Hollow Knight (5e Class)
As a Pale Knight you gain the following class features.
- Hit Points
Class Features
Hit Dice: 1d8 per Pale Knight level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Pale Knight level after 1st
- Proficiencies
Armor: light
Weapons: Simple weapons, Shortswords
Tools: Cartographer's tools
Saving Throws: Strength, Dexterity
Skills: Choose two from Acrobatics, Arcana, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- A shortsword
- Leather armor
- (a) a dungeoneer's pack or (b) an explorer's pack
- If you are using starting wealth, you have 5d4 gp in funds.
Level | Proficiency Bonus | Features | Soul Points | Charm Notches |
---|---|---|---|---|
1st | +2 | Pale Nail, Soul, Focus | 3 | — |
2nd | +2 | Charms | 3 | 2 |
3rd | +2 | Vengeful Spirit, Mothwing Cloak | 3 | 3 |
4th | +2 | Ability Score Improvement | 4 | 3 |
5th | +3 | Extra Attack, Desolate Dive | 5 | 4 |
6th | +3 | Dream Nail | 6 | 4 |
7th | +3 | Mantis Claw | 7 | 5 |
8th | +3 | Ability Score Improvement | 8 | 5 |
9th | +4 | Howling Wraiths, Crystal Heart | 9 | 6 |
10th | +4 | Monarch Wings | 10 | 6 |
11th | +4 | Shade Soul | 11 | 7 |
12th | +4 | Ability Score Improvement | 12 | 7 |
13th | +5 | Descending Dark | 13 | 8 |
14th | +5 | Isma's Tear | 14 | 8 |
15th | +5 | Dreamgate | 15 | 9 |
16th | +5 | Ability Score Improvement | 16 | 9 |
17th | +6 | Awoken Dream Nail, Abyss Shriek | 17 | 10 |
18th | +6 | Shade Cloak | 18 | 10 |
19th | +6 | Ability Score Improvement | 19 | 11 |
20th | +6 | Salubra's Blessing | 20 | 11 |
Link to fancy PDF
In wilds beyond they speak your name with reverence and regret,
For none could tame our savage souls yet you the challenge met,
Under hollowst watch, you taught, we changed, base instincts were redeemed,
A world you gave to bug and beast as they had never dreamed.
– From 'Elegy for Hallownest' by Monomon the Teacher
A Pure Vessel
Born of wyrm and root, of soul and void, you are a pale knight. You rescue the world's vulnerable populations from terrible fiends and evil deities.
Traditionally, pale knights do not speak and show no emotion. However, in the context of roleplaying games, feel free to break this precedent.
Creating a Pale Knight
As you build your pale knight, think about the origin of their abilities. Were they born with combat capability, or was it gained through years of difficult training?
It's also important to consider what combination of charms you will be using. They are similar to Eldritch Invocations but can be equipped & unequipped each short or long rest.
It is generally best to have both a high Dexterity and a high Wisdom score, but you can lean more into one or the other via your choice of charms and ASI/feats.
Additionally, bear in mind that your main class resource, Soul, is not recovered by resting, but rather by striking enemies. You will have to engage in melee combat in order to use your powerful ranged attacks.
Quick Build
You can make a pale knight quickly by following these suggestions. First, your highest ability score should be Dexterity, followed by Wisdom and then Constitution. Second, choose the Outlander background.
Multiclassing
In order to multiclass into the the pale knight, you must meet the prerequisites. If you gain a level in a class other than your first, you only gain some of that class's starting proficiencies:
- Prerequisites: Dexterity 13, Wisdom 13
- Proficiencies gained: simple weapons, shortswords
Pale Nail
Pale knights are trained to strike fiercely with small objects. You can attack with a shortsword using two hands; when you do so, its damage die increases to 2d6.
Your shortsword (or alternatively any other melee weapon you wield that you are proficient in) is referred to as your Nail in other class features.
Soul
Your hollow heritage allows you to harness the mystic power of Soul, the energy filling the universe with life. Your ability to gather and make use of this energy is represented by a number of Soul points. Your pale knight level determines the maximum number of Soul points you can have, as shown in the pale knight table.
