Tranquil Knight (5e Class)

A human readies his sword in the face of the dragon. Knowing that killing it would bring unbalance to the world, he sheathes his sword and prepares to cast banishment on the dragon. He says the words and a good energy exerts from his hands and the dragon is banished. A Dragonborn meditates peacefully as a bandit hoard approaches, but before they can strike, he lets out a surge of power and pushes them back. Like the Paladin does a deity, the Tranquil Knight serves the cosmos as its god. He brings balance between the forces of good and evil, not letting one take power over the other.

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Balance Between Good and Evil

A Tranquil Knight follows the ways of nature through the universe. Tranquil Knights find any disturbance in the balance between good and evil and restore nature. They don’t work for the highest bidder, and the most strong willed of Tranquil Knights do not cave to any amount of money, fame, or power. Tranquil Knights are very rare to find in the world, and most simpletons would assume they are just paladins. Tranquil Knights train for years in combat of balance, readiness, and stability. They practice their meditation to harness the balance of the universe and they practice spell casting good and evil spells.

Bringing Equilibrium

Tranquil Knights are the forces of balance in the world. They are not common as not many people know of them, but if you look for them, you will find them. Anyone can be recruited and anyone can join, but only few people make it past training. Commonly, they are found in the life of a paladin, blackguard, or monk. Some members of those orders are secretly sought after by Tranquil Knights and attempted to recruit. Others can be found across the world and across the realms. Anyone can train to be a Tranquil knight but only some people can make it there. A Tranquil Knight does his training for years until he is able to master one of the three skills: meditation and spiritual connection to the universe, fighting style and balance, and spell casting of good and evil spells. When an Tranquil Knight begins to learn these three skills, he may go out into the world as a disciple of the order and bring balance to the world, learning and improving as he goes. Tranquil Knights give help to all sorts of people, depending on the balance. Their morals conflict with many others, but can work out for them as well. Unbalance between good and evil is found everywhere in the world and it is impossible to stop all of it. An Tranquil Knight strives for balance while also understanding this fact. If a situation of unbalance arises, an Tranquil Knight will fix it, however if the situation is too powerful, he can call upon others to help him. On the other hand, if a situation’s unbalance is in minuscule amount, he can help in whatever way he deems fit, whether it causes unbalance or not. Usually in situations like this, he will meditate and search the universe for the right decision, or he will just do whatever is in his best interest. Tranquil Knight search for unbalance across the world and sometimes even the different planes of existence. They keep the darkness from complete oblivion and they keep the light from complete power. By doing this, they keep the natural way of order and justice, in a way that nothing is perfect but nothing is terrible.

Creating an Tranquil Knight

When making a Tranquil Knight, keep in mind where you can from, why you joined the knights, and your own personal morals and goals. Maybe you were a paladin, but you always felt that what you did felt wrong. Maybe you were a street fighter, and you were sought after by a Tranquil knight recruiter. Start thinking about what faction of Tranquil Knight you want to be. At 3rd level, you can choose a specialty. In the order of Tranquil Knights, there are three specialties you can choose from. Spirit Manipulator, Battle Balancer, or Magic Harnesser. You will choose whether you want to be a fighting champion that can defeat any foe, a spiritual controller that can shift the forces of the cosmos, or a powerful caster that uses light and dark against your foes. What made you want to be an Tranquil Knight. What caused your path to the order, what made you stay. Why do you believe that this is the right path for the world. Tranquil Knight are mostly the true neutral alignment. They can fluctuate sometimes but their mission is to put the goals of the order first. Their morals may be good or bad, chaotic or lawful but they do not let it come in the way of the order.

Quick Build

You can make an Tranquil Knight quickly by following these suggestions. First, dexterity should be your highest ability score, followed by wisdom. Second, choose the outlander background.

Equipment

Class Features

As a Tranquil Knight you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons without the two-handed property
Tools: None
Saving Throws: Strength, Wisdom
Skills: Choose two skills from Acrobatics, Arcana, Athletics, Insight, Investigation, Perception, Nature, Religion and Survival

Equipment

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

Table: The Tranquil Knight

LevelProficiency
Bonus
Features—Spell Slots per Spell Level—
1st2nd3rd4th5th
1st+2Cosmic Sense, Balanced Fighter
2nd+2Fighting Style, #Contrast Spells, Spellcasting2
3rd+2Tranquil Knight Specialty3
4th+2Ability Score Improvement3
5th+3Extra Attack42
6th+342
7th+3Tranquil Knight Specialty Feature43
8th+3Ability Score Improvement43
9th+4432
10th+4Spirit Shield432
11th+4Quick Step433
12th+4Ability Score Improvement433
13th+54331
14th+5Heal and Poison4331
15th+5Tranquil Knight Specialty Feature4332
16th+5Ability Score Improvement4332
17th+643331
18th+6Tranquil Knight Specialty Feature43331
19th+6Ability Score Improvement43332
20th+6Eldritch Master43332

Cosmic Sense

You have a spiritual connection to the world around you and feel the balance of space and time. You can sense the general area of unbalance in the world around you, and you have advantage on Wisdom checks dealing with that unbalance.

