Knight [edit ]
“ | 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 aura, 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 circumnavigate that helps them through their day by day 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 picture. rather of being the big, charming, and charismatic leaders, many knights are despicable, blunt, and slightly abhorrent 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 dispute that is not their own. A great exemplary 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.
Reading: Knight (5e Class) – D&D Wiki
Creating a Knight [edit ]
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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 overlord 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, either Strength or Charisma should be your highest ability score and either or can be your second-highest ability score. Second, choose the soldier setting. Third, choose for starting equipment a longsword and shield, a lancet, half denture armor and an internet explorer ‘s pack .
class Features
As a Knight you gain the come classify features .
- Hit Points
Hit Dice: 1d10 per Knight grade
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 keep up 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 handkerchief, a scarf, a charm or trinket, or a holy symbol that that held great value to her)
- Explorer’s pack
- If you are using starting wealth, you have 5d6 × 5 in funds.
Fighting manner [edit ]
You were trained in the soldierly arts of your culture from a young senesce. Choose one of the follow options. You ca n’t take the lapp Fighting Style option more than once, even if you later get to choose again. You are able to choose a irregular Fighting manner at the 7th level, and a third at the 12th horizontal surface .
- Magic and Metal
You learn two cantrips of your choice from the bard, cleric, or warlock spell list, but only one from each class. Charisma is your spellcasting ability for them. Whenever you gain a flush in this class, you can replace one of these cantrips with another cantrip from the enchantment number in which you chose the cantrips .
- Archery
You gain a +2 bonus to attack rolls you make with rate weapons .
- 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 .
- Charming Combatant
When you attack with that weapon, you can use your Charisma changer, alternatively of Strength or Dexterity, for the attack and damage rolls .
- 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 fail and must use the new roll. The weapon must have the ambidextrous or versatile property for you to gain this benefit .
- Interception
When a animal you can see hits a target, early than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus ( to a minimum of 0 damage ). You must be wielding a harbor or a elementary or warlike weapon to use this reaction .
- Protection
When a creature you can see attacks a target early than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack seethe. You must be wielding a shield .
- Two-Weapon Fighting
When you engage in two-weapon fight, you can add your ability modifier to the damage of the second attack .
Favored Mount [edit ]
By spending 8 hours with an animal one size larger than you and capable of safely carrying you, you form a chemical bond with it. At first grade, you may choose a creature to have already bonded with. For example, a basilisk would not be a potential choice, but a sawhorse or desperate wolf would be. This animal can not have the opposite alignment to your own, however neutral-aligned creatures may be bonded to. Its challenge Rating must be equal to or below your Knight level. Your steed is bonded to you on a deeper horizontal surface than most animals- it is about like an annex of yourself. This bond is broken if you intentionally abuse the animal or function ways with it and can never be regained once broken. so long as you maintain your bond with your steed, you gain the follow benefits :
- While you are riding your steed, you may equip a two-handed weapon in one hand but cannot do for that other.
- Mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.
- While you are riding your steed, any spells, attacks, or effects targeting it will instead target you. Any spells that you cast or features that target the self also target your mount as well.
- On your turn, you may use one of your steed’s attacks in the place of one of your own attack actions. The steed uses your proficiency bonus if it has a lower proficiency bonus than your own while riding it.
- Your steed obeys you and only you. It will actively disobey anyone that is not you unless you decide it so. If it senses that it is being taken against your or its will, your steed will target the opposing creature using its own attacks if any. It gains the ability to shake anyone that is not you off of it. That creature must make a Strength or Dexterity check or be knocked off the creature on a failure. On a success, that creature stays on your steed, but has disadvantage on any weapon attack rolls and any ranged attacks while riding your steed and must repeat this check for as long as it stays on your steed. The creature cannot control your steed through non-magical means and has advantage against spell effects that would put it under the control of anyone else besides you.
Stamina Surge [edit ]
You have a limited well of stamina you can draw upon to protect yourself from damage. On your become, you can use a bonus action to regain strike points equal to 1d6 + your Constitution modifier. You can do this a act of times equal to your Constitution changer. Once you expend all uses this sport, you must finish a inadequate or long perch before you can use it again. The cube gets an extra 1d6 at the 4th, 7th, 11th, and 16th grade
leadership [edit ]
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 fib of heroism. When battle begins, you may assign creatures of your choice that you can see up to your proficiency bonus to gain a 1d4 die for one minute. The creature may add the die to the result of an attack roll, ability check, or saving throw. This can be done after the roll but must be done before the DM declares the results of that roll. once a Leadership die is rolled, it is lost. Starting at 9th, and again at 14th floor and 18th level, the size of your Leadership dice increases by one ( 1d4 to d6, d6 to d8, and d8 to d10 ). You can use this feature a number of times equal to your Charisma or Strength ( whichever mark is higher ) modifier ( a minimal of once ). You regain any use uses when you finish a short or long rest .
chivalric Order [edit ]
At 3rd tied, you may choose an order of knights to join. You may choose to join the Might of Gallantry, the Vow of Honor, the Virtue of Mercy, or Zeal of Mystics. You gain more features with this original again at 7th, 11th, and 15th levels .
