must master their mind and let no doubt settle within them. Starting at 18th level are immune to the frightened condition and have advantage against being charmed.
Dragoon Initiate
As a Azure Dragoon Knight you are regularly dispatched to take on aerial foes (specifically, but not limited to, dragons) and have the authority of your lord to negotiate terms for any contracts.
When you make an Intelligence, Wisdom, or Charisma check while socializing and not in armed combat, you have advantage if you are using a skill that you’re proficient in.
Additionally, you do not need a running start when you jump and you don't provoke OA from creatures with flying speeds.
Jump
At 3rd level you may cast the Jump spell as an action. Azure Dragoon Knight weapons may be used as a focus when casting this spell. You glow with a blue shade of light while this jump spell is active. The duration for those spell is changed to "concentration, up to 8 hours". If you aren't wielding the focus you used to cast this spell, the spell ends at the start of your next turn.
You ignore double you Strength Score number of feet when determining falling damage.
While this spell is active you have advantage on athletics checks to jump and unusually large distance or pull off a stunt midjump.
Elite Socialite
Starting at 7th level you may choose two skills from the Intelligence, Wisdom, or Charisma skill list that you are proficient with. You proficiency bonus is doubled for any ability check you make with your chosen skills.
Greater Jump
At 10th level you may jump your horizontal distance, vertically, a number of times per short or long rest equal to your constitution modifier.
You are resistant to falling damage as long as you aren't incapacitated.
Mettle
Starting at 15th level, you regain 1 use of Indomitable when you finish a short rest.
Azure Thunderbolt
You are resistant to Lightning and Thunder damage.
Additionally, you are immune to being paralyzed
I'm going to change the fluff of the gray dragon knights to reflect that they started out as contractors who pulled dead bodies from flooded rivers, kinda like Tientsin Mystic.
Contract Training
In the lands of Tianjin, mass rains and flooding ravaged for ages. The Grey Dragon Knights made their start generations ago as part of the river salvage teams that would retrieve the dead from the water. As harsh as it may seem, no one does anything for free. Still today, the Grey Dragon Knights pull the dead from the raging waters but they also contract out a shadier style of work...
When you make an Intelligence, Wisdom, or Charisma check while socializing and not in armed combat, you have advantage if you are using a skill that you’re proficient in.
Grey Dragon Knights will not wear any heavy armor or armor made of metal. However, due to their rigorous training they may replace their Dexterity modifier with their Consitution modifier when wearing no armor, light armor, or medium armor.
Additionally, Grey Dragon Knights learn Theives Cant.
Light and finesse melee weapons and one handed ranged weapons are considered Grey Dragon Knight weapons.
Mystic Arts
You have learned to pull water from the elemental plane of water to create a fog cloud. You may cast fog cloud as an action. This spell's duratation is "concentration, up to 8 hours". If you no longer wield your Grey Dragon Knight weapon, your concentration for this spell ends at start of your next turn.
Additionally, as a bonus action, you may attempt a perception or investigation check to determine the location of a creature within your fog (DC = 10 if the target hasn't used the stealth action). Your next attack roll with Grey Dragon Knight weapon ignores sight limitations of your fog and has advantage on a success.
Elite Socialite
Starting at 7th level you may choose two skills from the Intelligence, Wisdom, or Charisma skill list that you are proficient with. Your proficiency bonus is doubled for any ability check you make with your chosen skills.
Demon of the Mist
Beginning at 10th level when you cast fog cloud, you can cause an enemy to feel a sense of dread. When you attempt to locate a creature, you send out a wave of killing intent, all creatures within your fog have their speed set to 0 until the start of your next turn. A successful Charisma save (DC = 10 + your int/wis/cha mod + your prof). Creatures immune to fear are immune to this effect.
Additionally, if you successfully locate a creature, the first 2 attacks you attempt with a Grey Dragon Knight weapon have advantage.
Mettle
Starting at 15th level, you regain 1 use of Indomitable when you finish a short rest.
Bloody Mist Assassin
You are immune to fear.
Additionally, when you use a bonus action and successfully locate a creature within your fog, all your attacks have advantage against the target.
Nomadic Negotiator
Ages ago, the Medjay lost their kingdom to a cataclysm from when the Elemental Chaos opened up to the material plane. Since this time, now know as the Amber Dragon Knights, have traversed the scorching dunes as nomadic warriors. While other knights have a place to call home, Amber Dragon Knights are nomadic and must be able to talk their way out of trouble if they happen upon a group that believes the Amber Dragon Knight is tresspassing.
