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by Ray Cordova, [email protected] last updated on August 5, 2015 at 10:08:52 AM 160 New Classes Knight of Solamnia To be a Knight of Solamnia is to be a member of the greatest fighting order the world of Krynn has ever known. It means being part of a tradition over two millennia in the making. It means adhering to a strict code of honor that adheres to the tenets of the triumvirate of knightly gods, Habbakuk, Kiri-Jolith, and their father, Paladine. All knights adhere to their ancient oath, “Est Sularus oth Mithas”, or “My Honor is my Life”. Dueling Defenders Knights excel in single combat and train to protect themselves as well as those near them from pain, fear, exhaustion, and other conditions that would cripple other martial combatants. Archetypal Knights There are others in the world whose background is that of a knight, or who belong to other martial classes with knight archetypes, but the Knight of Solamnia is the knight of knights. Knightly Races and Alignment In prior iterations of the D&D game, Knights of Solamnia have been human (and occasionally half-elven) and lawful good. Depending on your DM and campaign you can adhere strictly to this precedent, or you can go another route and open up the class to other races and alignments. Given the Knight of Solamnia class’ reliance upon the Honor mechanic, it is entirely possible to have a knight of lawful neutral alignment whose honor is impeccable. Creating a Knight As you build your knight, think about one primary element of your character's background: What road did you take to knighthood? Were you part of an old Solamnic family where knighthood was not only expected of you but required of you? Were you an outsider from a foreign land who was always drawn to the tales of honor and glory told about the Knights of Solamnia? A Knight is a Knight is a Knight There are multiple mechanical ways of representing Knights of Solamnia, some of which are detailed below. One can simply take the knight background. This method suits PCs who are born into a family of knights. Derek Crownguard from the Chronicles trilogy is a good example of a character with the knight background. A PC can also join the Knight of Solamnia faction/organization. A fighter PC can also take the Solamnic Knight subclass, which is a good way of representing someone who was a trained warrior, but only later officially joined the Knights of Solamnia. Sturm Brightblade is a good example of this type of character. Finally, a PC can begin as a knight with the Knight of Solamnia class detailed here. This type of knight is one who knew all along she was destined to join the Orders. Bennett from The Legend of Huma is a good example of this dedicated knight. Quick Build You can make a knight quickly by following these suggestions. First, make Strength your highest ability score. Your next-highest score should be Constitution. Second, choose the knight background for a traditional Knight of Solamnia, or any other background for something out of the ordinary. Multiclassing Prerequisites A multiclass Knight of Solamnia must have Strength 13 and Constitution 13. Multiclass Knights of Solamnia gain the following proficiencies: Light armor, medium armor, shields, simple weapons, martial weapons.

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Page 1: Excerpt - Knight of Solamnia Class

by Ray Cordova, [email protected] last updated on August 5, 2015 at 10:08:52 AM

160

New Classes

Knight of Solamnia To be a Knight of Solamnia is to be a member of the

greatest fighting order the world of Krynn has ever

known. It means being part of a tradition over two

millennia in the making. It means adhering to a strict

code of honor that adheres to the tenets of the triumvirate

of knightly gods, Habbakuk, Kiri-Jolith, and their father,

Paladine.

All knights adhere to their ancient oath, “Est Sularus

oth Mithas”, or “My Honor is my Life”.

Dueling Defenders

Knights excel in single combat and train to protect

themselves as well as those near them from pain, fear,

exhaustion, and other conditions that would cripple other

martial combatants.

Archetypal Knights

There are others in the world whose background is that of

a knight, or who belong to other martial classes with

knight archetypes, but the Knight of Solamnia is the

knight of knights.

Knightly Races and Alignment

In prior iterations of the D&D game, Knights of Solamnia

have been human (and occasionally half-elven) and

lawful good.

Depending on your DM and campaign you can adhere

strictly to this precedent, or you can go another route and

open up the class to other races and alignments. Given

the Knight of Solamnia class’ reliance upon the Honor

mechanic, it is entirely possible to have a knight of lawful

neutral alignment whose honor is impeccable.

Creating a Knight

As you build your knight, think about one primary

element of your character's background: What road did

you take to knighthood? Were you part of an old

Solamnic family where knighthood was not only

expected of you but required of you? Were you an

outsider from a foreign land who was always drawn to

the tales of honor and glory told about the Knights of

Solamnia?

A Knight is a Knight is a Knight

There are multiple mechanical ways of representing

Knights of Solamnia, some of which are detailed below.

One can simply take the knight background. This

method suits PCs who are born into a family of knights.

Derek Crownguard from the Chronicles trilogy is a good

example of a character with the knight background.

A PC can also join the Knight of Solamnia

faction/organization.