Rally [edit ]
At 3rd level, you feel the call of battle and utter a cry to inspire and give your allies the stamen they need in order to continue fighting. On your plow, you can use a bonus natural process and choose three creatures other than yourself that you can see to gain the benefits of your Stamina Surge and expend that habit. other than this, same rules apply for Rally as they do to Stamina Surge. For each extra die you gain as you gain Knight levels, the issue of creatures you can choose with Rally increases equally well .
Ability Score Improvement [edit ]
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 ca n’t increase an ability score above 20 using this feature .
Extra Attack [edit ]
Beginning at 5th level, you can attack twice, alternatively of once, whenever you take the Attack natural process on your turn. The number of attacks increases to three when you reach 11th floor in this class, and to four when you reach 20th level in this class.
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Brave Heart [edit ]
At 6th level, each friendly creature within 5 feet of you ( including yourself ), amplification 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 technical 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 technical in Wisdom saving throws, if you are not already technical with it. At 14th flush, each friendly creature within 30 feet of you is immune to being frightened while you are conscious .
counterattack [edit ]
At 13th level, as a chemical reaction to being attacked with a melee weapon, you can declare a Counterattack. Make an attack scroll against the creature ‘s approach roll with advantage. If you tie or roll more than the sum of their attack roll, you successfully counter the fire. This attack deals your normal weapon damage, plus 2 extra weapon cube. You can use this sport a issue of times equal to your Charisma or Strength ( whichever is higher ) modifier ( minimal of 1 ) before a long stay .
ageless Knighthood [edit ]
Your repute as a knight proceeds you and tales of your deeds spread far and wide or, at the very least, you are competent at what you do. At 20th level, if your total for a Charisma confirmation is less than your Charisma score when talking to any high ranking official and any friendly animal, you can use that mark in place of the total. additionally, your Charisma or your intensity score ( your choice ) is increased by +2 to a maximum of 22 .
chivalric Orders [edit ]
Might of Gallantry [edit ]
- Sheer Might
Starting at 3rd level, you ’ re able to strike with your weapons with particularly mighty force. Whenever you hit with a weapon that you ’ re adept with and deal damage, the weapon ’ second wrong increases by an amount based on your level in this class, as shown on the Knights Bonus Damage postpone below .
Knight Level | Extra Might Damage |
---|---|
3rd | 1d4 |
10th | 1d6 |
16th | 1d8 |
20th | 1d10 |
- Fear Thine Might
At 3rd horizontal surface, your overbearing bearing grows as your righteous strength does. Choose a phone number of creatures equal to your Charisma or Strength modifier ( whichever is higher ) within 30 feet of you that you can see. Those creatures must succeed on a Wisdom saving give or be frightened of you for 1 hour. Creatures that can not be frightened mechanically succeed. A frightened creature can repeat their save throw at the start/end of their become, ending the effect on a achiever. A creature that succeeds on their save against this ability is immune to your Fear Thy Might ability for 24 hours. At 15th level, the image increases to 60 feet .
- Might Of The Mind
At the 7th level, your will and great heart keeps you awake from even the hardest of blows, the biggest of blasts, and the penetration of the strongest mind spell. You had advantage on Wisdom, Intelligence, and Charisma saving throws .
- Heroic Charge
At 11th level at the get down of your turning, 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 an extra 1d8 damage that is the like price type as your weapon. On a collision, you may cause them to be shoved 5 feet away from your and make the jostle carry through as contribution of the lapp action. While on your steed using this have, you make this shove action using its stats or your own. You may only use this feature of speech once per change state. At 14th level, you can inspire an ally creature and allow them to use their reaction to join you in a righteous bum rush. The focused attack can target one enemy within their movement. Both of you gain the extra damage granted by this feature of speech. Both you and the ally creature of your option may alternatively target two different creatures of yours and that ally animal ‘s choice or the like target. At 16th horizontal surface, you can inspire creatures up to your proficiency bonus and the extra damage is increased to 2d8 .
- Send A Message
At 15th level, you may go forth and send a message to foes who fear your righteous might or the tactics of your comrades. You gain an extra attack against any creature that is frightened by you or your ally creatures. You may besides use your reaction to make an attack on a creature that tries to take the Disengage action within the range of your weapon, even a range weapon, or move more than 5ft away from you. Any creature hit with an fire as a result of this have has their campaign focal ratio halved .
