Knight of Naskrim
PrestigeEntry Requirements
All groups are required (AND). Within a group, requirements combine using that group’s operator (AND/OR).
- Riding — Expert
- Fighter level 5+
Prestige Level Progression
| Prestige Level | Counts-As Mode | Counts As |
|---|---|---|
| L1 | Fixed | Fighter |
| L2 | Choose | Ranger Paladin Barbarian Fighter |
| L3 | Fixed | Fighter |
| L4 | Choose | Ranger Paladin Barbarian Fighter |
| L5 | Fixed | Fighter |
| L6 | Fixed | Fighter |
| L7 | Choose | Fighter Paladin |
| L8 | Choose | Ranger Paladin Barbarian Fighter |
| L9 | Choose | Fighter Paladin |
| L10 | Fixed | Fighter |
| L11 | Choose | Ranger Paladin Barbarian Fighter |
Features
When you have more than 30ft in one direction or dashed towards your enemy. The next time you deal damage with a melee attack or martial mastery, the damage is increased by 2D6. Increased to 2D12 if you had knocked it prone with that attack/mastery.
You gain advantage on riding check with your bonded horse. While on your bonded horse, your horse gains +5 to defence if it moves and gains a +5 on saves while you are on it.
Your bonded horse must be bonded over 7 days of downtime and must be willing to carry you
When you have used ferocious charge or Devastating Charge abilities(Fighter Cavaliar) You can make a intimiedation check as a free action. This intimiedation check has its DC reduced by 3 unless you have killed or knocked prone an enemy within the same turn.
You can choose one of the following oaths.
Oath of Beast Slaying
You gain a +2 to hit and damage rolls against creatures considered one size larger than you.
Oath of Dueling
You gain a +2 to hit and damage rolls against creatures considered the same size as you.
Oath of Guardianship
Ranged attacks against allies within 5 feet of you have disadvantage as long as you can be seen by the attacker.
Select one of the following dedication. You cannot change it
Shock
Your ferocious charge damage has one more die and after doing Ferocious charge your critical threshold increases by 2.
Sustain
For the next two turns after using Ferocious charge, you gain and +1 to damage.
Overheading Strike (2 Action)
2 Points, Using a Balanced or heavy weapon
Make a melee attack against a creature with a -4 to hit but +15 to armor piercing.
Spearhead Strike(1 Action)
3 Points, Using a balanced or heavy weapon.
Target an enemy after Ferocious charge attack hits or is successful. Force them to make a fortitude save. They take 3D10 extra piercing damage
CF: They are knocked 30ft, knocked prone and gain stun 2
F: They are knocked 20ft, knocked prone and gain stun 1
S. They are knocked 10ft, and gain stun
CS:They are knocked 10ft,
You gain resistance to cold damage, if you already have resistance, cold damage is alawya reduced by an additional value equal to 2 + your level..
Now when you have use ferocious charge, you gain Ward 2.
Each time you make a ferocious charge, allies within 50ft who can see you gain a +1 to will save for one turn. This value is doubled if they are making it vs a fear effect.
Naskrimni calvary is infamous for not stopping even in the face of terrifying dangers. You ignore all difficult terrain and reactions that reduce your speed when attempting to use Ferocious Charge
You gain +5 bonus on initiative rolls when mounted. Whenever you attack an enemy who is lower than you in the initiative, your DC and hit roll increases by 1. Allies who go after you and are within 30ft gain a +1 bonus to will saves.
Whenever you fall below 0 HP. Once per long rest, you immediately gain 3 actions and your turn before you fall below 0 HP.. However if you take any damage while doing the 3 actions, this ends prematurely.