Integrity Knight (5e Class)

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Integrity Knight

A lone man checks the skyes while riding his white dragon. At one point, he sees a small village being burned by a group of goblins, and he must stop this. He lands there and activates its sword power, freezing any enemy he can see. Then he slides among them and destroy the ice sculptures as well the creatures inside them.

Meanwhile, a lot of miles at East, a woman is leading the defenses from the enemy army using the Divine Arts: she summons a lot of sphere of any color, throwing them at the enemy and making them blow up, while her sword transforms into a blade made of divine light that can slash any enemy.

Forgotten Memories and Sacred Object

The Integrity Knights got their strenght by a ritual that sealed their memories, reforging their mind to make it stronger. After the ritual the new knight is extremely bond with its master, the creature which accomplished the ritual. The knight has now a new name, composed by its true name + Synthesis + its number in the list of knights, ordered by the date of the ritual. As a knight, it doesn't need the normal routine of a mortal and the only way he can die is in war. Anyway, there is a way to reverse the ritual: if the knight gets to remember something about its past, the powers will fade and it will feel the age, dying instaantly if it is more than 140 years old.

The newborn knight is then provided of a Sacred Object, which usually is a weapon, created by transforming something in that weapon. This Sacred Object has some properties attributable to its original form. The knights then join their oath, following the same objective: protecting the Human Empire, name used for all the good creatures with a humanoid shape.

Creating a Integrity Knight

As result of the ritual, you don't remember who you were before becoming an Integrity Knight, but your memories could be found thanks to some special objects linked to your past. But why do you have those objects? Where did you find them? And now as a knight, what are your purposes? Do you want to find out what your past was like but losing your powers, or would you prefer dedicating your life protecting the Human Empire? Will you stand at your master's orders, or you might want to be a traitor, and keep your powers while knowing your past by defeating your own master?

Quick Build

You can make a Integrity Knight quickly by following these suggestions. First, Strenght or Dexterity should be your highest ability score, followed by Wisdom and then Charisma or Constitution. Second, choose any background.

Class Features

As a Integrity Knight you gain the following class features.

Hit Points

Hit Dice: 1d10 per Integrity Knight level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Integrity Knight level after 1st

Proficiencies

Armor: medium armor
Weapons: any melee weapon or any ranged weapon
Tools: your Sacred Object
Saving Throws: Strenght or Dexterity and Wisdom
Skills: two at your choice from Acrobatics, Athletics, Perception, Insight, Intimidation, Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) A Shirt Mail or (b) A leather armor and a shield
  • (a) A shortsword or (b) A rapier or (c) A shortbow and 20 arrows
  • (a) Dungeoneer's Pack or (b) Adventurer's Pack
  • (a) Objects from your past, if you want them or (b) {{{item4b}}}
  • If you are using starting wealth, you have 5d4x10 in funds.

Table: The Integrity Knight

LevelProficiency
Bonus
Features
1st+2Sacred Object, Fighting Style
2nd+2Eternal Soul, Mental Strenght
3rd+2Archetype, Basic Sacred Arts
4th+2Ability Score Improvement, Trained Body, New Sacred Object Ability
5th+3Extra Attack
6th+3More Proficiencies, Fighting Style
7th+3Archetype Feature, New Sacred Object Ability, Force of Will
8th+3Ability Score Improvement, Eternal Soul +
9th+4Bond with the Sacred Object
10th+4Archetype Feature, Fighting Style, New Sacred Object Ability
11th+4Extra Attack
12th+4Ability Score Improvement, Bonus Action
13th+5Defender of the Human Empire, New Sacred Object Ability
14th+5Fighting Style
15th+5Archetype Feature
16th+5Ability Score Improvement, Better Critical, Full Sacred Object Control
17th+6Mighty Presence, Perfect Parry, Power
18th+6Archetype Feature, Transcend the System
19th+6Ability Score Improvement, Maximum Sacred Object Power, Extra Attack
20th+6Lord of the Integrity Knight

Sacred Object

Every Integrity Knight is called this way because of a Sacred Object that integrates its personality. This usually is a weapon and it was created by transforming other objects or living beings into the actual Sacred Object, keeping some properties. For example: a bow created by the flame of a volcano can shot fire arrows at will. The Sacred Object can be anything, from a shortsword to a bow, from a greatsword to a shuriken, from a shield to a gauntlet. At 1st level, choose your Sacred Object and assign it a simple feature. You gain other features at level 4th, 7th, 10th and 13th.

