knight
Description
Knights are one of the few with the strength and training to don a suit of armor and walk into the fray of battle. As such they have the potential for some very extensive fights. Knights have developed skills allowing them the best chance of survival in a fight but also ensuring they can defend others.
Foundation
Armor
Knights may only wear armor from Class 2.
Weapon Recommendations
Knights typically wield any melee weapon and a shield.
Tier 1
Given Abilities
Defender
Knight may boost their HP. Activates when the Knight yells: “Defender.” 15 Extra HP while Defending Utility: 1
Special Abilities (Choose One)
Shield Bash
Allows melee attack with shield. Deal 5 damage and knockback target. Utility: 3
Fire Sword
Somehow, whether it be innate magic or a miracle, your weapon catches on fire, deal double damage for the next two strikes. Utility: 1
Tier 2
Crusader
Description
“For those whose faith strengthens them.”
Crusader Knights are not just warriors placed upon a battlefield, no they have been tempered in the hot fires of combat long since past and come out as brazen and firm footed. They are ready to face all comers and have developed a team-based ability set, and new armor capabilities to remain the tankiest class in the game.
Upgrades
Bellathor's Shield
The Crusader Knight's proficiency with the shield has begun to set in. It no longer feels like an addition to your arm, but an extension of it. The Crusader Knight gains 10 HP. Replaces Tier 1: Shield Bash.
Protector
Add 10 HP to personal HP and 5 HP to allies within a medium circle of the Crusader Knight. The Crusader then taunts the closest enemy into assaulting them for 5 seconds. Replaces Tier 1: Defender. Utility: 1
Given Abilities
Heroic Armory
The Crusader Knight has an armor piece enchanted and gives it a name. Enchantments will be decided based on both GM’s approval. The enchantment provided will be the description for how this passive operates. The enchantment is based off a Normal Rune in power scaling.
Special Abilities (Choose One)
Stand Your Ground
The Crusader Knight gains immunity to Knockback, Taunt, and Fear for 10 seconds, but they are Rooted for 10 seconds. Attacks with a weapon Knockback opponents, and a shield may also be used to Knockback opponents when blocking. Utility: 3
Rush to Aid
The Crusader Knight Charges at a chosen character attacking an ally. When someone is hit by the Charge, they take normal damage and are knocked back. They are then taunted into attacking the Crusader Knight for 10 seconds. Utility: 3
Turtle Tank
The Crusader Knight yells “Turtle Tank”, taunting all enemies within a medium circle to attack them for 10 seconds. During this time, the Crusader Knight takes a quarter damage from all sources. Utility: 3
Maurader
Description
”For those who carve their path by the blood of their enemies.”
The Marauder Knight is a profession of few words, but of great actions and consequence. When faced by challenge, they do not sure up the defenses or assure their comrades they are one unit. No, they will go headlong into the great struggle of combat because it is how they thrive and live. A Marauder Knight is nothing without war and bloodshed, whether because they wish to be the hero and conquer evil, or be the villain and dispatch of the weak.
Upgrades
Bellathor's Shield
The Maurader Knight's proficiency with the shield has begun to set in. It no longer feels like an addition to your arm, but an extension of it. The Maurader Knight gains 10 HP. Replaces Tier 1: Shield Bash.
Last but Not Least
When the Marauder Knight would be knocked out, their adrenaline kicks in healing them for 5 HP instantly. Replaces Tier 1: Defender. Utility: 1
Given Abilities
Lack of Empathy
Maurader Knights cannot use enchantments or enchanted gear, they have no fundamental understanding and frankly they don’t want it. They are all about what they can do as they are. They also cannot revive other players, as they feel those players must overcome their weaknesses as warriors and rise up on their own, for better or for worse.
Battle Rage
Gain Immunity to Cripple, Knockback, and Root when under half health.
Special Abilities (Choose One)
Smash and Bash
Attacks cause Knockback and deal double damage for 5 seconds. Utility: 2
Bloodsport
Cut your current HP in half, then deal double damage for 15 seconds. Damage multipliers do not stack. Utility: 2
Target Practice
Target the enemy with the most remaining HP. The Marauder Knight gains + 1 damage while facing them and loses 2 damage if you attack anyone else. This effect lasts until they are knocked out or the opponent is knocked out. Target does not change as they lose HP. Utility: 1
Templar
Description
"For those who seek to serve an ancient secret order.”
There has never been anything like the Templar Knight before, it is something born out of a desperate age and gifted to those who show promise in the ways of its use. It is the enemy of all things born of magic, and all things born of magic inherently feel this threat to them when the Templar Knight is on the field of combat.
Given Abilities
Greater Arsenal
The Templar Knight is gifted a weapon with a Normal Rune enchantment. All enchantments are decided on both GM’s approvals and with storytelling/mechanics in mind.
Dahlia's Shield
Reflects spells back at the caster or deflect the spells to designated enemy. Utility: 3
Horn of Salvation
Not to be confused with the Helmet of Salvation in Ephesians 6. Using a calling horn, the Crusader Knight calls for aid. Every blow of the horn gives a Regeneration effect. Over a period of 10 seconds all allies will regain 1 HP per second. Utility: 3
Special Abilities (Choose One)
Oath of the Silent
When activated, the Templar Knight’s next 3 strikes inflict Silence. Silence lasts 5 seconds. Utility: 3
Oath of the Temple
For 10 seconds, The Templar Knight gains 3 HP for every magic attack that counts as a hit against them, and they are unaffected by status effects. Utility: 1
Oath of the Warrior
When activated the next three strikes deal double damage, siphoning damage dealt to enemies to a chosen ally. Utility: 3