You can spend these points to fuel various Soul features. You start knowing one such feature: Focus. You learn more Soul features as you gain levels in this class.
Gaining Soul
You gain soul by striking a hostile creature with your Nail. Doing so restores 1 Soul point. Additionally, all of your Soul points are restored whenever your character level increases.
Optional: Ancient Wonders. Your DM may allow you to find statues, magical springs, or other ancient wonders throughout the world that can replenish your Soul points.
Soul Attacks
As you gain levels in this class, you will learn Soul-fueled attacks. Wisdom is your Soul attack ability, since your Soul power derives from your attunement to its energy. You use your Wisdom modifier whenever a feature refers to your Soul modifier. In addition, you use your Wisdom modifier when setting the saving throw DC for a Charm or Soul feature you use and when making an attack roll with one.
Soul save DC = 8 + your proficiency bonus + your Wisdom modifier
Soul attack modifier = your proficiency bonus + your Wisdom modifier
Focus
You have the ability to use the Soul you collect to restore your own vitality. You can choose to do so at the start of your turn by spending 3 Soul points. Until the start of your next turn, you are incapacitated and your speed is 0.
If by the start of your next turn you have not taken damage, you regain hit points equal to 1d10 + your pale knight level. If you do take damage, 2 of the 3 Soul points you used are restored, but you do not recover hit points. As with most healing, this feature cannot be used to recover temporary hit points.
Charms
At 2nd level, you gain the ability to augment your power by equipping magical relics known as charms. You have two charm notches, and you gain more as you gain levels in this class, as shown in the pale knight table.
You may equip any number of charms, so long as you meet the charm's prerequisite level, and the total notch cost of your charms does not exceed the number of notches you have. A list of charms can be found at the end of this document.
You are able to equip and unequip charms at the end of a short or long rest.
Optional: Gathering Charms. Your DM may require some or all of your charms to be found somewhere in the world before you can equip them. If you find a charm this way, you do not need to meet its level requirement to equip it.
Fragile Charms
You can equip "unbreakable" charms before reaching their level requirement. If you are reduced to 0 hit points while one of these charms is equipped, it becomes "broken", and you cannot equip it again until you meet its level requirement.
Overcharm
If you have at least one free charm notch, you can equip a charm that costs more notches than the number of free notches you have. If you do this, all damage you take is doubled until you are no longer overcharmed.
Vengeful Spirit
By 3rd level, you’ve learned to weaponize your power over Soul. As an action, you can spend 3 Soul points to direct a blast of glowing, white energy at a target within 60 feet. Make a ranged Soul attack. On a hit, the target takes 4d8 radiant damage.
Mothwing Cloak
Starting at 3rd level, if you aren't wearing medium or heavy armor, you can use a bonus action to rush up to 10 feet in any direction. This movement does not provoke opportunity attacks.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Desolate Dive
At 5th level, you develop a new Soul attack. As an action, you can spend 4 Soul points to strike the ground with a concentrated force of Soul, creating a shockwave of white energy in a 10-foot radius centered on yourself. All other creatures in this area must make a Constitution saving throw, taking 5d10 radiant damage on a failed save, or half as much damage on a successful one. Inanimate objects that aren’t being worn or carried take double damage from this attack.
If you use this feature in the air, you shoot downwards at a speed of 120 feet per round, creating the shockwave the moment you hit the ground. While falling, you are incapacitated and immune to all damage, and you take no damage upon hitting the ground.
Dream Nail
Beginning at 6th level, you gain the ability to conjure an astral Nail, which you can use to cut through the veil between dreams and waking. As an action, you can make a melee Soul attack against a creature within 5 feet of you. On a hit, the target takes no damage, but you learn the surface thoughts of the creature as if you had cast detect thoughts. The target can make a Wisdom (Insight) check against your Soul save DC to become aware of your intrusion into its mind.
Additionally, if the target is hostile to you, this attack restores 3 Soul points.