Fighting Style

You must identify the way you fight. Choose one of the following fighting styles, and you can choose another one at 6th, 10th and 14th level:

Dueling: while you are using a one-handed melee weapon, your inflicted damage increases by +2.

Great Weapons Fighting: while you are using a weapon with the property two-handed or versatile, you can repeat the damage rolls with a result of 1 or 2 and must use the new result, even if it is 1 or 2 again.

Precise Strike: when you attack an enemy with a weapon with the light property, you can decrease the target Armor Class by 1.

Sniper: when you attack with a ranged weapon, add a +2 to the attack roll.

Defend: your AC increases by 1. You can use an action in your turn to stay on guard and increase your AC by another 1.

Support: when an ally attacks or is attacked, you may use your reaction to distract the enemy, giving advantage to your ally or disadvantage to the enemy.

Lone Warrior: when there are 2 or more enemies in your melee range, you gain a bonus action you can use for the actions of Attack, Guard or Disengage.

Two Weapon Fighting: when you're using two weapons (one in each hand), you can add your Strength modifier to the attack bonus of the second weapon.

Engage: if you're using a melee weapon, you can use an action to choose an enemy in your melee range and keep him occupied until your next turn, when you must use an action to end the engage, or until you decide to use your reaction to end it.

Eternal Soul

The Integrity Knight is called to hunt the malevolent ones forever. Starting from 2nd level, you don't age neither naturally nor magically.

Mental Strenght

Your mind has been reforged to be focused on fighting the forces of evil. Starting at 2nd level, enemies has disadvantage on attack rolls for attacks with a mental or psichic nature. Moreover, you recognize the alignement of a creature you can see and you have advantage in saving throws against Deception or Persuasion from a creature whose alignement is neutral evil or worst.

Fighting Path

At 3rd level, you chose a Fighting Path. Choose between Path of Violence, Path of Resister or Path of the Priest, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 10th, 15th and 18th.

Basic Divine Arts

Every Integrity Knight knows the basics of the Divine Arts. When entering a room or a place, the DM decretes how many Divine Points there are, and you can use them to cast these four spells (all of them cost one Divine Point, unless differently specified):

Generate Element/Shape/Discharge: you can choose an element from fire, cold, thunder, radious and necrotic and then choose the shape of the element from sphere, arrow and kunai. Then you shot all of them at the same target inflicting 1d6 bludgeoning + 1d6 elemental of the choosen elements for every element thrown, adding 1d6 bludgeoning if the shape is sphere, 1d6 piercing if it is an arrow and 1d6 slashing if it is a kunai. You can spend additional Divine Points to create more elements (1 Divine Point per element created). The maximum number of elements you can create is equal to the number of fingers in one of your free hands.

Transfer Object Durability/Self to Right: you can touch a creature or object healing them by 2d6 + your Constitution modifier + your Wisdom modifier, while you lose HP by the same amount.

Generate Element/Bubble Shape: you choose an element from fire, cold, thunder, radiuos and necrotic to create a bubble around you which protects you by that same element and physical attacks for 4+1d4 turns.

Generate Luminous Element - Adhere: an object you can touch brights with 10 foot of bright light and other 10 foot of dim light.

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.

Trained Body

Reaching 4th level, the battle you fought in trained your body. You gain proficiency in athletics and achrobatics, or you gain expertise in them if you already have proficiency. Moreover, your movement speed increases by 10 feet and your Strenght ability score increases by 2 and the maximum score is now 22.

Extra Attack

At 5th level, and again at 11th and 19th level, thanks to the many battles you fought in, you are now able to manage your weapon and you gain a bonus action to perform the Attack action.

