Kingsguard
Hit dice 1d10
First level 10 plus con
Hit dice after first level 1d10 or 6
Armors light medium heavy
Weapon proficiency simple martial
Saving throws. Strength Wisdom
Skills: Choice from two: Athletics, Stealth, Perception, Intimidation, Insight, Investigation,
The equipment you gain after you choose this class is
A). Scale Mail or B). Chain Shirt
A). Martial Weapon and shield or B). Two Martial Weapons
Two daggers or two hand axes
A.) Dungeoneering pack or B.) Explorer's pack
At level one you gain the ability to cast misty steps without somatic and components equal times the wisdom modifier. You regain the uses after a long rest
At level two you gain a fighting bonus
Two Weapon Fighting- When you engage in two weapon fighting, you can add your ability modifier to the damage of the second attack
Archery-Add a +2 to ranged attacks
Defense- While wearing armor add one to your ac class
At level three you can choice an archetype. Either way of the knight,way of the berserker or way of the king
At level 5 you can attack twice per turn instead of once. This increases to three at level 11.
At level 9 your training as allowed you to misty step double the times of your wisdom modifier. You can expend a use to allow one of your allies to misty step. This will cost an bonus action and the person must be 10 feet from you.
At level 11, your training and learning of the way that your opponent fights has allowed you to use your reaction to misty step as a reaction to a melee hit. If you take this reaction you can teleport 30 in any direction. The attack that you used a reaction on will miss
At level 14, the magic that runs through your veins allows you to misty step without limit.
At level 20 your strength increases by 4 this can go beyond 20 and you wisdom is increased by 4 as well. This can go beyond 20.
Way of the knight.
Upon selecting this at level 3 you gain 4d8 superiority die. You can select 3 maneuvers from the phb
At level three you can bond one weapon to your body after an hour ritual.This would increase at level 7 to 2 and 3 at level 10.
At level 7 you gain the ability to teleport to an ally that is getting attacked. Your opponent will then target you instead of your ally. This will require an reaction and you use it twice per day.
At level 10 you gain the ability to teleport 30 feet and make a melee attack after the teleport is made. You can not throw the weapon and use this ability. It may be used once per turn and you can use it equal to your wisdom modifier up to 5 per day.
At level 15 you gain the ability to teleport you and your allies out of harm's way of a fire ball or aoe attack. You roll a d20 and add your wisdom modifier. If you roll a dc of 15 or higher you take half damage and teleport 60ft either forward or back. Your allies use be within 60 ft of you. This is a once per short or long rest.
At level 17, you can summon three spiritual weapons and throw them at three targets or at one target . The blades disappear after being thrown and leave a mark on the target or targets. You use your action for this turn to use the ability. Next turn you can teleport to one of the targets that you have marked last turn. When you attack you use your main weapon for the attack with a added d6 damage using your wisdom modifier. Each attack will cost can action to teleport and attack the marked target. You will have to wait for three turns before you use this ability again.
Path of the Berserker
Starting at level three you enter a berserkers state. This state last for a minute and you can use it three times a day. This increases to 4 at level 7, 5 to level 15 and 6 at level 17. This causes you to become resistant to one type of damage being piercing, bludgeoning or slashing, fire, cold, lightning,acid, poison, radiant. You can change this after three rounds of combat.
At level three you gain the ability to heal yourself in combat. You expend up to five hit dice and heal that number
At level 7 you gain the ability to further your berserker state. You can use a reaction to caught an enemy missile and you now gain two resistance to either slashing piercing or bludgeoning, fire, cold, lightning, acid, poison, radiant.
At level ten you gain the ability to deal an extra damage 1d6 using your wisdom modifier when you roll for damage.
At level 15 you gain the ability to chain three attacks of enemies that are less than 30 feet away from each other. Each attack takes a negative 2 to each attack. This attack will use your actions this turn and you can only use this once per long rest.
At level 17 your berserker state has reached it peak. You are now on longer restrained by the one minute time limit and can turn your berserker state on as a free action. You can now gain a resistance to three of your choice from the list above.
Way of the king.
Upon choosing this archetype you no longer gain disadvantage to stealth when wearing medium armor. You can also choose to use your strength modifier for stealth roles.
When you throw a weapon that has a thrown property and can choose to teleport to that weapon at a max of 60 feet. You can take an ally within 5 feet of you at half of the range. So instead of 60 it will be 30. You can not use the sharpshooter feat to increase its range. You can use this feature twice per day. The range increase by 10 at level 7, 14. This will increase by one use for every 4 levels. To throw the weapon is an action an the teleport is a bonus action
At level 7 when you are targeted for a ranged attack with a max of 60 feet. You can use your reaction to teleport to the attacker. On your next turn you can make an attack role with one added weapon dice. You can only use the added damage dice once per turn.
At level 10 the magic that you use allows you to deal a massive attack of one element of your choice.You can choice from fire, lightning, thunder,cold or acid. This attack does 2d10 and requires a Dex save. The damage dice increases to 3d10 at level 14 and 4d10 at level 20.
At level 15 you gain the ability to