Knights granted the Crest of the Martyr are courageous champions of the cause. The crest represents the deeds performed by martyrs of the past, and those not yet done. Some Martyr Knights are devoutly religious, serving their faith, and often they are on a path of atonement, with many Martyr Knights being former criminals, or penitent sinners.
Martyrdom
At Level 1, you have embraced your duty as a Martyr Knight. This comes with a number of benefits.
You gain Vitality equal to your Intelligence, Wisdom and Charisma attribute bonuses, minimum 1.
While you are at or below half of your maximum vitality, you gain Martyr’s Resolve.
Martyr’s Resolve: You gain a +1 bonus to your accuracy and damage. You are immune to being Frightened and Taunted.
For the Cause
At Level 5, your resolve is strengthened. You gain the following benefits.
You can use Defender without expending its available uses. If you perform Defender in this way, your AC does not increase, and the attack you are intercepting has Advantage on hitting you.
Your Death Saving Throw DC is reduced by 1.
Additionally, Martyr’s Resolve gains new benefits:
Martyr’s Resolve: You gain a +2 bonus to your accuracy and damage. You are immune to being Frightened, Taunted, and Shocked. You have Resistance to Physical Damage types.
Presence of Will
At Level 9, your very presence can sway a battle’s outcome.
You have advantage on Intimidation checks.
When you have a shield equipped, enemies who hit you have damage disadvantage.
When you have a two-handed melee weapon equipped, you have damage advantage.
Additionally, Martyr’s Resolve gains new benefits:
Martyr’s Resolve: You gain a +3 bonus to your accuracy and damage. You are immune to being Frightened, Taunted, Shocked, and Languished. You have Resistance to Physical Damage and Magical Damage types.
Blood Red Heroism
At Level 13, you feel life’s vigor strongest while at death’s door.
When you hit an enemy, and you are below half vitality, you regain 1 Vitality.
If you have succeeded a Death Saving Throw in the past hour, you gain a +5 bonus to your Strength attribute, and a +2 bonus to all saving throws.
Half the damage you deal with melee attacks deals a Wound.
Additionally, Martyr’s Resolve gains new benefits:
Martyr’s Resolve: You gain a +4 bonus to your accuracy and damage. You are immune to being Frightened, Taunted, Shocked, Languished and Withered. You have Resistance to Physical Damage and Magical Damage types.
Dying Roar
At Level 17, you are an embodiment of determination and unbending will, even in death.
When you would normally die, you do not, and instead die at the end of your next turn.
Your battle cry is powerful and terrifying. Once per Rest, as an interaction, you can perform a battle cry, that forces all enemies within 60 feet that can hear you to make a Wisdom saving throw, contested against your Intimidation skill check. If a creature fails this save, they lose 2 AC, and is Frightened by you until the end of their next turn. Additionally, if the creature is concentrating on a spell, they must make an Endurance check contested against your Intimidation skill check or lose concentration.
Additionally, Martyr’s Resolve gains new benefits:
Martyr’s Resolve: You gain a +5 bonus to your accuracy and damage. You are immune to being Frightened, Taunted, Shocked, Languished, Withered and Stunned. You have Resistance to Physical Damage, Magical Damage, and Elemental Damage types.