A fighter PC can also take the Solamnic Knight

subclass, which is a good way of representing someone

who was a trained warrior, but only later officially joined

the Knights of Solamnia. Sturm Brightblade is a good

example of this type of character.

Finally, a PC can begin as a knight with the Knight of

Solamnia class detailed here. This type of knight is one

who knew all along she was destined to join the Orders.

Bennett from The Legend of Huma is a good example of

this dedicated knight.

Quick Build

You can make a knight quickly by following these

suggestions. First, make Strength your highest ability

score. Your next-highest score should be Constitution.

Second, choose the knight background for a traditional

Knight of Solamnia, or any other background for

something out of the ordinary.

Multiclassing Prerequisites

A multiclass Knight of Solamnia must have Strength 13

and Constitution 13.

Multiclass Knights of Solamnia gain the following

proficiencies: Light armor, medium armor, shields, simple

weapons, martial weapons.

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161

The Knight of Solamnia

Level Proficiency

Bonus Features

1st +2 Fighting Style, Strength of Honor

2nd +2 Hero

3rd +2 Solamnic Order

4th +2 Ability Score Improvement

5th +3 Extra Attack 6th +3 - 7th +3 Solamnic Order feature 8th +3 Ability Score Improvement 9th +4 Improved Strength of Honor

10th +4 Solamnic Order feature

11th +4 Knight’s Resilience

12th +4 Ability Score Improvement

13th +5 Habbakuk’s Heart

14th +5 -

15th +5 Solamnic Order feature

16th +5 Ability Score Improvement

17th +6 Kiri-Jolith’s Kill

18th +6 Solamnic Order feature

19th +6 Ability Score Improvement

20th +6 Paladine’s Protection

Class Features As a knight, you gain the following class features.

Hit Points

Hit Dice: 1d12 per knight level

Hit Points at 1st Level: 12 + your Constitution modifier

Hit Points at Higher Levels: 1d12 (or 7) + your

Constitution modifier per knight level after 1st

Proficiencies

Armor: All armor, shields

Weapons: Simple weapons, martial weapons

Tools: None

Saving Throws: Strength, Constitution

Skills: Choose two skills from Acrobatics, Animal

Handling, Athletics, History, Insight, Intimidation,

Perception, Persuasion, and Survival

Equipment You start with the following equipment, in addition to the

equipment granted by your background:

• (a) chain mail or (b) chain shirt, longbow, and 20

arrows

• (a) a martial weapon and a shield or (b) two martial

weapons

• (a) a heavy crossbow and 20 bolts or (b) two light

hammers

• (a) a dungeoneer’s pack or (b) an explorer’s pack

Fighting Style

You adopt a particular style of fighting as your specialty.

Choose one of the following options. You can’t take a

Fighting Style option more than once, even if you later

get to choose again.

Defense

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

AC.

Dueling

When you are wielding a melee w eapon 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 w eapon that you are wielding with

two hands, you can reroll the die and must use the new

roll, even if the new roll is a 1 or a 2. The weapon must

Huma, Knight of the Crown, by Artgerm

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162

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 o f you, you can use your

reaction to impose disadvantage on the attack roll. You

must be w ielding a shield.

Strength of Honor

You gain an Honor score of 12 (see the DMG for the full

honor rules).

As a reaction, you reduce the damage you take from a

single attack by your Honor modifier, until the end of

your next turn.

At 9th level, the amount of damage reduced is equal to

your Honor modifier x2.

Once you use this feature, you must finish a short or

long rest before you can use it again.

Hero

You gain hero points (see the DMG for the full hero

point rules).

Extra Attack

Beginning at 5th level, you can attack twice, instead of

once, whenever you take the Attack action on your turn.

Knight’s Resilience

Beginning at 11th level, you have advantage on all rolls

to avoid acquiring a harmful condition.

Habbakuk’s Heart

Starting at 13th level, you can spend a hero point to

regain hit points equal to your Honor modifier x knight

level.

Once you use this feature, you must finish a long rest

before you can use it again.

Kiri-Jolith’s Kill

Beginning at 17th level, you can spend a hero point to

add your Honor modifier x knight level in damage to a

creature you just hit.

Once you use this feature, you must finish a long rest

before you can use it again.

Paladine’s Protection

At 20th level, you can spend a hero point to ignore the

effects (damage, conditions, etc.) of one attack that just

hit you for 1 minute. At the end of the 1 minute, you

suffer the full effects of the attack.

Once you use this feature, you must finish a long rest

before you can use it again.

Switching Orders

It is entirely possible and even likely that in the course of

adventuring, a knight will wish to change Solamnic

Orders. Such a change is subject to DM approval and

usually requires fulfilling a quest to prove entrance into

the knight’s new Solamnic Order. In general, a knight will

advance upwards from the Crown Order, to the Sword

Order, and finally the Rose Order.

