Valor Knight forms a profound bond with their Dawnbreaker sword, a connection that transcends the physical to the very soul. In the Celestial Vault, a chamber beneath Alavir's mightiest mountain, worthy squires are chosen by a resonating sword, which then becomes an extension of their being. Swearing the Oath of the Dawnbreaker, these knights commit to guarding Alavir with all their might, creating a bond that endures through shadow and light, peace and plight.
In Alavir's early days, a comet struck, infusing the land with unusual metal for forging the legendary Dawnbreaker swords. The first Valor Knight, Sir Elarion, symbolized hope, strength, and courage, guarding the Dawnbreaker as a symbol of valor and protection for the realm.
๏ปฟ
The Valor Knights have battled the Dragon Siege, Abyssal War, Brotherhood's Betrayal, and Whispering Plague, showcasing bravery and sacrifice as Alavir's protectors. As a Valor Knight, you wield the Dawnbreaker sword and embody heroism, standing against darkness. Join us as the guardian Alavir needs.
At 1st level, When you cast a spell, you can make a Memory skill check (once per round). On a successful Memory check, you gain a (PM) bonus to your armor class and attack rolls until the start of your next turn and heal for (PM)d8 + CON.
At 3rd level, When a creature within 5 feet of you is attacked, you can impose disadvantage on the attack roll potentially causing the attack to miss.
At 6th level, If you fail an attack roll or skill check, you can defend your honor by adding +1 for each ally within 60 ft of you that can see you. For that attack or saving throw possibly turning it into a success. (Up to +5)
At 8th level, Choose one creature within 60 feet of you granting them a bonus (PM) to armor. You can only vow to protect one creature at a time. This bonus disappears if you or the creature is unconscious.
At 11th level, when you hit a creature with an attack, choose one ally within 60 feet of you, they gain a bonus to their next attack roll equal to your Charisma modifier.
At 13th level, your walking speed increases by 15 feet.
As a bonus action, you or a creature you touch have a flying speed equal to your walking speed and can use the dash, dodge, or disengage action as a bonus action for 3 rounds. Falling gracefully to the ground when the flight ends.
At 16th level, you and all allies within 10 feet of you have advantage on saving throws against spells and monster effects. Attacks on you have disadvantage.
At 18th level, allies within 30 feet of you can add 1d4 to all attack rolls, saving throws, and skill checks. In addition, enemies within 60 feet of you subtract 1d4 from all attack rolls, saving throws, and skill checks.
You have advantage on all Persuasion checks.