You cannot use this feature on a target affected by any conditions (grappled, poisoned, etc.), and you must have two free hands in order to use this feature (you may sheath your Nail as part of the action used to perform this attack).
Whenever you use this feature, attacks against you have advantage until the start of your next turn.
Mantis Claw
Starting at 7th level, you gain a climbing speed equal to your walking speed. You have advantage on Strength (Athletics) checks made to climb a surface with few handholds.
Howling Wraiths
At 9th level, you gain the ability to blast foes with screaming Soul. As an action, you can spend 5 Soul points to release howling energy in a 15-foot cone. Each creature in range must make a Constitution saving throw, taking 3d12 radiant damage and 3d12 thunder damage on a failed save, or half as much damage on a successful one.
Crystal Heart
Starting at 9th level, you can launch yourself at dangerous speeds. As an action while on the ground or holding onto a wall, you can begin a super dash. This causes you to move 60 feet per round in a horizontal direction of your choice. Once the super dash begins, you cannot change your direction of travel, and the only action you can take is a reaction to stop dashing. When the dash stops, you fall to the ground if you are airborne.
Monarch Wings
At 10th level, you gain a flying speed of 20 feet. You cannot fly on consecutive turns using this feature.
Shade Soul
At 11th level, you gain the ability to conjure a shadow that will fly forward and burn foes in its path. As an action, you can spend 6 Soul points to release a bolt of Soul energy in a line 100 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw. A target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. Targets gain no benefit from half or three-quarters cover for this saving throw.
Descending Dark
From 13th level onward, you are capable of striking the ground with a concentrated force of Soul and Shadow. You develop a new Soul attack, which is similar to your Desolate Dive feature.
As an action, you can spend 7 Soul points to create a shockwave of dark energy in a 15-foot radius centered on yourself. All other creatures in this area must make a Constitution saving throw, taking 10d10 necrotic damage on a failed save, or half as much damage on a successful one. Inanimate objects that aren’t being worn or carried take double damage from this attack.
If you use this feature in the air, you shoot downwards at a speed of 120 feet per round, creating the shockwave the moment you hit the ground. While falling, you are incapacitated and immune to all damage, and you take no damage upon hitting the ground.
Isma’s Tear
At 14th level, you gain immunity to acid damage and proficiency in Constitution saving throws.
Dreamgate
Starting at 15th level, you can traverse the world via the currents of dream energy. You may place a Dreamgate by spending a minute holding your Dream Nail and channeling its power. From then on, you can spend 1 Soul point to teleport to the location you placed the Dreamgate as an action. You can take a number of willing creatures up to your Soul modifier with you if they are within 10 feet of you, and any objects you are wearing or carrying are teleported with you.
You can only have one Dreamgate at a time. If you place a new Dreamgate, the previous one vanishes.
Awoken Dream Nail
At 17th level, you fully awaken your mind to the essence of dreams. When you hit a creature with your Dream Nail, you can enter the dreams of the target if it is sleeping, as if you had cast dream.
Abyss Shriek
At 17th level, you develop your most powerful Soul attack, which blasts foes with screaming Soul and Shadow. As an action, you can spend 8 Soul points and release a powerful screech in a 30-foot cone. Each creature in this area must make a Constitution saving throw, taking 5d12 necrotic damage, 5d12 radiant damage, and 5d12 thunder damage on a failed save, or half as much damage on a successful one.
Shade Cloak
At 18th level, you gain new mobility by absorbing power from the Abyss. As a bonus action, or as a reaction when a creature targets you with an attack, you can teleport up to 15 feet to a location you can see.
When you use this feature, you must wait at least one round of combat before using it again.
Salubra's Blessing
At 20th level, your accomplishments have attracted the favor of a benevolent spirit. You regain all expended Soul points whenever you complete a short or long rest.
Baldur Shell
2 notches
The first time you take damage after you start your Focus, the damage is reduced by 1d10 + your Soul modifier + your pale knight level. This can reduce the damage to zero, but it still interrupts your Focus feature.
Gathering Swarm
1 notch
You can cast unseen servant at will. You can have a number of servants up to your Soul modifier active at one time.