Once the knight has changed Orders, he loses all

previous Order features in favor of his new Order

features.

Vinas Solamnus, founder of the Knights

of Solamnia, by Munin

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Rogue Knights and Atonement

Though the Knights of Solamnia are renowned for their

honorable ways, they are still mortal and subject to all the

failings of mortals. An impenitent Knight of Solamnia

whose transgressions merit expulsion from the

knighthood has his Honor score set to 9 or lower

(depending upon his transgression(s)), and loses all hero

points (and may not acquire new hero points). The

transgressing knight also loses all his order features and

acquires the order features of a Rogue Knight. Should the

offending knight seek atonement, usually through a quest

or series of quests, he may be restored to the knighthood

and regain his lost features.

The rogue knight’s actions may be so serious that his

class changes to that of fighter. While atonement is still

possible in this circumstance, it is unlikely.

Solamnic Orders Different knights choose different Orders, focusing on a

different aspect of honor with each one.

Order of the Crown

The Knights of the Crown focus on loyalty and

obedience as the foundations of their honor. To this end,

they focus on protecting others from harm, acting as the

shield defending the innocent.

Knight of the Crown Starting at 3rd level, as a bonus action you add your

Honor modifier to all melee weapon attacks until the end

of your next turn.

Once you use this feature, you must finish a long rest

before you can use it again.

You also gain an additional benefit to the following

fighting style.

Protection

You may protect a number of targets equal to your Honor

modifier.

Shield Knight Starting at 7th level, as a bonus action you add your

Honor modifier to your AC (maximum 2) until the end of

your next turn.

Once you use this feature, you must finish a long rest

before you can use it again.

Honorable Critical At 10th level, as a bonus action your weapon attacks

score a critical hit on a roll of 20 – your Honor modifier,

or higher, until the end of your next turn.

For example, a Solamnic Knight with an Honor score

of 15 (+2 modifier) using this feature would score a

critical hit on a roll of 18 – 20.

Once you use this feature, you must finish a long rest

before you can use it again.

Honorable Strike

Starting at 15th level, you add your Honor modifier to all

melee weapon damage.

Honorable Defense

Beginning at 18th level, you add your Honor modifier to

your AC (maximum 2).

Lord Soth, Knight of the Rose and Death

Knight, by ?

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Order of the Sword

The Knights of the Sword focus on the values of courage,

heroism, and faith as key components of an honorable

life. During eras when the gods are present, Sword

Knights can call upon divine spells granted by Kiri-

Jolith. In eras when the gods are absent, Sword Knights

excel in their use of their eponymous weapons.

Knight Clerist (gods present)

When you reach 3rd level, you augment your martial

prowess with the ability to cast spells. See chapter 10 in

the PHB for the general rules of spellcasting and chapter

11 as well for the cleric spell list.

Cantrips. You learn two cantrips of your choice from

the cleric spell list. You learn an additional cleric cantrip

of your choice at 10th level.

Spell Slots. The Order of the Sword Spellcasting table

shows how many spell slots you have to cast your spells

of 1st level and higher. To cast one o f these spells, you

must expend a slot of the spell’s level or higher. You

regain all expended spell slots when you finish a long

rest.

For example, if you know the 1st-level spell shield of

faith and have a 1st-level and a 2nd-level spell slot

available, you can cast shield of faith using either slot.

Spells Known of 1st-Level and Higher. You know

three 1st-level cleric spells of your choice.

The Spells Known column of the Order of the Sword

Spellcasting table shows when you learn more cleric

spells of 1st level or higher. Each of these spells must be

of a level for which you have spell slots. For instance,

when you reach 7th level in this class, you can learn one

new spell of 1st or 2nd level. Whenever you gain a level

in this class, you can replace one o f the cleric spells you

know with another spell of your choice from the cleric

spell list. The new spell must be of a level for which you

have spell slots.

Spellcasting Ability. Honor is your spellcasting ability

for your cleric spells, since you learn your spells through

your adherence to the Code of the Solamnic Knights as

handed down by Paladine and his sons Kiri-Jolith and

Habbakuk. You use your Honor whenever a spell refers

to your spellcasting ability. In addition, you use your

Honor modifier when setting the saving throw DC for a

cleric spell you cast and when making an attack roll with

one.

