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<blockquote data-quote="Raunalyn" data-source="post: 6433334" data-attributes="member: 72670"><p>Yep, that was one of my ideas as well. I presented one of my players (a big DLance fan) this solution along with the more true-to-oldschool solution...he felt the oldschool alternative was more viable. The rest of my players agree. I have yet to see if the book-keeping is going to be an issue.</p><p></p><p></p><p></p><p>I can certainly see the reservations about the feat choice. Unfortunately, I couldn't see any other way to provide the feel of the KoS through classes. Also consider that fighters get a lot more feats, and the feats are now crunchier, tastier, and more filling. 2 (or more) crunchy feats can provide the feel of the KoS with a minor trade-off.</p><p></p><p>Here is my KoS (note that all starting KoS are Crown knights);</p><p></p><p>Knight of Solamnia (Fighter sub-class)</p><p></p><p>Strength in Honor</p><p>At 3rd level, when a fighter chooses this path, he gains the ability to use the focus and knowledge gained from the Oath and the Measure and his honorable path to strengthen his resolve. As a bonus action, until the end of his next turn, the Knight has advantage on all Strength checks and Strength Saving Throws, as well as advantage on all Melee Attacks. He cannot use this ability until he has a short or long rest. At 7th level, he can do this twice before taking a short or long rest, and at 15th level, he can use it 3 times before taking a short or long rest.</p><p></p><p>Honorable Will</p><p>At 7th level, the Knight gains advantage on any saving throw to resist Charm or Compulsion effects due to his devotion to Honor and the Oath and the Measure.</p><p></p><p>Aura of Courage</p><p>At 10th level, the Knight becomes immune to all fear effects. In addition, all allies within 10 feet of the Knight gain advantage on any saving throw to resist fear effects.</p><p></p><p>Heroic Initiative</p><p>At 15th level, the Knight has advantage on initiative rolls..</p><p></p><p>Crown of Knighthood</p><p>At 18th level, the Knight gains advantage on all saving throws. In addition, he can focus on his devotion to Honor and receive resistance to piercing, bludgeoning and slashing damage for one minute. He can use this ability a number of times per day equal to his Strength modifier.</p><p></p><p></p><p></p><p>Knight of the Sword (Feat)</p><p>Prerequisite: Knight of Solamnia Martial Path, 6th level</p><p></p><p>Increase your Strength or Charisma by 1 point, to a maximum of 20.</p><p></p><p>Turn the Unholy: As an action, you can use your devotion to the tenants of light and purity to banish undead and unholy creatures. Each fiend or undead within 30 feet of you that can see you must make a Wisdom Saving Throw with a DC equal to 8 + your Charisma modifier + your proficiency bonus. This is similar to the Paladin Turn the Unholy ability. You cannot use this ability again until you have a short or long rest.</p><p></p><p>Smite Evil: When you hit an evil creature with a melee weapon attack, you can choose to deal 2d8 extra radiant damage to the target. If the creature is not evil, this ability has no effect. This ability cannot be used again until you take a short or long rest.</p><p></p><p></p><p>Knight of the Rose (Feat)</p><p>Prerequisite: Knight of the Sword Feat</p><p></p><p>Increase your Strength or Charisma by 1 point, to a maximum of 20.</p><p></p><p>Rallying Cry: As an action, the Rose Knight can utter a powerful shout that grants courage and strength to his allies. All allies within 30 feet gain advantage on their next roll, whether it's a saving throw, ability check or attack roll. In addition, their base speed increases by 5 feet until the end of your next turn. Any enemy within 30 feet must make a Wisdom saving throw with a DC equal to 8 + your Charisma modifier + your proficiency bonus or be Frightened until the end of your next turn. This ability cannot be used again until you have taken a short or long rest.</p><p></p><p>Inspire Greatness : The Rose Knight can inspire greatness in all willing allies within 30 feat. To inspire greatness, the knight must speak, and the creature must be able to hear the knight speak. A creature inspired with greatness gains 2 hit dice worth of temporary hit points (these are not actually used). This ability cannot be used again until the knight has a short or long rest.</p><p></p><p>Note: I'm still balancing the subclass. So far, it's not OP, but my party is only 3rd level.</p></blockquote><p></p>
