Level 4+, Squire of the Order feat
You have been received into the Knights of the Hart , three allied knightly brotherhoods sworn to defend Furyondy, Veluna, and the High Folk and to stand together in times of peril.
Choose the branch into which you have been admitted: Furyondy, Veluna, or the High Forest. You gain the benefits associated with that branch.
Ability Score Increase. Increase your Strength, Dexterity, or Constitution by 1, to a maximum of 20.
Vanguard Strike. Once per turn, when you hit a creature with a weapon attack after moving at least 10 feet toward it during the same turn, you can roll a d8 and add the number rolled to the attack's damage.
One ally of your choice within 30 feet who can see or hear you can then use its reaction to move up to half its Speed toward the target. This movement doesn't provoke Opportunity Attacks from that target.
You can use this benefit a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Ability Score Increase. Increase your Constitution, Wisdom, or Charisma by 1, to a maximum of 20.
Bolstering Rally. As a bonus action, you can encourage one creature you can see within 30 feet of yourself, including yourself. If the target can see or hear you, it gains temporary hit points equal to 1d8 + your proficiency bonus + the ability modifier of the ability score increased by this feat.
You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Ability Score Increase. Increase your Dexterity, Wisdom, or Charisma by 1, to a maximum of 20.
Skirmisher's Assault. As a bonus action, you can move up to half your Speed without provoking Opportunity Attacks and make one weapon attack at any point during that movement.
You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Knightly Order Feats. These feats represent the training, traditions, and martial practices of a particular knightly order. A character may select one only after being accepted into that order. Leaving an order does not cause a character to lose what they learned there, but admission into another order is an in-world matter determined by the DM.
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