Spell save DC = 8 + your proficiency bonus +

your Honor modifier

Spell attack modifier = your proficiency bonus +

your Honor modifier

Order of the Sword Spellcasting

-Spell Slots per Spell Level-

Knight Level

Cantrips Known

Spells Known

1st 2nd 3rd 4th

3rd 2 3 2 - - -

4th 2 4 3 - - -

5th 2 4 3 - - -

6th 2 4 3 - - -

7th 2 5 4 2 - -

8th 2 6 4 2 - -

9th 2 6 4 2 - -

10th 3 7 4 3 - -

11th 3 8 4 3 - -

12th 3 8 4 3 - -

13th 3 9 4 3 2 -

14th 3 10 4 3 2 -

15th 3 10 4 3 2 -

16th 3 11 4 3 3 -

17th 3 11 4 3 3 -

18th 3 11 4 3 3 -

19th 3 12 4 3 3 1

20th 3 13 4 3 3 1

Knight of the Sword (gods absent)

Starting at 3rd level, as a reaction you add your Honor

modifier to your AC against one melee attack that would

hit you. To do so, you must see the attacker and be

wielding a melee weapon.

Once you use this feature you may not use it again until

after a long rest.

Sword Strike

Beginning at 7th level, when you use your action to

attack, you can reduce the AC of your opponent by your

Honor modifier, until the start of your next turn.

Once you use this feature you may not use it again until

after a long rest.

Sword Spell (gods present)

At 10th level, you gain a number of spell slots equal to

your Honor modifier.

Once you use this feature you may not use it again until

after a long rest.

Sword Flurry (gods absent)

At 10th level, whenever you use the Attack action, you

gain one extra attack. This means a 10th level Order of

the Sword Knight of Solamnia can attack three times

whenever he uses the Attack action on his turn.

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Sword Ward (gods present)

Starting at 15th level, as a reaction you may negate a

spell targeting you whose level is less than or equal to

your Honor modifier. Once you use this feature you may

not use it again until after a long rest.

Sword Parry (gods absent)

Starting at 15th level, you may use your Knight of the

Sword feature twice before a long rest.

Sword and Spell (gods present)

Beginning at 18th level, when you use your action to cast

a spell, you can make one weapon attack as a bonus

action.

Sword Storm (gods absent)

Beginning at 18th level, you may use your Knight of the

Sword feature after a short rest.

Order of the Rose

The Knights of the Rose focus on wisdom and justice as

the foundation of their honor. They focus on leading

others through their own honorable examples, in an effort

to inspire those others to be the most honorable version

of themselves they can be.

Novice of the Rose

Starting at 3rd level, you may use your Honor score and

modifier in place of your Wisdom score and modifier.

Knight of the Rose

Beginning at 7th level, you gain the combat superiority

feature.

Maneuvers. You learn the following maneuvers:

commander’s strike, distracting strike, goading attack,

maneuvering attack, rally. You can only use one

maneuver per attack.

Superiority Dice. You have five superiority dice,

which are d8s. A superiority die is expended when you

use it. You regain all of your expended superiority dice

when you finish a short or long rest.

Saving Throws. Some of your maneuvers require your

target to make a saving throw to resist the maneuver’s

effects. The saving throw DC is calculated as follows:

Maneuver save DC = 8 + your proficiency bonus +

your Honor modifier

Rose Tactician

At 10th level, you gain another superiority die and your

superiority dice increase in size by one step (maximum

d10s).

Rose Virtue

Starting at 15th level, you gain another superiority die.

Rose Paragon

Starting at 18th level, your superiority dice increase in

size by one step (maximum d12s).

Maneuvers

The maneuvers are presented in alphabetical order.

Commander’s Strike. When you take the Attack action

on your turn, you can forgo one of your attacks and use a

bonus action to direct one of your companions to strike.

When you do so, choose a friendly creature who can see

or hear you and expend one superiority die. That creature

can immediately use its reaction to make one weapon

attack, adding the superiority die to the attack’s damage

roll.

Distracting Strike. When you hit a creature with a

weapon attack, you can expend one superiority die to

distract the creature, giving your allies an opening. You

add the superiority die to the attack’s damage roll. The

next attack roll against the target by an attacker other

than you has advantage if the attack is made before the

start of your next turn.

Goading Attack. When you hit a creature with a

weapon attack, you can expend one superiority die to

attempt to goad the target into attacking you. You add the

superiority die to the attack’s damage roll, and the target

must make a Wisdom saving throw. On a failed save, the

target has disadvantage on all attack rolls against targets

other than you until the end of your next turn.

Gunthar uth Wistan, Knight of the Rose and Grand Master of the Knights of

Solamnia, by Larry Elmore

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Maneuvering Attack. When you hit a creature with a

weapon attack, you can expend one superiority die to

maneuver one of your comrades into a more

advantageous position. You add the superiority die to the

attack’s damage roll, and you choose a friendly creature

who can see or hear you. That creature can use its

reaction to move up to half its speed without provoking

opportunity attacks from the target of your attack.

Rally. On your turn, you can use a bonus action and

expend one superiority die to bolster the resolve of one

of your companions. When you do so, choose a friendly

creature who can see or hear you. That creature gains

temporary hit points equal to the superiority die roll +

your Honor modifier.

Linsha Majere, Knight of the Rose, by

Mark Zug