More Proficiencies

Through the years, you accumulated a great knowledge. Starting at 6th level, when you hit the age of 100, you gain proficiency with light and heavy armors as well with a tool or a vehicle of your choice. If you already have proficiency with them, you gain the expertise. Moreover, you Intelligence ability score increases by 2 and your Intelligence ability modifier increases by 1.

Force of Will

Starting at 7th level, you can focus your will of defending the Human Empire to success in an action apparently impossible. When your HP drop to 0, just before you fall unconscious you can perform an Attack action with advantage that inflicts a critical hit with a result of 17-20 to the closer enemy, then you have advantage on saving throws against death. Moreover, when you fail a saving throw you can retry it. You can use this last feature a number of times equal to your Wisdom modifier (minimum 1) beetween short or long rests.

Eternal Soul +

Your Lord granted you a higher level of immortality for the services you gave it. Starting at 8th level, you no longer need to eat nor drink, but you can do so if you want. Moreover, your body may die, but your soul won't. When you hit 0 HP and you fail all the saving throws against death, you can choose an ally you can see. That target gains a Avenger Point. Only once, it can spend that Avenger Point to summon your spirit to fight at their side, guided by the DM. The spirit has the same abilities and features of you before you died, except the HP, which are 100, and its turn in battle is just after the player who summoned it.

Bond with the Sacred Object

At 9th level, you are almost fused with your Sacred Object. You gain expertise with it, and you can no longer be disarmed of that object.

Bonus Action

At 12th level, you can remember a very small part of your past. Four times per long rest, you can find consolation in this memories to gain a bonus action during your turn.

Defender of the Human Empire

Starting at 13th level, when you find humanoid creatures whose allignement is true neutral or better in difficulty during a fight, your oath impose you to help them. Only during that fight, if an ally or an ostage with the correct allignement has 15 HP or less, your damages increases by 1d6 and your movement speed increases by 10 foot every 5 HP under 20, and you ignore difficult terrain. You can use this feature once between long rests.

Better Critical

You have accumulated knowledge against your enemies, and now you know how to fight them properly. You gain a critical hit with a score of 18-20 on the attack roll.

Full Sacred Object Control

You now know how to wield your weapon properly and to release its true power. At level 16th, you can unleash a devastating attack as a feature of your weapon.

Mighty Presence

Starting at 17th level, your enemies has heard of you as a slayer and are terrorized by you. You gain proficiency in Intimidation, or expertise if you already have proficiency. During your turn, as a bonus action, you can try to frighten your enemies. They must pass a saving throw on Charisma or they are frightened by you until next round, when they must pass another saving throw or the effect continues another round. You have advantage on the attack rolls against frightened enemies and you add 1d10 on the damage against frightened enemies. Similarly to this, your presence make allies feel stronger, granting them the end of the frightened status and a +2 on the attack rolls against frightened enemies. You can use this feature only twice between long rests.

Perfect Parry

Starting at 17th level, when you're attacked by an enemy, you can use your reaction to hit the enemy before its attack, aiming to the body or to the weapon, to delete that action. You make an attack roll, and if it hits the enemy attack is delayed. If you aimed to the body, you must check if your attack roll passed the enemy's AC and proceed on the damage dices. If you aimed for the weapon, the enemy must make a Dexterity saving throw and is disarmed on a failure. You can use this feature a number of times equal to your Dexterity modifier between short or long rests.

Power

Starting at 17th level, you can use your action to push your enemy and knock it prone or paralyze it (at DM's choice). You have advantage to do this on creatures at least one size smaller than you, neither advantage nor disadvantage on creatures of the same size or one size bigger, disadvantage if it's two size bigger and tha action cannot be performed if the target is three or more size bigger.

Transcend the System

Starting at 18th level, you are indipendent from your Lord, which is confident in you. You can end the status of charmed and frightened at any time. When your HP drop to 0, you don't go unconscious instantly but after one round. During that last round, you can do anything you would do normally, even being healed, but if you're not healed or you get damaged you go unconscious with two failures on saving throws against death, unless you pass an ability check on Wisdom (Medicine) with DC 20, in which case you are stable for 1d8x2 hours. Moreover, while you are over 0 HP, you may use your reaction to grab an enemy in your melee range during an ally's attack, having the ally have advantage on that attack roll and obtaining a critical hit from a result of 18-20, or you may use your reaction to sacrifice for your allies, blocking an attack against them with your body. You can make an ally gain the same benefits from this feature for 2 hours by passing an ability check on Charism, but the ally must pass a saving throw on Intelligence or takes 20+2d6 magical damage. Lastly, once every two long rests, you can regain half the uses of each feature from this class.

