Knight (5e Class)

Don Quixote, Source

Knight

I am I, Don Quixote, the Lord of La Mancha,
Destroyer of evil am I,
I will march to the sound of the trumpets of glory,
Forever to conquer or die.
—Don Quixote, I Don Quixote (Man of La Mancha)

Lords of honor, masters of glory, and the defenders of their ladies' virtue and beauty. They are the envy of all men, the love of every woman, and the dream of each and every single child. Knights are known to have a great moral compass that helps them through their daily life, plus some have a great hair (which is by the way always a plus). It is no wonder why ladies adore such men, even without looking at them.

In truth, most knights are not at all alike. As a matter of fact, most are quite the opposite from what tales depict. Instead of being the handsome, charming, and charismatic leaders, many knights are ugly, blunt, and somewhat repulsive at best. That might go to the fact that most knights spend their life marching across the wilderness, killing people they've never met, in a conflict that is not their own.

A great model for a knight can be found in characters such as Amadas, Don Quixote, Falstaff, Harry Flashman, Guy of Gisbourne, Guy of Warwick, and many more.

Creating a Knight

An Armored Knight, Source

One is often born into knighthood, but how did your character come to adventuring? Are they charged with a mission from their lord or lady? Were they separated from their company, and went AWOL? Were they left without a liege to serve, and took up adventuring to make their way through life.

Quick Build

First, Strength should be your highest ability score, followed by Charisma. Second, choose the soldier background. Third, choose for starting equipment a longsword and shield, a lance, half plate armor and an explorer's pack.

Class Features

As a Knight you gain the following class features.

Hit Points

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

Proficiencies

Armor: Medium, Heavy, Shields
Weapons: Simple weapons, Martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two from Animal Handling, Athletics, History, Insight, Intimidation, Performance, Persuasion, and Religion

Equipment

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

  • a longsword and shield
  • (a) a lance or (b) a light crossbow with 20 bolts
  • (a) Chain Mail or (b) Half plate
  • (a) a trophy from a battle or a fallen enemy (a severed part, piece of armor/clothing, or some kind of a weapon that has a story) or (b) a token from your lady (a napkin or a holy symbol that that held great value to her)
  • Explorer's pack

Table: The Knight

LevelProficiency
Bonus
Features
1st+2Fighting Style, Favored Mount
2nd+2Heroic Inspiration (1d6), Stamina Surge
3rd+2Chivalric Order
4th+2Ability Score Improvement
5th+3Extra Attack (1), Knight's Challenge
6th+3Brave Heart
7th+3Chivalric Order Feature, Second Fighting style
8th+3Ability Score Improvement
9th+4Heroic Inspiration (2d6)
10th+4Shoulder Charge
11th+4Chivalric Order Feature, Extra Attack (2)
12th+4Ability Score Improvement, Third Fighting style
13th+5Crushing Counterstrike
14th+5Ability Score Improvement, Charging Lance, Heroic Inspiration (3d6)
15th+5Chivalric Order Feature
16th+5Ability Score Improvement
17th+6
18th+6Heroic Inspiration (4d6)
19th+6Ability Score Improvement
20th+6Eternal Knighthood, Extra Attack (3)

Fighting Style

You were trained in the martial arts of your culture from a young age. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you later get to choose again. You are able to choose a second Fighting style at the 7th level, and a third at the 12th level.

Great Defense

While you are wearing medium or heavy armor your current armors AC multiplier gets increased by +2.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Expert Rider

You gain the Benefits of the Mounted Combatant feat.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Favored Mount

By spending 8 hours meditating with a willing animal, you form a bond with it. At first level, you may choose a creature to have already bonded with. This animal must be at least one size larger than you, and have anatomy capable of safely carrying you. for example a basilisk would not be a possible choice, but a horse or dire wolf would be. this creature cannot be more than one step different in alignment from you, for example, a lawful good hero we be unable ride a Nightmare. Its Challenge Rating must be equal to or below your Knight level.