When you make an Intelligence, Wisdom, or Charisma check while socializing and not in armed combat, you have advantage if you are using a skill that you’re proficient in.
Amber Dragon Knights will not wear any heavy armor or armor made of metal. However, due to their rigorous training they may replace their Dexterity modifier with their Consitution modifier when wearing no armor, light armor, or medium armor.
Melee one handed and non-heavy ranged weapons are considered Amber Dragon Knight weapons.
Mumifier
Starting at 3rd level, the Amber Dragon Knights gain proficiency with the mumification kit. Using a mumification kit (which contains a bottle of special salve and linen wrap) a proficient user may perform a ritual that takes 10 minutes per dead creature. A mumified creature counts as the material component for the purposes of any spell that raises the creature as an undead or back to life. Using this kit without proficiency is a DC 30 intelligence check.
Counter Charge
Expending more energy than required is deadly in the dunes. You have learned to allow your enemies to come to you and so that you may punish them.
Whenever a creature moves more than 10' and moves within 5' of you, you may use your reaction to take the shove action against that creature. The creature lands in any unoccupied free space that is within 5' of you. Once you attempt this on a creature, that creature has advantage against it again until the end of your next short or long rest.
You may replace Strength with Dexterity when using Athletics to shove a creature.
Elite Socialite
Starting at 7th level you may choose two skills from the Intelligence, Wisdom, or Charisma skill list that you are proficient with. Your proficiency bonus is doubled for any ability check you make with your chosen skills.
Setting Sun
Starting at 10th level, whenever you use counter charge on a creature, you may cause them to end in any unoccupied space within 10' of you.
Additionally, you may use counter charge on a creature twice before they gain advantage on the opposed shove check.
Mettle
Starting at 15th level, you regain 1 use of Indomitable when you finish a short rest.
Desert Wind
Starting at 18th level, you have learned to suffer through the harshest of environments. You ignore difficult terrain and due to needing to shield your eyes from the sand can fight without sight just as you would with it. You ignore the blind condition when attacking a creature or when being attacked.
Amrtaka: Immortals. Uses a bow and has some riding skills.
Military Discipline
Raised in a military since birth, you have learned to rub shoulders with the lowest of footmen to the highest brass.
When you make an Intelligence, Wisdom, or Charisma check while socializing and not in armed combat, you have advantage if you are using a skill that you’re proficient in.
Sabz Dragon Knights will not wear any heavy armor or armor made of metal. However, due to their rigorous training they may replace their Dexterity modifier with their Consitution modifier when wearing no armor, light armor, or medium armor.
Light melee weapons and ranged weapons are considered Sabz Dragon Knight weapons.
Medes Training
Your ancestors were trained by the warriors of Medes, a land lost to time, on the ways of mounted combat. This knowledge has been passed down to you.
Whenever you ride a mount with an Int of 3 or less, you may use a reaction to give it advantage on a saving throw. You smack it out of a stupor, pull the reigns to dodge a fireball, or yell at it to keep it alert.
Cover Fire
Starting at 3rd level, you have learned to use your allies as an advantage. You have learned the movements of enemies behind partial cover that you can pick off their weak points, much to the surprise of enemies.
Whenever you attack with a SDK weapon, you have advantage on the first attack against a creature with partial cover or at least one ally or enemy between you and the target.
Allies don't count as partial cover to targets.
Additionally, you ignore the heavy and loading qualities when wielding a ranged weapons.
Elite Socialite
Starting at 7th level you may choose two skills from the Intelligence, Wisdom, or Charisma skill list that you are proficient with. Your proficiency bonus is doubled for any ability check you make with your chosen skills.
10th level
Additionally, cover fire bestows advantage on the first two attacks against a creature.
Mettle
Starting at 15th level, you regain 1 use of Indomitable when you finish a short rest.
Lavender Dragon Squire
When you use second wind, you and all allies within 10' may expend a hit dice and regain that many hit points.
Choose Intelligence, Wisdom, or Charisma. You may use this feature a number of times per long rest equal to the modifier from the chosen ability score.
Additionally, Lavender Dragon Knight weapons count as a focus for any Knight of the Round feature.
Crimson Dragon Squire
Choose Intelligence, Wisdom, or Charisma. You may cast expiditious retreat on yourself a number of times per long rest equal to the modifier from the chosen ability score.