Maximum Sacred Object Power

Starting at 19th level, you become able to transform your weapon into its original form, unleashing an ultimate devastating ability.

Lord of the Integrity Knight

At 20th level, you're the strongest Integrity Knight and the others see you as a god. Every ally with a class derivate from Fighter gains +3 to the attack rolls and +4 to the damage rolls, while the other allies gain +1 to the attack rolls and +2 to the damage rolls. You can contact an Integrity Knight with the spell sending to have quick contacts between cities and lands. You gain proficiency in Charism or Constitution saving throws (at your choice) or you gain expertise if you already have it. During fights, you and your allies gain the triple of the proficiency bonus in Intimidation and Persuasion checks. Your legendary presence inspires your allies, who trust you blindly. You and your allies' Passive Perception increases by 3 and you're immune to difficulty terrain. Once every 2 long rests you can give at each memeber of the team one use of each of their features. Lastly, only once every 5 long rests you can spend 6 hours to gain inspiration.

Fighting Paths

Path of Violence

The Lords of the knights who follow this path are devoted to fight, they do not deal with the enemy, they just think that the ones who threaten the Human Empire must perish, this is the only way one can bring order and peace on this land. Your strategy is simple: defeat the enemy before it defeats you. Your strikes must come before theirs. Your attack must break through their defenses before theirs. Your VICTORY must come before theirs.

Meteoric Strenght

Since the moment you choose the Path of Violence at 3rd level, your attacks increase their power. The damage you inflict with a weapon you are proficient with increases by 3+1d8, and it increases by 1d10 more if you have advantage on the attack roll.

Avenger on the Battlefield

Starting at 7th level, you can no longer bear to see anyone losing their life before your eyes. Each time a creature hits 0 HP and fall unconscious, you gain 1 Avenger Point. Your damage in the damage rolls increases by 1d6 every 2 Avenger Points. At 10th level, this damage increases to 2d6 and at 18th level you gain this bonus damage every Avenger Point you have.

Warrior Focus

Once per turn, starting at 10th level, you have one bonus action you can use only to perform the actions of Attack or Ready to React.

Ability Modifier Improvement

Your experience on the battlefield made you able to carry a mountain on your shoulders. At 15th level, your Strenght modifier increases by +1.

Will-Powered Attack

Starting at 18th level, if you have advantage on the attack roll against an enemy, you may use this feature: you can perform a second attack against that target, increasing the damage dices by 2d10, as part of the same Attack action. If you do so, your movement this turn is doubled and you gain a bonus action to attack or to stay ready to react. You can use this feature a number of times equal to 1 + your Strenght modifier.

Path of Resister

The Resister is one who goes against their enemy but try not to hurt them. It wants to try first to convince them that it cannot be beaten, the enemies are to weak to fight with it and they must surrender. With this purpose, an Integrity Knight who act as a Resister has a great defenses and is very hard trying to kill him.

Meteoric Resistance

Since the moment you choose this path at 3rd level, your skin begins a process of endurance that permises you to absorb part of the damage. You absorb 1d4 damage by every physical attack that hits you and you have now an unarmored defense that grants you AC equal to 7 + Constitution modifier + Dexterity modifier, moreover each time you level up your maximum HPs increase by 1+1d4. This additional HPs increase to 2+1d4 at 7th level as well the absorbed damage increases to 1d6.

Guard

Starting at 7th level, you can use one action of your turn to stay on guard, increasing your AC temporary by 2 and reducing the damage of the first physical attack you receive by half. However, after the first attack the guard breaks.

Physical Absorption

Starting at 10th level, up to twice per short or long rest, you may decrease the physical damage you are gonna take by 1d4 x your Constitution modifier (minimum 1) during the currently round.