[QUOTE="Raunalyn, post: 6433334, member: 72670"] Yep, that was one of my ideas as well. I presented one of my players (a big DLance fan) this solution along with the more true-to-oldschool solution...he felt the oldschool alternative was more viable. The rest of my players agree. I have yet to see if the book-keeping is going to be an issue. I can certainly see the reservations about the feat choice. Unfortunately, I couldn't see any other way to provide the feel of the KoS through classes. Also consider that fighters get a lot more feats, and the feats are now crunchier, tastier, and more filling. 2 (or more) crunchy feats can provide the feel of the KoS with a minor trade-off. Here is my KoS (note that all starting KoS are Crown knights); Knight of Solamnia (Fighter sub-class) Strength in Honor At 3rd level, when a fighter chooses this path, he gains the ability to use the focus and knowledge gained from the Oath and the Measure and his honorable path to strengthen his resolve. As a bonus action, until the end of his next turn, the Knight has advantage on all Strength checks and Strength Saving Throws, as well as advantage on all Melee Attacks. He cannot use this ability until he has a short or long rest. At 7th level, he can do this twice before taking a short or long rest, and at 15th level, he can use it 3 times before taking a short or long rest. Honorable Will At 7th level, the Knight gains advantage on any saving throw to resist Charm or Compulsion effects due to his devotion to Honor and the Oath and the Measure. Aura of Courage At 10th level, the Knight becomes immune to all fear effects. In addition, all allies within 10 feet of the Knight gain advantage on any saving throw to resist fear effects. Heroic Initiative At 15th level, the Knight has advantage on initiative rolls.. Crown of Knighthood At 18th level, the Knight gains advantage on all saving throws. In addition, he can focus on his devotion to Honor and receive resistance to piercing, bludgeoning and slashing damage for one minute. He can use this ability a number of times per day equal to his Strength modifier. Knight of the Sword (Feat) Prerequisite: Knight of Solamnia Martial Path, 6th level Increase your Strength or Charisma by 1 point, to a maximum of 20. Turn the Unholy: As an action, you can use your devotion to the tenants of light and purity to banish undead and unholy creatures. Each fiend or undead within 30 feet of you that can see you must make a Wisdom Saving Throw with a DC equal to 8 + your Charisma modifier + your proficiency bonus. This is similar to the Paladin Turn the Unholy ability. You cannot use this ability again until you have a short or long rest. Smite Evil: When you hit an evil creature with a melee weapon attack, you can choose to deal 2d8 extra radiant damage to the target. If the creature is not evil, this ability has no effect. This ability cannot be used again until you take a short or long rest. Knight of the Rose (Feat) Prerequisite: Knight of the Sword Feat Increase your Strength or Charisma by 1 point, to a maximum of 20. Rallying Cry: As an action, the Rose Knight can utter a powerful shout that grants courage and strength to his allies. All allies within 30 feet gain advantage on their next roll, whether it's a saving throw, ability check or attack roll. In addition, their base speed increases by 5 feet until the end of your next turn. Any enemy within 30 feet must make a Wisdom saving throw with a DC equal to 8 + your Charisma modifier + your proficiency bonus or be Frightened until the end of your next turn. This ability cannot be used again until you have taken a short or long rest. Inspire Greatness : The Rose Knight can inspire greatness in all willing allies within 30 feat. To inspire greatness, the knight must speak, and the creature must be able to hear the knight speak. A creature inspired with greatness gains 2 hit dice worth of temporary hit points (these are not actually used). This ability cannot be used again until the knight has a short or long rest. Note: I'm still balancing the subclass. So far, it's not OP, but my party is only 3rd level. [/QUOTE]
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