Longnail
2 notches
The reach of your Nail increases by 5 feet.
Glowing Womb
2 notches
At the start of each of your turns, your lose 1 Soul point and magically summon a hatchling servant. This effect does not activate if you have 4 hatchlings currently summoned or if you have no Soul points remaining.
Whenever you see a hostile creature within 30 feet of you, all hatchlings immediately fly into the creature's space and explode, each dealing 1d4 thunder damage. Like magic missile, this damage is automatic unless the shield spell is cast.
Spore Shroom
1 notch
When you recover hit points via your Focus feature, you release a cloud of toxic yellow spores around you in a sphere with a radius of 15 feet. This cloud lasts until the end of your next turn. Any other creature that enters this sphere for the first time on a turn or begins its turn there must succeed on a Constitution saving throw or take 1d12 poison damage.
If Deep Focus is also equipped, the radius of the aura of spores increases to 30 feet.
This charm's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).
Sprintmaster
1 notch
Your walking speed increases by 15 feet.
Stalwart Shell
2 notches
As a reaction when you take damage, you can grant yourself immunity to all subsequent damage until the start of your next turn.
If Thorns of Agony is also equipped, you can activate both charms using the same reaction.
Steady Body
1 notch
You automatically succeed any ability check or saving throw you make to resist being moved or knocked prone.
Thorns of Agony
1 notch
As a reaction when you take damage (including when damage is prevented by Baldur Shell), you can cause thorns to lash out of your body in all directions. Each creature within 5 feet of you must succeed on a Dexterity saving throw or take 1d4 piercing damage.
This charm's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Wayward Compass
1 notch
You cannot become lost by nonmagical means. You always know which way is north and what time of day it is.
Dashmaster
3rd level, 2 notches
You can take the Dash action as a bonus action.
Additionally, once on each of your turns, you can use the movement provided by your Mothwing Cloak without using a bonus action.
Grimmchild
5th level, 2 notches
You summon the Grimmchild, a flying companion that spits silver fire at your enemies. This companion is immune to all damage and moves with you. As a bonus action, you can command the Grimmchild to attack a creature within 30 feet. This attack uses your Soul attack modifier and deals 1d8 radiant damage on a hit.
The Grimmchild's damage increases to 2d8 when you reach 11th level, and 3d8 at 17th level.
You cannot equip Carefree Melody while this charm is equipped.
Grubsong
5th level, 1 notch
When you take damage from a hostile creature, you regain 1 Soul point. You regain 2 Soul points if Grubberfly’s Elegy is also equipped.
Heavy Blow
5th level, 2 notches
When you strike a creature with your Nail (including when you make the ranged attack provided by Grubberfly's Elegy), you can push the target up to 10 feet if it is Huge or smaller.
If Steady Body is also equipped, instead of pushing the creature, you can force it to make a Strength saving throw or be knocked prone.
Lifeblood Heart
5th level, 2 notches
If you have this charm equipped at the end of a short or long rest, you gain temporary hit points equal to twice your character level.
If you gain temporary hit points from multiple charms, you may add them together.
Shape of Unn
5th level, 2 notches
While you are using Focus, you have a speed of 15 feet.
If you also have Quick Focus equipped, your speed instead increases by 15 feet for the rest of your turn whenever you Focus.
Soul Catcher
5th level, 2 notches
The first time you strike a hostile creature with your Nail on each of your turns, you gain an extra Soul point.
Dream Wielder
6th level, 1 notch
Whenever you collect Soul using your Dream Nail, you gain an extra Soul point. Using your Dream Nail does not grant advantage to attacks against you.
When you reach 9th level, you instead gain an extra 1d4 Soul points. The extra Soul points increase to 1d6 when you reach 13th level, and 1d8 at 17th level.
Dreamshield
6th level, 3 notches
You conjure an Animated Shield that constantly floats around you, warding off attacks. Your Armor Class increases by 2.
If Dream Wielder is also equipped, your Armor Class instead increases by 3.
