Warlock Subclass: The Knight

The Knight is a warlock subclass inspired by the noble traditions of chivalry and the valiant warriors of old. Warlocks who follow the path of the Knight draw power from their dedication to honor, loyalty, and the pursuit of justice. They forge a pact with a powerful entity that embodies the ideals of knighthood, granting them martial prowess and supernatural abilities.

#### Martial Training

At 1st level, when you choose this warlock subclass, you gain proficiency with medium armor, shields, and martial weapons. You also gain proficiency in either Athletics or Acrobatics.

#### Knights Resilience

Starting at 1st level, your determination and resilience in battle grants you the ability to withstand mighty blows. As a bonus action, you can channel your inner strength, causing a mystical tattoo to appear across your back. For the next minute, you gain the following benefits:

* You have resistance to bludgeoning, piercing, and slashing damage.
* You have advantage on saving throws against being frightened.
* Once during this duration, when you are reduced to 0 hit points but not killed outright, you can choose to instead drop to 1 hit point.

Once you use this feature, you can't use it again until you finish a long rest.

#### Aura of Courage

At 6th level, your presence on the battlefield bolsters the resolve of your allies. You and friendly creatures within 10 feet of you can't be frightened while you are conscious.

#### Combat Superiority

Upon reaching 10th level, your martial skills improve further. You gain a number of superiority dice, which are d8s. The number of dice you have is equal to your Charisma modifier (minimum of 1). You regain all expended superiority dice when you finish a short or long rest.

You can expend a superiority dice and choose one of the following effects:

* **Parrying Strike**: When a creature you can see hits you with an attack, you can use your reaction and expend a superiority die to roll the die and add the result to your AC against that attack, potentially causing it to miss.
* **Disarming Attack**: When you hit a creature with a weapon attack, you can expend a superiority die to attempt to disarm the target. The target must make a Strength saving throw against your warlock spell save DC. On a failed save, it drops one item of your choice that it is holding.

* **Menacing Strike**: When you hit a creature with a weapon attack, you can expend a superiority die to add the result to the damage roll. The target must also make a Wisdom saving throw against your warlock spell save DC. On a failed save, the target is frightened until the end of your next turn.
* **Goading Strike**: When you hit a creature with a weapon attack, you can expend a superiority die to add the result to the damage roll. The target must make a Wisdom saving throw against your warlock spell save DC. On a failed save, the target has disadvantage on attack rolls against targets other than you until the end of your next turn.

#### Knight's Resurgence

At 14th level, your pact with your patron empowers you with a surge of vitality. As an action, you can tap into this reservoir of energy, regaining a number of hit points equal to your warlock level plus your Charisma modifier. Additionally, for the next minute, you have advantage on Constitution saving throws, and whenever you cast a spell that restores hit points to yourself or an ally, the amount healed is maximized.

Once you use this feature, you can't use it again until you finish a long rest.