Go Dungeons Class Knight

Knight Primary

 * Battle Cry - Enemies who can hear you will be drawn to attack you first.
 * Enemies will have to make a Mental Resistance + your WIS modifier roll to get out of this
 * Protection
 * If someone within twice your melee range is being attacked, you can chose to move there and block. You take half the damage.
 * Defense Stance
 * You take a defensive stance in the front line of the battle.
 * If an enemy enters your range, you can attack as a reaction.
 * If you get hit during this stance, you can block with your shield and attack back
 * You lose this stance if you perform another action

Knight Secondary
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 * Battle Roar - Until your next turn, your allies gain +5 on attack rolls
 * Growing Defense - Every time you get hit you gain a +1 AC
 * Maximum 1 per round
 * It resets after combat
 * Banneret - You have great pride in inspiring allies in the battlefield
 * Inspiring Roar - You can heal up to 4 (d4) allies, including yourself, with their hit dice as your bonus action. Can't be used consecutively
 * As a great motivator, gain advantage on Persuasion checks.
 * Inspiring Surge - Chose an ally who can see or hear you. That ally can make one melee or range attack during this.