Flukenest
7th level, 3 notches
When you use your Vengeful Spirit or Shade Soul attack, it takes the form of a mass of writhing maggots that spew from your body. They cover an area of the ground adjacent to you in a line 5 feet wide and 30 feet long. Each creature in the line must make a Dexterity saving throw, taking the attack's normal damage on a failed save, or half damage on a successful one.
The maggots stay in this line until the start of your next turn. Any creature that moves into this area or starts its turn there must make a Dexterity saving throw, taking 4d6 radiant damage (or 8d6 necrotic damage if Shade Soul was used) on a failed save, or half damage on a successful one.
Fury of the Fallen
7th level, 2 notches
As a reaction when you are reduced to 0 hit points, you can instead drop to 1 hit point. Until you are no longer at 1 hit point (or begin taking a short rest), any Nail attack you make that hits becomes a critical hit, and attacks made with Glowing Womb and Grubberfly's Elegy become critical hits as well.
Once this benefit ends, you must complete a short or long rest before you can benefit from this charm again.
Nailmaster's Glory
7th level, 1 notch
As an action, you can choose to make a special melee attack. These are known as Nail Arts. You have 3 options when performing Nail Arts:
- Cyclone Slash. You make an attack against every creature in your Nail's reach. Each attack that hits deals extra damage equal to your proficiency bonus.
- Dash Slash. You must use the movement provided by your Mothwing Cloak immediately before making this attack. If it hits, the attack deals extra damage equal to triple your proficiency bonus.
- Great Slash. You make an attack against a creature in your Nail's reach. The attack roll has advantage, deals extra damage equal to your proficiency bonus, and scores a critical hit on a d20 roll of 18 or higher.
When you perform Nail Arts, you cannot hit a second target using Mark of Pride, and you cannot make the ranged attack provided by Grubberfly's Elegy.
Shaman Stone
7th level, 3 notches
When you roll damage for a Soul attack, you may reroll a number of damage dice up to your Soul modifier.
This benefit applies to damage from Flukenest, but not to damage caused by any other charm.
Unbreakable Greed
7th level, 2 notches
Whenever you reduce a hostile creature to 0 hit points, all currency the creature was carrying is magically duplicated.
Unbreakable Heart
7th level, 2 notches
Your current hit points and hit point maximum increase by 2 times your character level when this charm is equipped. Both reduce by the same amount if this charm is unequipped.
Weaversong
7th level, 2 notches
You summon a group of tiny spiders that provide you with companionship and protection. You and all friendly creatures within 5 feet of you (or within 15 feet if you have Sprintmaster equipped) are immune to becoming frightened. Any hostile creature that moves into this area for the first time on a turn or starts its turn there must succeed on a Dexterity saving throw or take piercing damage equal to 1d4 + your Proficiency bonus.
You have proficiency in Weaver's Tools while this charm is equipped. If Grubsong is also equipped, each time you roll a 4 when dealing damage with this feature, you regain 1 Soul point.
Defender’s Crest
9th level, 1 notch
You emit a heroic odor. Any creature that moves to a space within 5 feet of you for the first time on a turn or starts its turn there must succeed on a Constitution saving throw or take 1d4 poison damage. You have disadvantage on Charisma checks made to interact with creatures who have a sense of smell.
When you damage a creature with Flukenest, Glowing Womb, or Spore Shroom, you deal an extra 1d4 poison damage.
This charm's damage increases to 1d6 when you reach 13th level, and 1d8 at 17th level.
Grubberfly’s Elegy
9th level, 3 notches
As part of the Attack action, you can use your Nail to send a glistening blade of Soul energy toward a target within 30 feet. Make a ranged Soul attack. On a hit, the target radiant damage equal to 3d10 + your Soul modifier. This attack does not cost Soul but does not allow you to recover it.
You can only use this attack if you are at your hit point maximum (meaning you can still use it after taking damage if you only lose temporary hit points) or when you are benefitting from Fury of the Fallen.
Mark of Pride
9th level, 3 notches
The reach of your Nail increases by 5 feet. Additionally, you can choose to have your attacks hit a second target in your Nail's reach, if your attack roll matches or exceeds the armor class of the other creature.