Additionally, Crimson Dragon Knight weapons count as a focus for any Knight of the Round feature.
Azure Dragon Squire
Choose Intelligence, Wisdom, or Charisma. You may cast Jump on yourself a number of times per long rest equal to the modifier from the chosen ability score.
Additionally, Azure Dragoon Knight weapons count as a focus for any Knight of the Round feature.
Grey Dragon Squire
Choose Intelligence, Wisdom, or Charisma. You may cast For Cloud a number of times per long rest equal to the modifier from the chosen ability score.
Additionally, Grey Dragon Knight weapons count as a focus for any Knight of the Round feature.
Amber Dragon Squire
You may use counter charge a number of times per long rest equal to your constitution modifier.
Additionally, Amber Dragon Knight weapons count as a focus for any Knight of the Round feature.
The Round is what people call their planet/plane of existence.
The round is a world that sits on the cusp of the Elemental Chaos. From time to time the Elemental chaos collided with other realms and pieces of those worlds fell into the chaotic sea. Due to different nature, and a bit of luck, those pieces formed their own plane.
Each nation is such a stark contrast due to being pulled from different times and planes.
I'll change the name once I stop poking around Final Fantasy references.
https://homebrewery.naturalcrit.com/share/rJXfClkPr
Alternative Link: https://i.imgur.com/uDq5TGg.png
I like the idea of a Purple Dragon Knight, I even liked WotC's when it came out... But it's bad, so bad...
So I made this.
Key Notes
Based everything about Second Wind to keep things simple.
The fighter needs out of combat support, badly, the skill bonuses and stuff do this.
Made Bulwark awesome and actually useful for the fighter and allies and worth a high level feature.
I may need to have a note on what is armed combat and what is not, but really this shouldn't be a hard concept.
These sub-classes are not designed to specifically boost damage, yes a lot of them are for the fighter, but these are more about expanding what they can do and giving some additional options so the damage output should be lower than normal for a fighter.
Yes... Cornelia, Rayjack, Rabenastre, and Steiner all are Square/Sqaure Enix references.
Added two more knights for the heck of it. Crimson Dragon Knights are Samurais and Azure Dragoon Knights are Dragoons. Threw some stuff together somewhat fast while watching Mario Maker 2 streams.
Bonus to damage at level 10 for two of them need to be fixed, mostly just a placeholder at this point.
Lavender: Purple Dragon Knight
Crimson: Samurai + Rogue Sneak Attack
Azure: Final Fantasy Dragoons.
Grey: https://en.m.wikipedia.org/wiki/Tientsin_Mystic, Naruto (Zabuza), and Lin Kuei (Mortal Kombat).
Amber: What little I know about Egyptian culture.
Unnamed: What little I know about Persian culture.
Version 2: Knights of the Round
Knighthood
Starting at 3rd level you have additional training which makes you particularly familiar with the complexitites of engagements that most warriors are not, social combat. You combine your armed combat and social combat comphrension in order to aid those around you in times of trouble.
When you make an Intelligence, Wisdom, or Charisma check while socializing and not in armed combat, you have advantage if you are using a skill that you’re proficient in.
You gain the protection fighting style. If you already have this fighting style you may move up to 10' as part of your reaction to protect a target of an attack. If you are wielding a Lavender Dragon Knight weapon, you may use that instead of a shiels when using protection style.
All melee weapons are Lavender Dragon Knight weapons.
Inspiring Wind
Starting at 3rd level whenever you are in armed combat and use your second wind feature, you and all allies that can see or hear you have advantage on an ability check of their choice within the next minute and may expend a hit die to regain hit points equal to that hit die.
Elite Socialite
Starting at 7th level you may choose two skills from the Intelligence, Wisdom, or Charisma skill list that you are proficient with. Your proficiency bonus is doubled for any ability check you make with your chosen skills.
Improved Inspiring Wind
Starting at 10th level whenever you use second wind, you and all allies that can see or hear you have advantage on an attack roll or saving throw of their choice in the next minute.
Additionally, any creature that gains this bonus may expend two hit die and regain that number of hit points.
Mettle
Starting at 15th level, you regain 1 use of Indomitable when you finish a short rest.
Bulwark
You have advantage on all saving throws.
Additionally, whenever you use Inspiring Wind, a creature other than youself may use a reaction to roll a saving throw with advantage provided to immediately end an ongoing effect.
Proper Etiquette
As a Crimson Dragon Knight you have been trained by your lord to serve as his sword and taught that your every action reflects their honor. You must be ablw to navigate the political battlefield as you would a field of enemies.