Balanced Fighter

At 1st level, you have certain poise, strength, balance, and skill. You can use either your Dexterity or Strength modifiers, whichever is higher, for your attacks and damage rolls with weapons.

Fighting style

At 2nd level, you adopt a style of fighting as your skill set. Choose one of the following options. You can’t take a style of fighting more than once, even if you get to choose a second one later.

Defense

While you are wearing armor, you gain a +1 bonus to AC

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.

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.

Two weapon fighting

Spellcasting

You gain the ability to draw from the cosmic energies you serve to cast spells.

Preparing and Casting Spells

The Tranquil Knight table shows how many spell slots you have to cast your spells. To cast one of your tranquil knight spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of tranquil knight spells that are available for you to cast, choosing from the tranquil knight spell list. When you do so, choose a number of tranquil knight spells equal to your Charisma modifier + half your tranquil knight level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 5th-level tranquil knight, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of tranquil knight spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Wisdom is your spellcasting ability for your tranquil knight spells, drawing from the wisdom guided to you from the universe, and through your own power in your mind. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a tranquil knight spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Spellcasting Focus

You can use a cosmic focus (detailed at the end of the page) that is personal, and deals with the nature of the universe as a focus for your spells.

Contrast Spells

At 2nd level, you gain access to the two contrast spells of your level. Contrast Spells are your ability to grasp the power of good and evil. They let you take the power and use it in whatever way you want. Whether it be evil or good. The school of magic is evocation for all light spells and necromancy for all dark spells.

You can cast a contrast spell by spending your Tranquil Knight spell slots. A contrast cantrip can be cast at will. You use your spell save DC and spell attack bonus for your contrast spells.

Tranquil Knight Specialty

When you reach 3rd level, you choose a Tranquil Knight specialty. You choose what kind of knight you are and what skills you have. Until now you have been learning the basics of balance, now you have to choose what you specialize in. You choose between battle balancers, spirit manipulators, or magic harnesses. Your choice grants you features at 3rd, 7th, 15, and 20th 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

At 5th level, your poise and speed have become stronger, you can attack twice, instead of once whenever you take the Attack action on your turn.

Spirit Shield

At 10th level, you can meditate for 5 minute and make a 10-foot aura around you, protecting you and any allies within the shield from any dangers, this lasts 10 minutes. Any hostile creature in the area when you activate the shield, or that starts its turn inside it, takes damage equal to 2d8 + your An ability score was not entered for this template!. The damage is either necrotic or radiant.

Quick Step

At 11th level, due to your high poise and readiness, you can use the Disengage, Dash, Dodge, or Ready action as a bonus action during your turn.

Heal and Poison

At 14th level, you are able to use the good power in you to heal someone from any poison, or disease, and use the evil to poison or place a disease on someone.

Balance State

At 20th level, you have mastered the art of balance, you have the power of light, dark, spirit, and poise and you have moral, spiritual, and physical harmony. You can go into a state of balance and you gain the following abilities:

  • You can teleport to anywhere you can see within 60 feet of you.
  • You deal double the damage with any damage dealing contrast spells.
  • You know the moral balance of everyone in 60 feet of you. In addition, as a bonus action you can cause one creature within the area to make a saving throw against your spell save DC or be frightened until the end of your next turn.
  • You gain a flying speed of 30 feet.
  • As an action, you can make a explosion of light or darkness, that deals damage equal to 4d10 in a 30 foot sphere around you. The damage type depends on the contrast aspect chosen: radiant (light) or necrotic (darkness).
  • You have resistance to non-magical damage for the duration of this state.
  • You cannot be knocked unconscious during this time, if you are reduced to 0 hit points, the state ends and you are reduced to 1 hit point instead.

This state lasts for 1 minutes or until you end it and you can use it as a bonus action. Once you use this feature, you can't do it again until you finish a long rest.

Cosmic Focus

A cosmic focus is what a tranquil knight uses to cast spells. It is something that encases energy of some kind. It is usually something personal to the knight and they hold it in some form of container or jewelry. Some examples are: Metal, flower, bone, water and fire.

Tranquil Knight Specialty

Being a Tranquil Knight means bringing balance to the world. Many knights use their abilities to do this in different ways. You train for strength in a certain part at 3rd level. You divert to a specific path for your balance to come.

Battle Balancer

A battle balancer is a Tranquil Knight that works with fighting and his poise and strength. These knights are quick, powerful, ferocious, and most of all balanced. These are the most common knights, and most people that have heard of a Tranquil Knight have seen one of these. These are the knights of physical balance and they focus on the strength that results from that balance.

