I'm here today to ask whom it may concern to read through this class' description. I would ask your answers to address this class in terms of balancing, its features fitting with image of a medieval knight(of course in a fantasy setting) and on your overall feeling. I am also posting two subclasses, to flesh out the possible character for PCs more. What I would like to hear mostly about are those three things:
- Is this class outperforming another available classes, or is it underperforming? What are its weakest and strengths?
- Can this class offer versatility in creating PCs, or is it a bottleneck for creating a goody two-shoes?
- What would anchor valid additional subclass' options, or improve those present already?
The idea behind the class was to make a specialist whose training and education made his/hers horizons broader, and skiss more refined. Abilities were meant to cover a fair bit of possibilities, but enforce thinking what features would be best to use, not spamming everything you have in two turns in combat.
If someone wants to read an introduction to the class like in official sources, it can be found here at dandwiki.
And while comments are insightful, I would prefer answers.
Class Features As a Sir Knight you gain the following class features.
Hit Points Hit Dice: 1d10 per Sir Knight level Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Sir Knight level after 1st
Proficiencies Armor: All armors, shields
Weapons: Simple weapons, martial weapons Tools: Calligrapher's supplies, vehicles (land)
Saving Throws: Strength, Dexterity
Skills: choose three from Athletics, Stealth, History, Religion, Animal handling, Persuasion, Intimidation
Equipment You start with the following equipment, in addition to the equipment granted by your background:
(a) chain mail or (b) scale mail or (c) leather armor (a)
a martial weapon and a shield or (b) two martial weapons
(a) ranged martial weapon and 20 arrows or (b) ranged martial weapon and 20 bolts (a)
Diplomat's Pack or (b) Explorer's Pack or (c) Scholar's Pack
Table: The Sir Knight
Level Proficiency Bonus Features 1st +2 Fighting style 2nd +2 Weapon Mastery, As Good as My Word 3rd +2 Way of Life 4th +2 Ability Score Improvement 5th +3 Extra attack 6th +3 Way of Life feature 7th +3 Weapon Mastery improvement 8th +3 Ability Score Improvement 9th +4 Way of Life feature 10th +4 Ability Score Improvement 11th +4 Extra attack(2) 12th +4 Ability Score Improvement 13th +5 Way of Life feature 14th +5 Weight control,Weapon Mastery improvement 15th +5 Paragon of Verity 16th +5 Ability Score Improvement 17th +6 Golden soul 18th +6 Perfect warrior 19th +6 Ability Score Improvement 20th +6 Way of Life feature Fighting style
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again.
Archery You gain a +2 bonus to attack rolls you make with ranged weapons.
Blind Fighting You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
Defense While you are wearing armor, you gain a +1 bonus to AC.
Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Interception When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
Protection When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Superior Technique You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
Thrown Weapon Fighting You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Unarmed Fighting Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.
At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.Horseback Flyby Charger Your mount can take a Dash or Disengage as a bonus action, provided you made an attack against a creature after moving at least 20ft, and hit.
Weapon Mastery
Your dedication in honing your battle skills with specific weapons gives you an edge against enemies, as well as many tricks hidden up your sleeve. Starting from 2nd level, choose two types of weapons, or one type of weapon and a shield, to be your mastered weapons. While you wield only your mastered weapons you gain the following benefits.
Parry When hostile creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.
Harmful strike As a bonus action, you can choose to deal an additional 1d6 damage to your next weapon attack. This damage die changes to 1d8 at 7th level, and to 1d12 at 14th level.
You can use either of these options a number of times equal to your proficiency modifier, and you regain all expended uses after you finish a long rest.When you gain new level in this class you can change your choice of mastered weapons, representing you shifting your training, as you focus on a usage of different weapon types.
As Good as My Word
Cultural implications of your view as a Sir Knight is widely known. Starting from 2nd level, you have advantage on Persuasion and Intimidation skill checks when dealing with creatures coming from races or cultures which knighthood left a significant imprint upon, such as humans, bugbears, hobgoblins, and many more.
Way of Life
At 3rd level choose your Way of Life Archetype. Choose between the Inquisitor or Commander, both detailed at the end of the class description. Your choice grants you features at 3rd level, and again at 6th, 9th, 13th and 20th level.
Ability Score Improvement
When you reach 4th level, and again at 8th, 10th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Extra attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
The number of attacks increases to three when you reach 11th level in this class.
Weapon Mastery improvement
As you gain more and more experience in battle your deadly arsenal widens. Starting from 7th level, while you wield only your mastered weapons you gain the following benefits.
Clinch control If you successfully parry an attack you can choose to grapple your enemy. As a bonus action on your turn you can attempt to shove a creature grappled by you in this way. Alternatively, you can use your bonus action to lock your weapon with weapon of creature you are grappling, making it impossible to use both weapons until the grapple ends.
Peripheral vision As a reaction, you can give yourself advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated. You can also choose to use your reaction to ignore half cover and three-quarters cover on your attack, potentially causing this attack to hit.
You can use either of these options a number of times equal to your proficiency modifier, and you regain all expended uses after you finish a long rest.
Weight control
Starting from 14th level you can wield versatile weapons with one arm and benefit from it like wielding it with two hands, and when you use a weapon with heavy property, this weapon lacks this property for you. Also your carrying capacity doubles.
Weapon Mastery improvement
You are becoming a grandmaster in battle arts. Starting from 14th level, while you wield only your mastered weapons you gain the following benefits.
Masterful Athlete As an action you can choose to sprint, which gives you extra movement for the current turn. The increase equals triple your speed, after applying any modifiers. You cannot choose to sprint if you used this action on your previous turn.