When you make an Intelligence, Wisdom, or Charisma check while socializing and not in armed combat, you have advantage if you are using a skill that you’re proficient in.
Additionally, you have been trained to be swift with your weapon for the protection of your lord. As a reaction to rolling initiative, you may draw out a Crimson Dragon Knight weapon.
Melee one handed and versitile weapons are considiered Crimson Dragon Knight weapons.
Skarlet
Swift Strike
At 3rd level you may cast the Expeditious Retreat spell as an action. A Crimson Dragon Knight weapons may be used as a focus when casting this spell. You glow with a red shade of light while this spell is active. This spell's duration is changed to "concentration, up to 8 hours". If you aren't wielding the focus you used to cast this spell, the spell ends at the start of your next turn.
Additionally, while this spell is active, you may use a bonus action to make a number of additional attacks equal to the number of attacks you normally have. Each of these attacks must be with a Crimson Dragon Knight weapon and deal 2d6 points of damage of the weapon type for each hit.
You must not be wielding a shield to use this feature and your fighting styles do not apply to the damage. If you are wielding two weapons, you may alternate which weapon is used for the swift strike, thus changing the damage type.
Elite Socialite
Starting at 7th level you may choose two skills from the Intelligence, Wisdom, or Charisma skill list that you are proficient with. Your proficiency bonus is doubled for any ability check you make with your chosen skills.
Improved Second Wind
At 10th level when you use second wind, you may expend a number of hit dice up to your proficiency bonus. You roll these hit dice and regain additional HP equal to the ammount rolled.
You must shout loudly to use this feature.
Mettle
Starting at 15th level, you regain 1 use of Indomitable when you finish a short rest.
Fearless
To protect, one must master their mind and let no doubt settle within them. Starting at 18th level are immune to the frightened condition and have advantage against being charmed.
Dragoon Initiate
As a Azure Dragoon Knight you are regularly dispatched to take on aerial foes (specifically, but not limited to, dragons) and have the authority of your lord to negotiate terms for any contracts.
When you make an Intelligence, Wisdom, or Charisma check while socializing and not in armed combat, you have advantage if you are using a skill that you’re proficient in.
Additionally, you do not need a running start when you jump and you don't provoke OA from creatures with flying speeds.
Jump
At 3rd level you may cast the Jump spell as an action. Azure Dragoon Knight weapons may be used as a focus when casting this spell. You glow with a blue shade of light while this jump spell is active. The duration for those spell is changed to "concentration, up to 8 hours". If you aren't wielding the focus you used to cast this spell, the spell ends at the start of your next turn.
You ignore double you Strength Score number of feet when determining falling damage.
While this spell is active you have advantage on athletics checks to jump and unusually large distance or pull off a stunt midjump.
Elite Socialite
Starting at 7th level you may choose two skills from the Intelligence, Wisdom, or Charisma skill list that you are proficient with. You proficiency bonus is doubled for any ability check you make with your chosen skills.
Greater Jump
At 10th level you may jump your horizontal distance, vertically, a number of times per short or long rest equal to your constitution modifier.
You are resistant to falling damage as long as you aren't incapacitated.
Mettle
Starting at 15th level, you regain 1 use of Indomitable when you finish a short rest.
Azure Thunderbolt
You are resistant to Lightning and Thunder damage.
Additionally, you are immune to being paralyzed
I'm going to change the fluff of the gray dragon knights to reflect that they started out as contractors who pulled dead bodies from flooded rivers, kinda like Tientsin Mystic.
Contract Training
In the lands of Tianjin, mass rains and flooding ravaged for ages. The Grey Dragon Knights made their start generations ago as part of the river salvage teams that would retrieve the dead from the water. As harsh as it may seem, no one does anything for free. Still today, the Grey Dragon Knights pull the dead from the raging waters but they also contract out a shadier style of work...
When you make an Intelligence, Wisdom, or Charisma check while socializing and not in armed combat, you have advantage if you are using a skill that you’re proficient in.
Grey Dragon Knights will not wear any heavy armor or armor made of metal. However, due to their rigorous training they may replace their Dexterity modifier with their Consitution modifier when wearing no armor, light armor, or medium armor.
Additionally, Grey Dragon Knights learn Theives Cant.
Light and finesse melee weapons and one handed ranged weapons are considered Grey Dragon Knight weapons.