If the creature has an INT score of 10 or greater, you must make an INT contest against the creature. If you fail this check, the creature decides it would rather remain apart, and you can never attempt to form a bond with it in the future. The creature can decide to fail this check if it wishes to bond with you.

Your steed is bonded to you on a deeper level than most animals- it is almost like an extension of yourself. This bond is broken if you intentionally abuse the animal or part ways with it, and can never be regained once broken. So long as you maintain your bond with your steed, you gain the following benefits:

Your steed will do anything you command, no matter how suicidal, without complaint or fear.

While you are riding your steed, you may equip a lance with one hand.

While you are riding your steed, any spells, attacks, or effects targeting it will instead target you.

On your turn, you may use one of your steed's attacks in the place of one of your own attack actions. You have proficiency with these attacks, even if the steed did not. Your steed recognizes and obeys only you. It cannot be stolen by simply riding off with the animal. If it senses that it is being taken against your will, it will fight as if you are riding it, (Using your attacks, proficiency bonus, hit points, etc.) in an effort to free itself. (Note that this means spells and effects targeting it ultimately target to you, regardless of where you are.)

Other riders may be granted permission to ride by whispering a secret password, of your choosing, into the steed's ear, but even then it will only obey them in the capacity of a standard mount.

Your steed is welcome in places where they are not normally allowed, such as the grand hall of a palace, though it is still barred from more intimate areas, such as someone's home.

If your steed is somehow killed in combat, you are filled with a vengeful rage. You have advantage on all attack rolls, checks, and saves until the end of combat, at which point you collapse unconscious for 1 hour.

Stamina Surge

You have a limited well of stamina you can draw upon to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d6 + your Constitution modifier. Once you use this feature, you must finish a short or long rest before you can use it again. You can do this an amount of times equal to your Constitution modifier. The dice gets an additional 1d6 at the 4th, 7th, 11th, and 16th level

Heroic Inspiration

At 2nd level, you gain the ability to inspire your allies to greatness by giving tactical commands, shouting mottos and battle cries, or by recalling a tale of heroism. To do so, you use your bonus action on your turn to give one creature and yourself a Heroic Inspiration die, a d6.

The creature may roll the die and add the result to a damage roll, ability check, or saving throw. This can be done before or after the roll it is applied to, but must be done before the DM declares the results of that roll. Once a heroic inspiration die is rolled, it is lost.

Starting at 9th, and again at 14th level and 18th level, you may grant an additional Heroic Inspiration die. These additional dice may be given to the same creature, or spread across other creatures at your discretion.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a short or long rest.

Chivalric Order

At third level, you may choose a Chivalric order of knights to join. You may choose to join the Order of Gallantry, the Order of Honor, or the Order of Mercy. this choice grants you features at 3rd level, and again at 7th, 11th and 15th levels.

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.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class, and to four when you reach 20th level in this class.

Knight's Challenge

At 5th level, you can issue a challenge for an honorable duel with an opponent. The opponent can choose to accept, or if they resist, must make a Charisma saving throw against your Charisma score with disadvantage, on a fail, they are forced to accept. If the challenge is accepted, then both you and your opponent are locked in battle, you both have disadvantage to attack any foe other than your opponent in addition your opponent has disadvantage towards attacking you. The duel ends when both you and your opponent agree to end it, or if one of you drops to 0 hit points. This ability can be used a number of times equal to your Charisma modifier (minimum of 1), and all uses are recovered on a long rest.

Brave Heart

At 6th level, each friendly creature within 5 feet of you (including yourself), gain advantage on saving throws against being frightened while you are conscious. Additionally you may add half (rounded up) of your Proficiency Bonus to your Wisdom saving throw, if you are not already Proficient with it.

At 10th level, you are immune to being frightened. Each friendly creature within 15 feet of you gain advantage on saving throws against being frightened while you are conscious. Additionally you are now proficient in Wisdom saving throws, if you are not already Proficient with it.

At 14th level, each friendly creature within 30 feet of you is immune to being frightened while you are conscious.

