Hurst Knight fighter subclass Profession in Changing Stars | World Anvil

Hurst Knight fighter subclass

Hurst Knight Lore:

Centuries ago, there was a mountain of a man who stood upon the top of humanity. He appeared out of the mist, in a great time of turmoil. He came like a hurricane, gifted with all the skills of man and some that still haven’t been discovered. He saved the lands from a great evil then disappeared without any trace, but the memory of his excellence. Not only did he fight the evils of the land, but he passed some of his skills to a few young men to empower them to defend themselves. These young men stayed together saving damsels and fighting for those who couldn’t fight for themselves, developing the first order of the Hurst.
Since their inception, the knights have passed down the skills that were passed down to them, improving and expanding on them to keep the tradition of being the defenders who stand against the dark.
This subclass of fighter is designed to work with feats in mind. In stating that there are a few additional feats that are specifically offered to this class. These feats are listed at the end of this sub class.
 
Skillful warriors
Starting at 3rd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus in addition to adding the same bonus to your Initiative.  
The Skill of the Hurst
At 3rd lvl you may choose one of the following skills passed down by the original hurst. You get a number of uses of the skills equal to your intelligence modifier, recovering uses at a long or short rest.
Investigation – you gain proficiency in investigation skill, if you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. When you investigate a creature outside of combat you may use your Hurst skill to gleam information from that creature. You learn of any vulnerabilities or resistance/immunities that creature may have. When using the Hurst skill, the knight can also detect magical auras or hidden arcane symbols, adding a layer of magical investigation.
Perception - you gain proficiency in Perception skill, if you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. Allows the knight to use a reaction to temporarily (concentration, up to 1 minute) see into the Ethereal Plane or detect the presence of invisible creatures, enhancing their sensory abilities with a touch of the supernatural. You may use your Hurst skill to see through lightly obscured areas so they don’t impose disadvantage on attacks rolls/saves for the next minute.
Insight - you gain proficiency in Insight skill, if you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. You may use your Hurst skill to see through others words to the truth of a statement. For the next minute you can tell if a person talking around you is telling the truth when they talk. Also gives the knight the ability to sense the emotional state or intentions of a creature, not just the truthfulness, adding an empathetic dimension to their insight.
 
Might of my Masters
At 7th lvl you may choose one of the following skills developed by the original leaders of the order.
Light of foot – you have advantage on Acrobatics skill checks. This could also grant the knight the ability to walk on surfaces like water or vertical surfaces for a brief moment, showcasing their masterful control over their physical form.
Strength of back – you count as one size larger for the purpose of determining your carrying capacity. And allows them to perform feats of strength that border on the supernatural, like temporarily lifting massive objects, to emphasize their legendary power.
Strength of Will – you get advantage on resisting fear effects through your strength of will, which includes an aura effect that can bolster allies’ within 15 feet's resolve against fear, reflecting their leadership and inspiring presence.
 
Knowledge is power
At 10th lvl you use the knowledge passed down through the ages to master the art of combat. You may add your intelligence modifier to damage rolls made with weapon attacks. You may also elect to use your Intelligence modifier in place of Strength of Dexterity for your unarmed attacks or attacks with any weapons you have proficiency with.
 
Soul Sword
At 15th lvl you may focus the essence of your master’s lessons to the edge of your blade. For 1 minute you may bypass damage immunity/resistance with melee attacks and may add 3d8 Elemental damage of a type of your choosing. You regain the use of this ability after a short or long rest.
 
Luck Favors the Bold
Your order is known to have extraordinary luck, which you have learned to mystically lend to yourself and your companions when one of you falter. You’re not sure how you do it you just wish it, and it happens. Surely a sign of fortune’s favor! At 18th lvl When you or an ally you can see within 30 feet of you rolls a 1 on the d20 for an attack roll, an ability check, or a saving throw, you can use your reaction to allow you or an ally reroll the die. You or the ally may choose to use the roll's result they want to use.
Additionally, anyone this ability is used on gains the following abilities for 1 minute after being the target of this spell. You gain a +1 bonus to AC and Saving Throws as well as when you are reduced to 0 Hit Points but not killed outright, you can drop to 1 hit point instead.
When you use these abilities, you can’t use your luck again before the end of your next turn.
   

Feats

Wave attack (cleave) – once per turn when ever you make an attack roll with a melee attack, you may make another attack roll against an adjacent target.
Lightning strike – As a reaction when you are attacked by another creature you may move up to your movement and attack a creature you can see. Opportunity attacks targeting you during this attack are made at disadvantage.
Earthen endurance – your relentless training allows you to continue going long after most others would give up. When determining the effects of exhaustion, you are effected as though you have one less level of exhaustion than you actually have. This means you do not die at 6 levels of exhaustion, instead you will die at 7 levels.
The Flames of courage - Whenever you roll initiative, you may use your reaction to encourage your comrades. You may give up to three allies within 30ft of you advantage on their next attack. Additionally those allies can add your proficiency bonus to their initiative roll.


Cover image: A strange planet this way floats. by magejosh with DALLE3

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