Knight

Knight
The Shield Wielding Tank Class

1d12 Hit Dice

The Earthtin Knight draws his sword and rushes forward to challenge his opponent. The Earthtin raises his shield to block an arrow. He charges the archer that attacks him. He runs right up to the archer and slices down the archer. The Earthtin raises his broadsword in victory.

Str +3

Def +3

Wis -1

Int 0

Cha -1

Dex-1

Spd -1

Lck +2

Multi Classing
+1 Str, +1 Def

The Knight class is designed to help take damage and serve as a tank. The Tanks are designed to attract attention of a target in order to make sure they take more damage than their allies. Because of this Knights generally have higher HP and armor then their party and also generally move slower than their party for the same reasons. If your party has trouble taking too much damage too quickly then, it may be worth it to invest in a Knight.

Soldier
Soldiers are often referred to as Warriors. They focus on tanking damage and dealing some too. They are often found hunting anyone that dares attack their party. Some examples of knights would be guards or guardians.

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At Level 3 ===== A knight at level 3 can pick one of a few abilities. This will generally lead them down one of a few paths.

Armor Flash

The user flashes light from their armor attracting the attention of the enemies in that direction for 1 turn. (Generally leads down a path for gaining aggro.)

Shield Smash

The user swings their shield with a magic swing dealing (the user's level)d4 damage. (Generally leads down a path of dealing damage.)

Sword Block

The user uses their sword to block any projectiles (non magical) in one direction for 1 turn. (Generally leads down a defensive path.)

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At Level 7 ===== A knight at level 7 can pick one of a few buffs. This will give advantage when the user tries to use abilities with this typing.

Over Here

The user buffs their aggro.

Can’t Touch This

The user buffs their defense

Take This

The user buffs their attack.

At Level 10
A knight at level 10 can pick one of a few items. This will help them depending on the item. The user will only gain the item after a long rest.

The Armor of Truth

This set of armor halves the naturally taken damage but in exchange decreases your speed by 2 squares or by 10 feet.

The Broad Sword of Loyalty

This sword will increase the damage an enemy takes from a specific attack. If the attack is done once, normal damage. Twice, +1d4 damage. Thrice +1d6 damage, and so on.

Helmet of Focus

When a user uses an aggro ability enemies will be affected for 2 times longer than normal.

At Level 15
You What Mate

The user can use either a Charisma or a Strength check for Intimidation.

Shield Blockery

The user when wielding a shield can replace passive dodge with passive block (10 +shield modifier +Def Mod)

Muscle Time

The user instead of just adding the Str Mod, they add Str Mod*2

At Level 20
Armor Light

If the user chose Armor Flash now affects all targets within your current vision if they are looking in your direction.

Shield Mastery

If the user chose Shield Smash now instead of 1d4 it does 1d6 damage.

Sword Barrier

If the user chose Sword Block the user can now also block non magical projectiles up to their carrying capacity in weight (based on a Str Check).

Fire Keeper
Fire Keepers generally guard large groups often while travelling. Fire Keepers often teach people how to fight and are seen positively. They always have a fire with them. They see the fire as the projection of one's self. They see it as a part of their own party. They use the fire to light the way and are the party's protectors at night. A Fire Keeper may be what keeps a party from getting ambushed in the night, or in the day. Fire Keepers generally use melee attacks but unlike soilders do sometimes use magic.

Level 3
Life Fire

As long as the is lit and is within 30 feet of them the Fire Keeper has perfect dark vision. Also the Fire Keeper has 3 extra spell slots for Fire Keeper magic. The Fire Keeper also can make his melee attacks magical with fire damage by focusing in on it and spending a turn to convert it.

Should the user either not be within 30 feet of the fire they lose all the previous effects. The user returns to their race dark vision. They lose the Fire Keeper spell slots, and they can't turn their melee attacks into magical attacks.

Should the fire go out within the 30 feet or farther the Fire Keeper takes 1d6 fire damage. All the other effects for not being in the range of the fire.

Also at level 3 FireKeepers can pick 2 spells from a list of spells.

Fire Focus, Fire Weapon, Fire Pillar, Combust, Fire Maforma, or Fire Roll.

Level 7
Fire Boost

At level 7 a Fire Keeper gets boosted by their fire to having Perfect True Sight and adding 2 more spell slots.

At level 7 Fire Keepers get to pick 2 more spells. This can be the level 3 or level 7 ones.

Fire Surpremo, Fire Spin, Fire Bounce, Burst, and Fire Soul.

Level 10
Fire Surge

At level 10 a Fire Keeper gets boosted to the point where their range is extended to 60 feet. Any enemy that is foolish enough to get within 10 feet of the Fire Keeper cannot leave 60 feet of the fire unless the Fire Keeper has no issue with them leaving. This looses its affect if the Fire Keeper leaves the range, or falls unconsious. The Fire Keeper also gets 1 more spell slot. They can pick 1 spell from either previous level.

Starting Gear
Knight starts off with

-1 set of Heavy Armor

-1 Broad Sword

Thank you, for choosing Knight. Please feel free to let us know what you thought about playing your Knight.