Game Rules
Knight
Some take up arms for glory, wealth, or revenge. Others do battle to prove themselves, to protect others, or because they know nothing else. Still others learn the ways of weaponcraft to hone their bodies in battle and prove their mettle in the forge of war.
Spells
One Handed Melee Proficiency passive
Able to use one handed melee weapons with ease.
Shield Proficiency passive
Able to use a shield with ease
Taunt
Target must attempt to attack you on the next round. Can only be used once per target. Target can make a successful charisma check to resist.
Power Break
Target suffers half damage and -1 to their strength. This effect can stack up to five times.
Sunder
Remove one armor point from your enemy for the rest of the combat session. Can only be used once per target.
Medium Armor Proficiency passive
You can wear medium armor without penalty.
Shield Bash
Silence a spellcaster. They are unable to cast spells for one round. Can only be used once per target.
Two Handed Melee Proficiency passive
Able to use two handed melee weapons with ease.
Armor Break
Target suffers half damage and -1 to their armor. This effect can stack up to three times.
Sentinel
Charge to the defense of another player and take damage for them. Knight can only travel a distance equal to twice their movement. Player moves backwards one space and the Knight takes their spot. Can only be used once per day.
Phalanx
Increases your armor by your Dexterity amount for one round. Can only be used once per combat session.
Shield Slam
Bash your opponent with your shield, causing a stun effect equal to half your strength. Can only be used once per combat session.
Magic Break
Target suffers half damage and -1 to their intelligence. This effect can stack up to five times.
Commanding Taunt
All enemies are forced to attack you for 1d4 rounds. Targets can make a wisdom check to resist.
Heavy Armor Mastery passive
You can wear heavy armor without penalty.
Battle Shout
All party members have a 1d4 increase to dexterity for the combat session.
Throw Shield
Throw shield to stun one enemy for 1d4 plus dexterity rounds. You must retrieve your shield afterwards.
Mental Break
Target suffers half damage and -1 to their spell resist. This effect can stack up to three times.
Siegebreaker
Run your shield through a door to smash it and stun targets on the other side for 1 round. Must be out of combat before using.
Disarm
Disarms an opponent. You can perform a dexterity check to capture the disarmed weapon or kick the weapon away. Can only be used once per target.
Two Handed Melee Mastery passive
You can use a two handed weapon as a one handed weapon.
Aura of Strength
Block all attacks for rounds equal to your constitution. Can only be used once per day.