Shoulder Charge

At 10th level, after you make an Attack action, you can use a bonus action to Shoulder Charge a creature you have successfully attacked. Make an attack roll for the Charge with a -2 penalty. If the attack hits, the targeted creature is shoved 10 ft and is knocked prone. You can increase the penalty to -5 to increase the range to 20 feet. The damage for a shoulder charge is 2d8 + your Strength modifier.

At 14th level, the Shoulder Charge deals 3d8 + your Strength modifier.

Crushing Counterstrike

At 13th level, as a reaction to being attacked with a melee weapon, you can declare a Crushing Counterstrike. Make an attack roll against the creature's attack roll with advantage. If you tie or roll past the total of their attack roll, you successfully counter the attack. This attack deals your normal weapon damage, plus 2 additional weapon dice.

You can use this feature a number of times equal to your Strength modifier (minimum once) before a long rest.

Eternal Knighthood

For your heroic deeds and acts of valor and honor, all dignitaries and royals look at you with respect of a true knight. At 20th level you gain advantage to Charisma checks when talking to any high ranking official, in addition any person you talk to is instantly at ease because of your presence you gain +2 to any Charisma check involving any friendly creature. Additionally your Charisma score is increased by +4 to a maximum of 24.

Virtue of Gallantry

Extra Might Damage

Starting at 3rd level, you’re able to strike with your weapons with especially mighty force. Whenever you hit with a weapon that you’re proficient with and deal damage, the weapon’s damage increases by an amount based on your level in this class, as shown on the Knights Bonus Damage table below.

Knight LevelExtra Might Damage
3rd1d4
10th1d6
16th1d8
20th1d10
Courageous

At 3rd level, when the danger grows, your courage grows with it. When a creature would cause you to become frightened, they must pass a Wisdom saving throw with disadvantage against your Charisma DC. If they succeed, you are frightened, if they fail, they are instead frightened of you. In addition, when creature enters melee combat with you, it must pass a Wisdom saving throw against you or be frightened. Creatures who succeed against this are immune to it for 24 hours.

Stubborn Fighter

At the 7th level, your will and great mettle keeps you awake from even the hardest of blows, the biggest of blasts, and the penetration of the strongest mind spell. You can add your Constitution modifier to all of your saving throws.

Heroic Charge

At 11th level, if you so choose, at the beginning of a turn, you may elect to not use one of your attacks at and prepare a charge. The charge must be from 20 feet. or more. This charge is a focused attack on one enemy, and the attack deals 3d8 + Strength modifier in damage, and pushes them enemy back 20 feet, causing them to fall prone. The targeted creature will only be knocked back and prone if they are no more than one size larger than you, or your mount if you make the attack while mounted.

At 14th level, you can inspire any member of your party to join you and the focused attack will target any enemies of your choice, you must succeed on a DC 15 Charisma saving throw with advantage in order to inspire a party member, damage is increased to 6d8, in addition enemies will now become frightened of you and the member of the party who joined you. This damaged is dealt when one or more attacks hit an enemy.

At 16th level, you can inspire up to 12 members of your party and damage is increased to 9d8.

Death to The Cowards

At 15th level, your hatred for cowards fuels your attack because those who fear death don't deserve to live. You can spend a bonus action to gain an extra attack against any creature that is frightened or use your reaction to make a attack on a creature that tries to take the disengage action, the creature must be within the reach of your weapon. You can't use a ranged weapon for this attack, but you can use a weapon with the reach property.

Virtue of Honor

Honorable Attack

At 3rd level, you bound yourself to honor and so you allow your foe to ready himself. When you make your first attack on your turn, you can decide to attack honorably. Doing so gives you disadvantage on melee weapon attack rolls during this turn, but allows you to roll an extra weapon damage dice.

  • At 9th level, 1 extra weapon damage dice, for a total of 2 extra.
  • At 15th level, 1 extra weapon damage dice, for a total of 3 extra.
Shield of Honor

At 7th level, a true warrior needs only his honor to protect him, armors and shields are only secondary protection. You can add your Charisma modifier to your AC if you are wearing both heavy armor and a shield. Additionally you are proficient with Charisma saving throws.

