Just an attemped port from 4e to 5e, the "Essentials" classes being nice and compatible like that.
Knight:
Hold the Line: Beginning when you choose this archetype at 3rd level, enemies within reach have a -2 penalty to attack rolls of attacks that don't include you.
Combat Readiness: Starting at 7th level, you can add your proficiency bonus to your initiative rolls. Additionally you gain the following stances. Stances end on a short rest, long rest or on assuming another stance. Assuming a stance takes a bonus action.
Weapon Specialisation: At 10th level, you pick one of the following weapon specialisations.
Improved Hold the Line: Starting at 15th level, you have advantage on Opportunity Attacks.
Iron Will: Starting at 18th level, at the start of your turn you can make a saving throw against an effect that a saving throw could end.
Knight:
Hold the Line: Beginning when you choose this archetype at 3rd level, enemies within reach have a -2 penalty to attack rolls of attacks that don't include you.
Combat Readiness: Starting at 7th level, you can add your proficiency bonus to your initiative rolls. Additionally you gain the following stances. Stances end on a short rest, long rest or on assuming another stance. Assuming a stance takes a bonus action.
- Precision Blade: While in the Precision Blade stance, when you hit a creature with a melee weapon attack, that creature's speed is halved until your next turn.
- Hammer Hands: While in the Hammer Hands stance, when you hit a creature with a melee weapon attack you can push it up to 5 feet.
- Measured Cut: While in the Measured Cut stance, when you hit a creature with a melee weapon attack, you can move up to 5 feet without provoking opportunity attacks.
Weapon Specialisation: At 10th level, you pick one of the following weapon specialisations.
- Bladed Step: When you Action Surge, your attacks that deal slashing damage have advantage until end of turn.
- Staggering Hammer: When you Action Surge, if you hit a creature with a melee weapon attack that deals bludgeoning damage this turn, that creature must succeed on a Constitution saving throw against a DC of 8 + your strength modifier + your proficiency bonus or be Stunned until the start of your next turn.
- Pointed Assault: When you Action Surge, if you hit a creature with a melee weapon attack that deals piercing damage, you can push that creature up to 10 feet.
Improved Hold the Line: Starting at 15th level, you have advantage on Opportunity Attacks.
Iron Will: Starting at 18th level, at the start of your turn you can make a saving throw against an effect that a saving throw could end.
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