Positioning As a reaction, you can give yourself a benefit of a half-cover until the end of the current turn.
You can use either of these options a number of times equal to your proficiency modifier, and you regain all expended uses after you finish a long rest.
Paragon of Verity
Starting at 15th level, if you are telling the truth, any creature that can understand you knows you are telling the truth. Additionally you can not be forced to state a lie if you do not wish to, and any magic or feature used against you fails and stops working the instant it would attempt to make you lie.
Adamantine Soul
Your resolve is a tale of legends. Beginning at 17th level your alignment cannot be forcibly changed, and you become proficient in Charisma saving throws.
Perfect Warrior
There is little more a master like you can achieve on a battlefield. Starting at 18th level, you can use your weapon mastery options regardless of weapons or shields you wield. Additionally, you honed your precision to unthinkable extent, allowing you to forcibly push yourself beyond mortal level. When you roll for an attack roll, ability check, saving throw or damage roll, you can forgo rolling and take maximal possible result from dice instead. When you use this feature, you gain one level of exhaustion.
And the subclasses:
Inquisitor
You choose to give your life in the name of protecting decent folk from the machinations of magic, from horrors beyond the mortal sight, from the unknown of darkness. You study magic, for you need to know your enemy. You have eye for details, for you need to wage war where enemy lurks exactly behind your back. But in the end your fire will disperse the darkness.
Know your enemy
When you choose this way of life at 3rd level, you gain proficiency in the Arcana and Insight skills if you don't already have it.
Tools for the Job
When you reach 3rd level, you gain the ability to cast a limited number of spells. You can cast the following spells, requiring no material components: detect evil and good, detect magic, detect poison and disease, identify, sanctuary, protection from evil and good, find traps and purify food and drink. Charisma is your spellcasting ability for spells gained from this subclass, and your spell save DC = 8 + your proficiency bonus + your Charisma modifier. You can cast each of these spells once, and you regain ability to do so after you finish a long rest.
You also learn Create Bonfire and Control Flames cantrips.
And the Pyres will Burn
Starting at 6th level, when you cast Create Bonfire, the spell creates a magic bonfire that fills a 10-foot cube instead. Additionally, you can use your bonus action on your turn to move the bonfire to another location within range.
Nowhere to Run
Even if someone is adept at running away, you are master of chase. Starting at 9th level, when you see a creature cast a spell or use a feature to teleport somewhere, you can use your reaction to foil the escape. Your target must make a Intelligence saving throw with DC equal to your spell save DC. On a failure, the teleportation attempt is a failure, and the spell slot, if used, is wasted.
You can use this feature a number of times equal to your Charisma modifier (minimum of 1), and regain all expended uses after a long rest.
Defend the Innocent
Starting at 13th level, you gain resistance to damage from spells. Additionally, you can use your reaction to give this resistance to another willing creature that you can see, no further than 30ft from you, until the start of your next turn.
You can use this feature a number of times equal to your Charisma modifier (minimum of 1), and regain all expended uses after a long rest.
They Can See Only Fire
Your soul is a burning hell for all that sin, and eyes are the windows of the soul. Starting at 20th level, each creature of your choice within 30 feet of you that can see you must make a Wisdom saving throw against your spell save DC. If the creature's alignment is evil it makes the saving throw with disadvantage. If the creature fails, it looks into your eyes and sees every single sin it has ever committed. The creature is then frightened of you. While frightened in this way creature cannot target you or include you in area of effect of any spell or ability. Affected creatures can repeat the saving throw at the start of their turns, provided you are not within the line of sight. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this feature for the next 24 hours.
Commander
You chose your life is to lead others, seek glory in great battles, raise armies and command them, lead them to victory. You are a shining example for others, you inspire men and woman to follow your lead and rise in the path of greatness.
Mount and Blade
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.
Call to arms
You raise your voice, rallying your most trusted companions to battle. Starting at 3rd level, you can choose a number of friendly creatures equal to your Charisma ability modifier (minimum of one), which become rallied for one minute. Those creatures gain temporary hit points equal to your level in this class + your Charisma ability modifier. While rallied, once every turn each creature can add your Charisma modifier to one of its weapon damage rolls, provided it still has temporary hit points. If a creature loses all those temporary hit points, it instead can add your Charisma modifier to its saving throw for the remaining duration.
After you use this feature you cannot do so again until you finish a long rest.
Share ability
Starting at 6th level, you can use your reaction and expend one use of chosen weapon mastery feature to grant chosen benefit to one friendly creature that you can see.
Divide and Conquer
Starting at 9th level, when you reduce a creature to 0 hit points you can make another attack as a part of the same attack action against another enemy within your range. After that, you cannot use this feature again until the start of your next turn.
The last Obstacle
Starting at 13th level, as an action you can designate a creature. If the target is reduced to 0 hit points, you and each creature friendly to you in 60 foot radius regains hit points equal to your level in this class + your Charisma modifier.
After you use this feature you cannot do so again until you finish a long rest.
Banner Lord
When you reach 20th level, your mere presence bolster the morale of your allies. If you are not unconscious, you and each friendly creature in a 120ft radius that can see you gains temporary hit points equal to 5 + your Charisma modifier at the start of each of its turns.
Oh, and multiclass options, if they provide anything:
Prerequisites. To qualify for multiclassing into the Sir Knight class, you must meet these prerequisites: 15 Strength or 15 Dexterity
Proficiencies. When you multiclass into the Sir Knight class, you gain the following proficiencies: simple weapons, martial weapons, light armor, medium armor, vehicles(land)