Mystic Arts
You have learned to pull water from the elemental plane of water to create a fog cloud. You may cast fog cloud as an action. This spell's duratation is "concentration, up to 8 hours". If you no longer wield your Grey Dragon Knight weapon, your concentration for this spell ends at start of your next turn.
Additionally, as a bonus action, you may attempt a perception or investigation check to determine the location of a creature within your fog (DC = 10 if the target hasn't used the stealth action). Your next attack roll with Grey Dragon Knight weapon ignores sight limitations of your fog and has advantage on a success.
Elite Socialite
Starting at 7th level you may choose two skills from the Intelligence, Wisdom, or Charisma skill list that you are proficient with. Your proficiency bonus is doubled for any ability check you make with your chosen skills.
Demon of the Mist
Beginning at 10th level when you cast fog cloud, you can cause an enemy to feel a sense of dread. When you attempt to locate a creature, you send out a wave of killing intent, all creatures within your fog have their speed set to 0 until the start of your next turn. A successful Charisma save (DC = 10 + your int/wis/cha mod + your prof). Creatures immune to fear are immune to this effect.
Additionally, if you successfully locate a creature, the first 2 attacks you attempt with a Grey Dragon Knight weapon have advantage.
Mettle
Starting at 15th level, you regain 1 use of Indomitable when you finish a short rest.
Bloody Mist Assassin
You are immune to fear.
Additionally, when you use a bonus action and successfully locate a creature within your fog, all your attacks have advantage against the target.
Nomadic Negotiator
Ages ago, the Medjay lost their kingdom to a cataclysm from when the Elemental Chaos opened up to the material plane. Since this time, now know as the Amber Dragon Knights, have traversed the scorching dunes as nomadic warriors. While other knights have a place to call home, Amber Dragon Knights are nomadic and must be able to talk their way out of trouble if they happen upon a group that believes the Amber Dragon Knight is tresspassing.
When you make an Intelligence, Wisdom, or Charisma check while socializing and not in armed combat, you have advantage if you are using a skill that you’re proficient in.
Amber Dragon Knights will not wear any heavy armor or armor made of metal. However, due to their rigorous training they may replace their Dexterity modifier with their Consitution modifier when wearing no armor, light armor, or medium armor.
Melee one handed and non-heavy ranged weapons are considered Amber Dragon Knight weapons.
Mumifier
Starting at 3rd level, the Amber Dragon Knights gain proficiency with the mumification kit. Using a mumification kit (which contains a bottle of special salve and linen wrap) a proficient user may perform a ritual that takes 10 minutes per dead creature. A mumified creature counts as the material component for the purposes of any spell that raises the creature as an undead or back to life. Using this kit without proficiency is a DC 30 intelligence check.
Counter Charge
Expending more energy than required is deadly in the dunes. You have learned to allow your enemies to come to you and so that you may punish them.
Whenever a creature moves more than 10' and moves within 5' of you, you may use your reaction to take the shove action against that creature. The creature lands in any unoccupied free space that is within 5' of you. Once you attempt this on a creature, that creature has advantage against it again until the end of your next short or long rest.
You may replace Strength with Dexterity when using Athletics to shove a creature.
Elite Socialite
Starting at 7th level you may choose two skills from the Intelligence, Wisdom, or Charisma skill list that you are proficient with. Your proficiency bonus is doubled for any ability check you make with your chosen skills.
Setting Sun
Starting at 10th level, whenever you use counter charge on a creature, you may cause them to end in any unoccupied space within 10' of you.
Additionally, you may use counter charge on a creature twice before they gain advantage on the opposed shove check.
Mettle
Starting at 15th level, you regain 1 use of Indomitable when you finish a short rest.
Desert Wind
Starting at 18th level, you have learned to suffer through the harshest of environments. You ignore difficult terrain and due to needing to shield your eyes from the sand can fight without sight just as you would with it. You ignore the blind condition when attacking a creature or when being attacked.
Amrtaka: Immortals. Uses a bow and has some riding skills.
Military Discipline
Raised in a military since birth, you have learned to rub shoulders with the lowest of footmen to the highest brass.
When you make an Intelligence, Wisdom, or Charisma check while socializing and not in armed combat, you have advantage if you are using a skill that you’re proficient in.
Sabz Dragon Knights will not wear any heavy armor or armor made of metal. However, due to their rigorous training they may replace their Dexterity modifier with their Consitution modifier when wearing no armor, light armor, or medium armor.
Light melee weapons and ranged weapons are considered Sabz Dragon Knight weapons.