Vow of Honor [edit ]
- Honored Soul
At 3rd level, you remember your vow and steel your conclude for a critical boast. Your weapon attacks score a critical hit on a roll of 19 or 20 and if you do score a critical hit, you gain advantage on the adjacent weapon attack you make until the beginning of your future act. additionally, you may spend a free use of your Stamina scend when you score a critical hit .
- Valiant Combatant
At 3rd degree, your baronial and fall presence makes enemies think twice earlier considering attacking you or your teammates. When you expend a manipulation of your Leadership die, enemies gain a penalty to hit you and any friendly creature within 30 feet of you equal to the count rolled on your Leadership dice for one round. This penalty can only be applied once and does not stack. At 15th level, the range increases to 60 feet. You may besides apply your Valiant Combatant have to impose a penalty to one saving throw against any enemies within 30 feet of you equal to the number rolled on your Leadership die .
- Shield of Honor
At 7th flush, a true warrior ‘s vow is adenine unbreakable as the strongest of metals and it tangibly manifests upon them. You can add half your constitution or Strength changer ( whichever is higher ; rounded down ) to your AC if you are wearing both heavy armor and a wield shield or your entire constitution or Strength modifier if you are wearing no armor. You can use a shield to hush gain this benefit. additionally, you can add your Constitution or Strength modifier ( your choice ) to all of your save throws. besides, as a bonus action on your bend, you can unleash a war cry by spending a use of your Leadership. Anything within 15 feet of you can add their constitution or Strength modifier ( minimum of 1 ) to their save throws adenine well for 1 infinitesimal .
- Vigilant Defender
At 11th level, the righteousness that flows through your being brings forth a soar of protective will in your heart and beware. When a hostile creature you can see attacks a creature other than you, and that target is within your movement, you can use your reaction to move up to your drift speed and force the attacker to attack you alternatively. This can be used on range attacks, including ranged while attacks. If targeted by a damage area of effect attacks, spells, or effects that do n’t force Intelligence, Wisdom, or Charisma saving throws, you may choose to fail the save and cause an ally creature to succeed their rescue throw .
- Forged By Iron And Blood
At 15th level, your take care sharpens as your reflexes evolve and you adapt to being pressured within conflict while protecting your allies while slashing down your foes. You gain the comply benefits :
- Your movement speed as well as your mount’s movement speed increases by 10 feet.
- You gain the ability to use your Vigilante Defender feature against area of effect attacks, spells, or effects that force Intelligence, Wisdom, or Charisma saving throws.
- You gain resistance to bludgeoning, piercing, and slashing damage.
- When you use your Vigilant Defender feature and are targeted with a damage type other than bludgeoning, piercing, and slashing damage, you may use that same reaction to become resistant to that damage type.
Virtue of Mercy [edit ]
- Treaty Maker
At 3rd level, you gain proficiency in Charisma ( Persuasion ) and Calligrapher ‘s Supplies. You double your proficiency bonus for checks made with Charisma ( Persuasion ) and Calligrapher ‘s Supplies. besides, when you use your Rally feature to cause a creature to gain hit points, you may cause them to gain a Leadership die at the same time and add the Leadership die to the murder points that creature gains. If this have were to increase a animal ‘s hit points beyond their reach point utmost, the rest of those hit points become temp reach points that concluding for 1 infinitesimal .
- Gentle Heart, Strong Will
At 3rd level, your merciful ways cause you to take matters into your own hands, but you are besides no chump. You may use your carry through to give an ally advantage on their following attack as you are within 5 feet of that animal for an sum of rounds equal to your Charisma modifier. If the attack lands, you may expend a use of your Rally sport and add your Charisma .
- Uplifting Speech
At 7th level, your kind, spirit-raising words invigorate the hearts of your allies. Whenever you use your leadership feature on an ally animal, that creature can add your Leadership die to their wrong roll for their future successful attack. You may besides use your Leadership feature to allow a creature to roll a exempt manipulation of one of their strike dice and profit collision points equal the result + your Charisma. additionally, you gain proficiency in Charisma ( Persuasion ) checks. If you are already adept in Charisma ( Persuasion ) checks, you can double your proficiency bonus for that skill .
- Sway Against Violence
At 11th tied ,
- Peacebringer
At 15th degree ,
aura of Theurgy [edit ]
- WIP
At 3rd level ,
- WIP
At 3rd tied ,
- WIP
At 7th level ,
- WIP
At 11th level ,
- WIP
At 15th level,
Multiclassing [edit ]
Prerequisites. To qualify for multiclassing into the class, you must meet these prerequisites : Strength 13, Constitution 13 Proficiencies. When you multiclass into the class, you gain the follow proficiencies : warlike Weapons, Medium Armor
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