Ability Modifier Improvement

You was hit by such a lot of attacks your skin is now as resistant as diamond. At 15th level, your Constitution modifier increases by +1.

Ultimate Defense

At 18th level, your unarmored AC is now equal to 9 + Constitution modifier + Dexterity modifier, and you know how to parry enemies attacks. Your guard now breaks after a number of attacks equal to your Dexterity or Constitution modifier (the greater of the two). Every time an enemy attack you while on guard, both of you roll a d20 and who gets the higher result breaks the other's guard or can't pass it. If the enemy gets the higher result he breaks your guard and has advantage on the attack roll, but if you get the greater result the damage you should take is halved and then reduced by 2d10.

Path of the Priest

There are some Integrity Knights who can use more complex Divine Arts by channelling the power of the Ancient Gods which is in the air. They can use this Divine Arts to create literally anything - attack spells, defense spells, healing spells, objects... If they can imagine it, it can be created.

Complex Divine Arts

Starting at 3rd level, you can cast more complex Divine Arts, as described in the table at the end of this page.

Knowing your Spells

Starting at 7th level, you have used your Arts so many times you know how to strenghten them. When a offensive or healing Sacred Art is executed with success, the target is damaged or healed by 4 + 1d4 + your Wisdom modifier extra HP.

Magical Defense

Starting at 7th level, each time a Sacred Art is casted with success your AC increases by 2 for 3 turns. This feature cannot increase the AC by more than 4 points.

Advanced Knowledge

Starting at 10th level, every time you perform a Perception or Arcane check, you can add +4 to the result.

Ability Modifier Improvement

At 15th level, your Wisdom modifier increases by +1.

Choosen by the Gods

After all this years passed by strenghtening Sacred Arts, the gods have noticed you. Starting at 18th level, once the Divine Points in a room are finished, you can ask the gods to give you the chance of continueing fighting. In the air there are now half the original number of Divine Points and you gain a bonus action and a bonus reaction you can use only to cast Sacred Arts. You can use this feature only twice between long rests, and you can't use both uses in the same location.

Multiclassing

Prerequisites. To qualify for multiclassing into the Integrity Knight class, you must meet these prerequisites: Strenght 14 and Dexterity 10 or Charism 10.

Proficiencies. When you multiclass into the Integrity Knight class, you gain the following proficiencies: your Sacred Object, Medium Armor

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Divine Art NameEffectCost in Divine Points
Generate All Element - DischargeYou generate seven spheres around you - one of each element from fire, cold, acid, poison, thunder, radious and necrotic - and throw them against one or more enemies (up to seven), dealing 2d6 bludgeoning damage + 1d8 of the corrispondent element each.7
Generate All Element - Bubble ShapeYou generate a bubble around you created by the seven elements that protects you by any elemental and physical attack and grants you 20 AC against magical attacks. This bubble lasts 1d4+4 turns and can be cast as a reaction.8
Transfer Object Durability - Self to AreaYou take a damage equal to 7+3d12 HP and every ally in a sphere with radius 20 feet is healed by the same quantity of HP.9
Generate Great Luminous Element - AdhereAn object you can touch emits a light which is bright light in a radius of 10 feet with very intense light, blinding the enemies, then other 30 feet of bright light and then again other 30 feet of dim light.6
Generate Aerial Element - Burst ElementYou create a little air bubble that flies in a location at your choice within 30 feet from you, then explodes with a radius of 10 feet. Every creature in the explosion's range must perform a Dexterity saving throw, then it takes 10d6 + 4d8 fire damage on a failed roll, or half that damage on a succesfull one.7
Inspect Creature InformationsYou can discover some informations about a creature you can see. These infromations comprend the creature's type, allignement, name and ID. Very useful when using the Sacred Art 'Deep Freeze'.
Deep Freeze - [Creature's type] Unit - [Creature's ID]You can choose one creature you see and know its ID and creature type (monstruosity, ooze, dragon, etc.) to make it go in a status of deep freeze. That creature is treated as petrified and this effect lasts 4 rounds (or until the caster dies).10
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