Balance Flight

When you choose this subclass at 3rd level, your balance is starting to be mastered, as a bonus action, you can hover 5 feet in the air and take your action. When you do this, add your dexterity modifier to the damage roll, even if you have already. This ends when you take your action. You get it back after you take a short rest.

Fighting Style

At 7th level, you choose a second fighting style for your character.

Chosen Weapon

When you reach 15th level, you get to use your spellcasting focus to change into your own personal magic weapon. The weapon can be chosen by you, while the magic in the weapon is up to the DM.

Human Copy

At 18th level, you gain the ability to create yourself in another space and fight alongside it. This lasts until it dies or you end it. It Is exactly like you except: It has half your health It cannot use class features, but can use spells It cannot speak It cannot attack unless you tell it to

Magic Harnesser

A magic harnesser takes magic of good and evil and uses it to their advantage. They get their magic from the balance of light and dark and use that to shift the nature of good vs evil. They are the knights of moral balance and they focus on the opposite power between light and dark.

Extra Contrast Spells

When you choose this subclass at 3rd level, your power of good and evil grants you one extra contrast spell slot for each level.

Dead Sleep

At 7th level, you can use your power of good and evil to istantly knock someone unconscious with all properties of death, and have them wake up when you say. Or after 24 hours.

Good and Evil beings

At 15th level, you can channel the power of good and evil and manifest an angel or a demon

Deity Counsel

At 18th level, your power of light and dark allow you to talk to any god and warlock patron you want directly for 30 minutes after being in deep meditation for 1 hour.

Spirit Manipulator

Spirit Manipulators take the energy of the cosmos and shift it to their likeness. They can take energy away and push energy towards people. They are the rarest knights, their power is the most difficult to master. They are the knights of spiritual balance and they focus on the energy of the cosmos and how to alter it.

Energy Steal

You can change the forces of nature and energy around you. At 3rd level, you can take energy out of a being and knock it unconscious immediately, you are then able to give the energy to another being, giving it advantage on strength checks and saving throws, and constitution saving throws.

Spirit Disembody

At 7th level, you gain the ability to see outside your body. During concentration or a short or long rest, you can see and move around your body while standing still and you can move the physical air around you.

Better Spirit

When you use Spirit Disembody at 15th level, you make a shield around your physical body and you are protected until you rejoin your body, you can also interact with any liquids and gases as your spirit and can use any class features. This effect ends when you use a class feature, spell, or when you want to exit. Spirit Balance

Spiritual Balance

At 18th level, you are spiritually in balance. You can dissolve your body into ash and rebuild your body from the start. You can only do this once. You use the materials around you to form a new body and gain one of the following advantages: You gain all your HP back and get half your HP added You can change your class completely starting at your level for your new class. You gain resistance to all non-magical attacks You get to bring your highest ability to 22 You gain proficiency or double proficiency in 4 skills

Tranquil knight Spell List

1st-Level Spells

armor of agathys, arms of hadar, bane bless, cause fear, ceremony, cure wounds, detect good and evil, detect poison and disease, dissonant whispers, divine favor, healing word, hellish rebuke, protection from good and evil, purify food and drink, ray of sickness, shield of faith, wrathful smite.

2nd Level Spells

augury, blindness/deafness, crown of madness, darkness, gentle repose, healing spirit, lesser restoration, moonbeam, prayer of healing, protection from poison, ray of enfeeblement, spiritual weapon, warding bond, zone of truth.

3rd-Level Spells

animate dead, aura of vitality, beacon of hope, bestow curse, blinding smite, clairvoyance, crusader's mantle, daylight, fear, feign death, hunger of hadar, life's transference, mass healing word, remove curse, revivify, speak with dead, spirit guardians, vampiric touch.

4th-Level Spells

aura of life, aura of purity, banishment, blight, death ward, divination, guardian of faith, shadow of moil, sickening radiance.

5th Level Spells

antilife shell, banishing smite, cloudkill, contact other plane, contagion, danse macabre, dawn, dispel good and evil, holy weapon, negative energy flood, raise dead, wall of light.

Contrast Spell Description

Cantrips

Light/Dark

CASTING TIME 1 Action

RANGE/AREA 60 ft

COMPONENTS V,S

DURATION 1 hour

ATTACK/SAVE None

DAMAGE/EFFECT Utility

A bright light exerts out of you and lets you see 60 feet away from you for an hour letting you see bright light in dark places A darkness exerts out of you 60 feet for an hour giving you darkness in the brightest places.

