A Sect of fighters that come from the Redgrove Morass, brandishing a unique and ancient style of fighting fueled by patience and observation.

The Rust Knight- An Archetype for the Fighter

A human knight clad in old plate armor rushes toward a half-dragon and digs his blade deep within its armor, tearing away a steel strand of breastplate. The half-dragon hardly notices the hole in his armor and rushes through to make his next strike; only to be rended through by another fighter wielding a spear. The half-dragon falls to the ground with a gaping hole in his armor and flesh, dead.

A dwarf parries a blow from a large orc with his greataxe, but instead of riposting, he waits for the orc's next move. Studying his opponent, he guards himself from a few more blows before delivering an instant killing blow.

A gladiator steps foot into a ring. Athough a novice fighter, his training has made him patient and smart. A rugged veteran rushes him hoping to end the fight quick, but the knight is not phased. He parries a mighty blow from the champion, and sweeps him off of his feet. He disarms the stunned champion before holding a rusted red blade to his throat. In an instant the veteran surrenders. A new champion is crowned.

Unique Training

The Rust Knights of the Redgrove Morass begin training initiates at an incredibly young age, but not allowing them to use weapons until they have matured. Instead, they receive armor. They are forced to leave it on, facing banishment from the order if they refuse. Only when they reach young adulthood do they receive teaching in weapons, and only weapons that are effective by the order. They wield warpicks, halberds, spears, and other weapons ment for rending open armor and exploiting their enemys' weaknesses.

Keen Observers

The Rust Knights biggest virtue is patience. They will wait as long as they need to find a weakness to exploit. In training at Redgrove Morass, initiates waid for hours through quicksand filled bogs becoming proficent in endurance to outlast long battles without fatigue.

Support Fighter

Though capable of fending off enemies by themselves, Rust Knights function as a powerful support unit. They often take a step back from combat to study their opponents fighting style, so they are not consistently dealing damage, but are instead understanding the enemy's weaknesses and allowing for more succesful wounds.

Rust Knight's Intuition

When you choose this archetype at 3rd level, you aquire Intuition Charges, which are used to understand the enemy as well as deal extra damage on attacks. These are represented with D8's. You begin with three charges at level 3. You acquire one more at level 7, then one more at levels 15 and 18. These charges restore after a short or long rest.

As a bonus action, you discern characteristics of your enemy. When you use one intuition charge you may discern one piece of information from the target by rolling a D8 and discovering one of the following of your enemy's stats.

You may learn one of the target's following stats:

Resistance Immunity Vulnerability Strength Score Dexterity Score Constitution Score Armor Class Rating Current or Total Hit Points

You may instead use these dice to inflict further damage on your attacks by declaring to use an Intuition Charge to inflict more damage. Roll the D8 and add it as normal. This damage can also be added and doubled by critical attacks.

Redgrove Morass Training

At 3rd level, whenever you action surge, you regain two Intuition Charges.

Rending Strikes

At 7th level, when you choose the attack action, you may choose to forego your extra attack. If the attack roll is succesful the enemy's AC is lowered by two. This affect lasts for one minute.

Making an Opening

At 15th level, as a bonus action, you may instead use one of your pooled intuition points to grant an ally advantage on their next attack, and depending on how many points you spent, increase their damage by the amount of intuition damage rolled.

Exploit Defenses

At 18th level, you turn your enemies defenses against them. When you damage your target, you may use an inution dice, forgoeing the roll and instead cause the enemy to take 1 extra damage per Armor Class rating (for example 17 AC would be 17 extra damage). This ability can not be used again until a short or long rest is taken.