Hitting the second creature does not give you another Soul point, and you don't add your ability modifier to the damage inflicted on the second creature, unless that modifier is negative.
Quick Focus
9th level, 3 notches
You can use Focus as an action. Doing so does not affect your speed nor cause you to become incapacitated.
Spell Twister
9th level, 2 notches
The price of Soul attacks is reduced by 1 Soul point.
Hiveblood
10th level, 4 notches
If at the start of your turn you have not taken damage since the start of your last turn, you regain hit points as if you had used your Focus feature. Once you do so, you cannot use this feature again until you take damage from a hostile creature.
Quick Slash
11th level, 3 notches
When you take the Attack action on your turn, you can make an additional attack as part of the same action.
Unbreakable Strength
12th level, 3 notches
You have advantage on Strength checks and Strength saving throws, and your Nail attacks deal an extra 1d4 damage.
This includes the ranged attack provided by Grubberfly’s Elegy.
Joni’s Blessing
13th level, 4 notches
If you have this charm equipped at the end of a short or long rest (and you did not spend Hit Dice during the rest), you gain temporary hit points equal to 8 times your character level. Your hit points cannot be restored through any means other than long rests or the Hiveblood charm.
If you gain temporary hit points from multiple charms, you may add them together.
Soul Eater
14th level, 4 notches
Each time you strike a hostile creature with your Nail, you gain an extra Soul point.
Deep Focus
15th level, 4 notches
When you Focus, you are incapacitated for 2 turns instead of 1, but you heal double the number of hit points. The number of hit points you regain by spending Hit Dice is doubled if the charm is equipped at the start of the short rest.
If Quick Focus is also equipped, Focus works as usual, restoring double the normal hit points.
Lifeblood Core
16th level, 3 notches
If you have this charm equipped at the end of a short or long rest, you gain temporary hit points equal to 4 times your character level.
If you gain temporary hit points from multiple charms, you may add them together.
Kingsoul
17th level, 5 notches
At the the start of each of your turns, you regain 3 Soul points.
You cannot equip Void Heart while this charm is equipped.
Sharp Shadow
18th level, 2 notches
When you teleport using your Shade Cloak feature, its range is increased to 20 feet. Any creatures in a line between your original position and your destination must succeed on a Dexterity saving throw or take 4d8 force damage. If you also have Dashmaster equipped, this damage increases to 6d8.
Carefree Melody
19th level, 3 notches
Attack rolls against you are made with disadvantage.
You cannot equip Grimmchild while this charm is equipped.
Void Heart
20th level, 0 notches
You have proficiency in Intelligence, Wisdom, and Charisma saving throws while this charm is equipped, and your body stops aging.
Additionally, otherworldly creatures recognize you as a prominent member of their eternal community. You have advantage on Charisma checks made to interact with celestials, fey, fiends, and undead.
You cannot equip Kingsoul while this charm is equipped.
Race
The pale knight class is designed to work within the context of the 5th edition races. At your DM's discretion, you can alternatively use the following racial stats:
Arthropod Vessel
Ability Score Increase. Your Dexterity Score increases by 2, and your Wisdom score increases by 1.
Age. Little is known about how arthropod vessels age. They are assumed to have lifespans similar to a human's.
Alignment. These vessels were created for a very specific purpose. In general, they adhere to lawful and/or good alignments.
Size. Arthropod vessels find themselves to be shorter than most creatures they meet. Your size is Small.
Speed. You have a walking speed of 30 feet.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Natural Armor. You are equipped with a protective exoskeleton. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.
Hollow Body. You don't require food, water, or sleep, although you still require rest to reduce exhaustion and still benefit from finishing short and long rests. You are immune to disease.
Born of Void. You are immune to becoming charmed or frightened. If you are killed, you summon an Avatar of Death, which will attack any creature that was not hostile to you when you died. This avatar can make a number of attacks on its turn equal to your proficiency bonus, and it must be defeated before you can be brought back to life.
Languages. You can speak, read, and write Common, Undercommon, and Abyssal.
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