Bright weapon/dark weapon

CASTING TIME 1 Action

RANGE/AREA 5 ft

COMPONENTS V,S

DURATION Instantaneous

ATTACK/SAVE Melee

DAMAGE/EFFECT Radiant/necrotic

You create a weapon made of light in your hands that does 1d8 radiant damage plus your wisdom modifier when used You create a weapon made of darkness in your hands that does 2d8 necrotic damage when used

1st level

Light ray/dark ray

CASTING TIME 1 action

RANGE/AREA 30 ft

COMPONENTS V,S

DURATION Instantaneous

ATTACK/SAVE Ranged

DAMAGE/EFFECT Radiant/Necrotic

A ray of light and radiance exerts from your hands doing 2d4 damage plus your wisdom modifier A ray of darkness exerts from your hands doing 2d8 damage You can use both attacks at the same time to two different creatures, if you use the attack against the same creature it does no damage.

Good spirit commune/evil spirit commune

CASTING TIME 10 minutes

RANGE/AREA 60 ft

COMPONENTS V,S

DURATION 10 minutes

ATTACK/SAVE None

DAMAGE/EFFECT Communication

You can commune with the good spirits around you and take a grasp of their knowledge and awareness You can commune with all evil spirits around you and take a grasp of their knowledge and awareness


2nd level

Light bolt/dark bolt

CASTING TIME 1 action

RANGE/AREA 30 ft

COMPONENTS V,S

DURATION Instantaneous

ATTACK/SAVE Ranged

DAMAGE/EFFECT Radiant/necrotic

You create a bolt of light in your hand that can spread to three people within 10 feet of each other that does 2d6 damage plus your wisdom modifier when thrown You create a bolt of darknesses in your hand that can spread to three people within 10 feet of each other that does 2d6 damage plus your wisdom modifier when thrown

Good energy/evil energy

CASTING TIME 1 action

RANGE/AREA Self

COMPONENTS V,S

DURATION 10 minutes

ATTACK/SAVE None

DAMAGE/EFFECT Radiant/Necrotic

You take good energy from around you into your hands and change it into temporary HP bonus of 3d10, armor class bonus of +2, or a wisdom bonus of +4 You take evil energy from around you into your hands and change it into a +4 damage bonus to one of your weapons, an extra spell slot, or a +4 bonus to your charisma

3rd level

Good illusion/ evil illusion

CASTING TIME 1 action

RANGE/AREA 5 ft

COMPONENTS V,S

DURATION Instantaneous

ATTACK/SAVE WIS save

DAMAGE/EFFECT Control

You create an illusion on someone of something they desire, they have to are a wisdom saving throw with a DC of 10+ your wisdom modifier if they succeed, they see it is an illusion, if they fail they are distracted by it and cannot willingly move away from it You cast an illusion on someone of something they fear, they make a wisdom saving throw with a DC of 10+ your wisdom modifier, if they succeed they see it is an illusion, if they fail, they are frightened and cannot move towards the illusion

Light guide/dark guide

CASTING TIME 1 action

RANGE/AREA 120 ft for light guide, no distance for dark

COMPONENTS V,S

DURATION 5 minutes for dark guide, no time for light

ATTACK/SAVE None

DAMAGE/EFFECT Radiant/Necrotic

You create a beam of light that shines to the direction of destination and how to get there for a short distance You can see your destination through walls and can see any traps there for a short time

4th level

Peace/war

CASTING TIME 1 action

RANGE/AREA 30 ft

COMPONENTS V,S

DURATION Instantaneous

ATTACK/SAVE None

DAMAGE/EFFECT Control

You cause one hostile creature to someone or something to become non-hostile if they fail a DC 10+your wisdom modifier saving throw. If they succeed nothing happens You cause one non-hostile creature to become hostile to someone or something if they fail a DC 10+ your wisdom modifier saving throw. If they succeed nothing happens.

Light shield/dark shield

CASTING TIME 1 minute

RANGE/AREA 10 ft

COMPONENTS V,S

DURATION 10 minutes

ATTACK/SAVE None

DAMAGE/EFFECT Protection

You create a light shield that can protect you and your allies that are within range from any non-magical attacks You create a dark shield that can protect you from any attack for the duration


5th level

Light’s wrath/dark’s wrath

CASTING TIME 1 Action

RANGE/AREA 90 ft

COMPONENTS V,S

DURATION Instantaneous

ATTACK/SAVE Ranged

DAMAGE/EFFECT Radiant/necrotic

You create a large radiation sphere around you that does 3d10 damage to any enemies in range and heals 2d10 to any allies in range You create a large darkness sphere around you that does 5d10 damage to any enemies in range


Light companion/dark companion

CASTING TIME 5 minutes

RANGE/AREA 30 ft

COMPONENTS V,S

DURATION 30 minutes

ATTACK/SAVE None

DAMAGE/EFFECT Creation

You create a magical animal companion of lightness that helps you however you want. The animal must be good alignment You create a magical animal companion of darkness that helps you however you want. The animal must be evil alignment If you cast this spell multiple times and use the same animal it will become your friend and recognize you when you conjure it

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