Vigilant Protector

At 11th level, those who are honorable never fail to protect those who ask them, so you are required to shield any ally that asks you to protect him/her. When a creature you can see attacks a target/victom other than you, and that victom is within your movement distance, you can use your reaction to force the attacker to attack you instead. This can be used on ranged attacks and saving throw spells as well (Must be a physical damage spell like fireball or lightning bolt for examples). If the spells attack is in a space larger then 5 feet or can attack multiple targets, you may still protect them with this ability given you are directly in-between the victim and threat. If you chose the Protection fighting style, you can also impose disadvantage to the attack made using this ability, or advantage if it requires a saving throw, and is a physical damage spell. You must be wielding a shield to use this ability.

  • If there is no space between the threat and/or victim for you to stand between, you may use a 'shove' on either the threat or victim. This shove will cause no damage and can be beat out, and Shoving the threat will not delay or stop the attack they where about to do. If you succeed you may choose an area within 5ft of the target you chose, to be shoved into. Allowing you to stand in-between the threat and victim.
Honorable Warrior

At 15th level, though your honor might only be bound to you alone, that honor will protect you from the actions of the dishonorable. Attacks against you cannot gain advantage. Also,any attacks of opportunity, or surprise attack made against you have disadvantage.

  • Additionally, If an ally that you can see has fallen below 0 hit points, you automatically without choice, gain The effects of the spell haste for 1 Minute. This can only happen once per long rest. If this ally happens to succumb to death, you also gain the same benefits as if your mount were to die.

Virtue of Mercy

Mercy To The Weak

At 3rd level, as a gallant and merciful knight, you feel the pain of those weaker than you or those who have been hurt, you have disadvantage on attacks against enemies who are at 1/4 of their maximum health or are 1/3 your knight level, in addition any member of your party (if bloodied) has advantage to any roll if they are within 20 ft of you.

At 13th level, as a reaction, when an ally were to fall unconscious within 5ft of you, take a portion of the damage to the point where they're still conscious at 1 hit point. This damage cannot be reduced in any way. (This effect includes spells)

This ability ignores Neutral Evil and Chaotic Evil creatures.

Merciful Heart

At 7th level, through your wise and merciful actions, you've come to develop a stronger will, so that you can carry out more merciful actions. You gain proficiency in {{5a|wis} saving throws. Also, as an action, you can bless an ally with the power of your kind heart. You can bestow temporary hit points equal to your knight level + your Charisma modifier.

At 12th level, the amount of temporary hit points increases to your knight level + your Charisma modifier + your Constitution modifier.

You can use this feature a number of times equal to you Charisma modifier (minimum of 1). After a long rest.

The Merciful Knight

At 11th level, any creature you deem to be friendly that a party member or other NPC is being cruel to or showing any kind of hostile intent towards it, that player/npc must pass a Wisdom saving throw, or become frightened by you, and you have advantage on rolls against that frightened creature. The creature you saved from poor treatment is in awe of your kindness, thus you gain advantage to any roll you make involving this creature. If you attack this creature, then it is frightened of you. In addition, if this enemy sees you at any point in your adventure afterwords the creature will gain disadvantage against any roll involving you.

This ability ignores your Brave Heart feature, if the target in question is an ally.

No Mercy To Thine Enemy

At 15th level, if a member of your party is in critical condition ( knocked unconscious or near death ) you can mark the creature that hit that member last as an enemy and challenge it, this creature has disadvantage to rolls attacking you and the party member in critical condition, in addition you gain advantage to attack rolls against the creature, and any attacks to this creature by any party member has an extra 3d6 radiant damage.

At 17th level if this creature is marked as a sworn enemy and has disadvantage to any roll made, and is instantly frightened by you. Extra damage is increased by 2d6 for a maximum 5d6 radiant damage.

Multiclassing


Prerequisites. To qualify for multiclassing into the class, you must meet these prerequisites: Strength 14, Constitution 12

Proficiencies. When you multiclass into the class, you gain the following proficiencies: Martial Weapons, Medium Armor


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