Path of the Knight in The World of Terra™ | World Anvil
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Path of the Knight

Bonus Proficiency

When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: Animal Handling, History, Insight, Performance, or Persuasion. Alternatively, you learn one language of your choice.  

Born to the Saddle

Starting at 3rd level, your mastery as a rider becomes apparent. You have advantage on saving throws made to avoid falling off your mount.    If you fall off your mount and descend no more than 10 feet, you can land on your feet if you’re not incapacitated.   Finally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.  

Glorious Charge

  Starting at 7th level, you can ride down your foes with ferocious strikes. If you move at least 20 feet in a straight line right before taking the Attack action, the first creature you hit takes +5 damage (+10 if the weapon is a lance). You can use this feature only once on each of your turns.  

Uncanny Block

  At 10th level, when using a piercing weapon in one hand and a shield in the other, shields give you an additional +1 to your Armor Class.

Bulwark

  Beginning at 15th level, you can extend the benefit of your Indomitable feature to an ally. When you decide to use Indomitable to reroll an Intelligence, a Wisdom, or a Charisma saving throw and you aren't incapacitated, you can choose one ally within 60 feet of you that also failed its saving throw against the same effect. If that creature can see or hear you, it can reroll its saving throw and must use the new roll.  

Ride for Ruin

  Starting at 18th level, when you hit a creature with an attack empowered by Glorious Charge, all creatures have advantage on attack rolls against it until the start of your next turn. Additionally, attacks you make as part of Glorious Charge critically hit on a 18-20 and deal an additional weapon die of damage on a critical hit.

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