At 7th fighter level, medium and heavy armor provides an extra instance of block at the start of combat.
At 7th fighter level, choose an upgrade:
Black knight - Progress intimidation proficiency to proficient > expert > +1 bonus to intimidation checks. Gain a +2 bonus to social skills with subordinates, and when either mocking, judging, or making demands to enemies.
Circle of the rose - Progress persuasion proficiency to proficient > expert > +1 bonus to persuasion checks. Gain a +2 bonus to social checks made when negotiating with enemies, other knights, or leaders of warbands. Gain an extra fighting skill tree upgrade.
Elite guard - Gain 4 fighting skill tree upgrades.
Emerald knight - Learn a mystic cantrip and 1 minor hex.
Iron vanguard - Heavy armor provides an additional instance of block at the start of combat. Your max HP is increased by 8. Gain a +1 bonus to AC.
Knight errant - Your second wind heals 1 extra dice of health. Choose a martial weapon type, it deals 1d4 extra damage. You gain a +1 bonus to physical saves.
Shield brother - Shield also provide an extra +1 block at the start of combat. This applies to up to 1 shield you wield. You gain +1 bonus to block checks. Shield bashes deal an extra 1d6 damage. When providing benefit to an ally (a bonus to a save, attack, check, block, or damage roll) grant it a +1 bonus.
Steel lancer - Choose a two-handed polearm weapon. You can wield it one-handed. Gain a +1 bonus to strength. Gain an extra fighting skill tree upgrade.
At 8th fighter level, any additional magical damage dealt by enchanted weapons that you wield is doubled. Non-magical weapons that you wield are considered as +1 while you wield them.
At 9th knight level, choose an upgrade base on your knightly circle choice at 7th fighter level.
Black knight
Black rook - Heavy armor provides a +1 bonus to AC. Reduce bulk from armor and equipment by 1. The following weapon attacks/properties deal an extra 1d6 damage: chop, cleave, crush, heft, pummel, ram, rend, overpower, slam, and swing.
Dark prince - Learn 1 minor hex, oath cantrip, or occult cantrip. Learn a 1st level oath or occult spell which you can cast by spending a rest dice, or a major hex. Use strength or dexterity as the casting modifier.
Circle of the rose
Thorn-guard - You may modify a medium or heavy set of armor during a long rest, granting it thorns which deal 1d6 piercing damage to grapplers, people you collide with or push or grapple, pickpocketers, or creatures making unarmed or claw attacks against you.
Crimson guard - progress proficiency in 1 of history, arcane, or insight to proficiency > expert > +1.
Elite guard
Captain of the guard - Learn 4 more upgrades from the fighting skill tree. Gain a +2 bonus to checks made to lead and command other troops.
Weapon master - Your weapons deal an extra 1d4 damage of its base type. Gain an extra feat.
Emerald knight
Secrets of the emerald circle - You gain 5 maximum emerald dice, Which can be spent in any combination as spell slots or rest dice used to cast spells you know. You regain 2 per rest and all at long rest. Choose 3 from the following:
Learn 3 lesser hexes.
Learn a lvl 1 mystic and a lvl 1 oath spell.
Learn a lvl 2 mystic or oath or occult spell.
Learn a lvl 3 mystic spell.
Learn a greater hex.
Keeper of secrets - You may spend 7 rest dice to erase yourself from a creatures memory, so long as they have not known or met you for more than 1 hour, whichever is lower.
Iron vanguard
Indomitable - You can ignore 10ft of all forced movement, such as push shover, or even forced teleportation effects. Gain +1 death save slot. Gain +6 max HP. Gain a +2 bonus to athletics checks.
Iron giant - Heavy armor provides an additional extra block at the start of combat. Gain a +2 bonus to block checks. Gain a +2 bonus to constitution saves.
Knight errant
Last stand - Once per rest you can choose to ignore being reduced to 0hp, and be reduced to 1hp instead. When this happens, you cannot be reduced below 1hp until your next turn.
Inspiring charge - At the start of combat or a charge, you can use your second wind to instead grant its healing to all allies within 30ft. Cannot be used more than once per combat. Gain a +2 to social checks during extremely dire times (Subject to GM.)
Shield brother
Brother in arms - All allies within 15ft gain a +1 bonus to skill checks. You gain a +1 bonus to all skill checks.
One for all and all for one - You can block an attack within 5ft and become the target as a reaction. When doing so and successfully blocking, the reaction is regained. When you do so for an ally, they can do the same once until rest. Gain a +1 bonus to block checks and dexterity saves.
Steel lancer
Breakthrough - Gain an extra reaction. You can make an attack against creatures entering your reach as a reaction. Gain a +1 bonus to either strength or dexterity. You can move 5ft towards an enemy whenever you make an attack.
Mailbreaker - You ignore physical resistances and 3 points of physical DR when attacking with your steel lancer chosen weapon. Gain 2 fighting skill tree upgrades.