Medes Training
Your ancestors were trained by the warriors of Medes, a land lost to time, on the ways of mounted combat. This knowledge has been passed down to you.
Whenever you ride a mount with an Int of 3 or less, you may use a reaction to give it advantage on a saving throw. You smack it out of a stupor, pull the reigns to dodge a fireball, or yell at it to keep it alert.
Cover Fire
Starting at 3rd level, you have learned to use your allies as an advantage. You have learned the movements of enemies behind partial cover that you can pick off their weak points, much to the surprise of enemies.
Whenever you attack with a SDK weapon, you have advantage on the first attack against a creature with partial cover or at least one ally or enemy between you and the target.
Allies don't count as partial cover to targets.
Additionally, you ignore the heavy and loading qualities when wielding a ranged weapons.
Elite Socialite
Starting at 7th level you may choose two skills from the Intelligence, Wisdom, or Charisma skill list that you are proficient with. Your proficiency bonus is doubled for any ability check you make with your chosen skills.
10th level
Additionally, cover fire bestows advantage on the first two attacks against a creature.
Mettle
Starting at 15th level, you regain 1 use of Indomitable when you finish a short rest.
Lavender Dragon Squire
When you use second wind, you and all allies within 10' may expend a hit dice and regain that many hit points.
Choose Intelligence, Wisdom, or Charisma. You may use this feature a number of times per long rest equal to the modifier from the chosen ability score.
Additionally, Lavender Dragon Knight weapons count as a focus for any Knight of the Round feature.
Crimson Dragon Squire
Choose Intelligence, Wisdom, or Charisma. You may cast expiditious retreat on yourself a number of times per long rest equal to the modifier from the chosen ability score.
Additionally, Crimson Dragon Knight weapons count as a focus for any Knight of the Round feature.
Azure Dragon Squire
Choose Intelligence, Wisdom, or Charisma. You may cast Jump on yourself a number of times per long rest equal to the modifier from the chosen ability score.
Additionally, Azure Dragoon Knight weapons count as a focus for any Knight of the Round feature.
Grey Dragon Squire
Choose Intelligence, Wisdom, or Charisma. You may cast For Cloud a number of times per long rest equal to the modifier from the chosen ability score.
Additionally, Grey Dragon Knight weapons count as a focus for any Knight of the Round feature.
Amber Dragon Squire
You may use counter charge a number of times per long rest equal to your constitution modifier.
Additionally, Amber Dragon Knight weapons count as a focus for any Knight of the Round feature.
The Round is what people call their planet/plane of existence.
The round is a world that sits on the cusp of the Elemental Chaos. From time to time the Elemental chaos collided with other realms and pieces of those worlds fell into the chaotic sea. Due to different nature, and a bit of luck, those pieces formed their own plane.
Each nation is such a stark contrast due to being pulled from different times and planes.
I'll change the name once I stop poking around Final Fantasy references.
https://homebrewery.naturalcrit.com/share/rJXfClkPr
Alternative Link: https://i.imgur.com/uDq5TGg.png
I like the idea of a Purple Dragon Knight, I even liked WotC's when it came out... But it's bad, so bad...
So I made this.
Key Notes
Based everything about Second Wind to keep things simple.
The fighter needs out of combat support, badly, the skill bonuses and stuff do this.
Made Bulwark awesome and actually useful for the fighter and allies and worth a high level feature.
I may need to have a note on what is armed combat and what is not, but really this shouldn't be a hard concept.
These sub-classes are not designed to specifically boost damage, yes a lot of them are for the fighter, but these are more about expanding what they can do and giving some additional options so the damage output should be lower than normal for a fighter.
Yes... Cornelia, Rayjack, Rabenastre, and Steiner all are Square/Sqaure Enix references.
Added two more knights for the heck of it. Crimson Dragon Knights are Samurais and Azure Dragoon Knights are Dragoons. Threw some stuff together somewhat fast while watching Mario Maker 2 streams.
Bonus to damage at level 10 for two of them need to be fixed, mostly just a placeholder at this point.
Lavender: Purple Dragon Knight
Crimson: Samurai + Rogue Sneak Attack
Azure: Final Fantasy Dragoons.
Grey: https://en.m.wikipedia.org/wiki/Tientsin_Mystic, Naruto (Zabuza), and Lin Kuei (Mortal Kombat).
Amber: What little I know about Egyptian culture.
Unnamed: What little I know about Persian culture.