The Knight 5e Class (8269657)

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    The KnightCreating a KnightQuick Build

    You can make a Knight quickly by following these suggestions. First, make Charisma yourhighest ability score. Your next highest should be Strength if you are using non-finesse

    weapons, Dexterity if you are using finesse weapons or Constitution if you are going for the Vow

    of Protection vow of honor. Second, choose the Noble background.

    Class Features:As a Knight you have the following class features.

    Hit Points

    Hit Dice: 1d10 per Knight levelHit Points at 1st Level: 10 + your Constitution modifier

    Hit Points at Higher Levels: 1d10 (or 6) + your constitution modifier per Knight level after 1st.

    Proficiencies

    Armor: Medium armor, Heavy armor, shields

    Weapons: Simple melee weapons, martial weapons

    Tools: None

    Saving Throws: Charisma, Dexterity or Strength

    Skills: Choose two from Animal handling, Athletics, Insight, Intimidation, Perception andPersuasion

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    The Knight

    Level Proficiency Bonus Honor Points Feats

    1 +2 2 Chivalry

    2 +2 3 Vow of Honor

    3 +3 3 Experienced Rider

    4 +3 3 Ability Score Increase

    5 +4 4 Extra Attack

    6 +4 4 Vow Feature

    7 +5 4 Counterattack

    8 +5 5 Ability Score Improvement

    9 +6 5 Experienced Rider (10)

    10 +6 5 Extra Attack (2)

    11 +7 6 Vow Feature

    12 +7 6 Ability Score Improvement

    13 +8 6 Virtuous Fighters

    14 +8 7 Vow Feature

    15 +9 7 Experienced Rider (15)

    16 +9 7 Ability Score Improvement

    17 +10 8 Proper Etiquette

    18 +10 8 Counterattack (2)

    19 +11 8 Ability Score Improvement

    20 +12 9 Force of Personality

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    Chivalry

    As a knight, you embody honor and the code of chivalry. You have honor points equal to

    the number shown on the honor column in the row for your level in the table above. You may

    spend honor points to gain advantage on a roll to do something your character would consider

    honorable. In addition, you gain +1 to your charisma attribute if you are lawful in alignment.

    You lose 2 Honor points whenever you do something your character would finddishonorable. For example:

    Retreat from an ally in danger

    Slay an enemy that has surrendered

    Kill an innocent person

    You gain 1 honor point whenever you do something your character would find

    honorable. For example:

    Give mercy to a surrendering foe

    Save an ally or friendly NPC from a killing blow

    Spend a round doing nothing but shielding an ally or friendly NPC from harm

    Any number of honor points may be used after you roll a die for an ability check, attack roll,

    saving throw or damage roll but before your DM tells you if you succeed or not to increase the

    total by the amount of honor points you spent.

    Vow of Honor

    At second level you must choose either Vow of Training or Vow of Protection as a side

    path for your character. You will gain extra abilities from this at levels 3 and 10. In addition, your

    chivalry gains bonuses based off of what vow you choose.

    Experienced Rider

    At level 3, while mounted your speed is increased by an additional 5. In addition, attacks

    you make while mounted have the to hit die roll increased by your wisdom modifier. At level 9,

    your speed while mounted is increased to 10 and at level 15 it is increased to 15.

    Ability Score Increase

    At level 4 you may increase an attribute by 1 or Charisma by 2. If you wish, you may

    instead choose if a feat. You repeat this effect at level 11 and at level 17. Also, when you reach

    level 11 the maximum possible value for your charisma score is increased to 20.

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    Extra Attack

    At level 5, you can attack twice, instead of once, whenever you take the Attack action on

    your turn. The number of attacks increases to 3 when you reach level 10 in this class.

    Counterattack

    At level 7 you may spend 2 honor points to make an immediate attack roll against anenemy after they attack you. You dont roll the die for this attack and instead use your passive

    perception as the value. However, you still add modifiers. At level 18 you can make a

    counterattack at 1 honor point instead of 2.

    Virtuous Fighters

    At level 11 You may use Charisma as your modifier for attack rolls and damage rolls.

    Proper EtiquetteOnce your character is at level 17, instead of rolling for charisma saving throws you may

    instead use your charisma score as if you rolled that number. Dont add your charisma modifier

    if you choose to do so.

    Force of Personality

    At level 20 you may spend an Honor point to use your charisma modifier instead of any

    other modifier when making an attack roll, damage roll, saving throw or check. In addition, your

    charisma modifier is increased by 1 when making a check that already uses charisma.

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    Vow of Training

    Your character has made an oath to protect all from evil and oppression.

    Retainer

    You may spend an honor point to increase the damage of an attack made by an ally by

    your charisma modifier

    In addition, you have a retainer has a companion. The retainer uses the following stat

    block and may use any items you choose to give them. They roll separately from you for

    initiative but you may swap initiative rolls if so you choose.

    RetainerMedium Humanoid (your choice of race), Same alignment as you

    -----------------------------------------------------------------------------------------------------------------------------------------

    ---------------

    Armor Class10 (Clothes)

    Hit Points8 + CON ModifierSpeedIts races speed.

    -----------------------------------------------------------------------------------------------------------------------------------------

    ---------------

    STR DEX CON INT WIS CHA

    2d6 + 4* 2d6 + 4* 2d6 + 4* 2d6 + 4* 2d6 + 4* 2d6 + 4*

    -----------------------------------------------------------------------------------------------------------------------------------------

    ---------------

    SkillsPerception + 2, Medicine +1

    Sensespassive Perception 11

    Languagesup to 2 of the ones you know

    Challenge0 (0 XP)-----------------------------------------------------------------------------------------------------------------------------------------

    ---------------

    Actions

    .One simple weapon of your choice. (Add an additional +1 to hit with it)

    Retreat. The retainer may use its move to move 10 feet in any direction that isnt towards an enemy.

    Squire

    At level 6 your retainer is replaced with a Squire that uses the same race, speed,

    maximum Hit Points and alignment as your retainer, but is a level 1 fighter except with nofighting style. If you so choose, you may make a separate character sheet for your Squire. The

    squire starts with 50 gold for you to spend on items only for them. Any unspent gold from that

    amount is removed. Whenever you gain experience you may give your Squire any amount of

    experience points less than or equal to the total gained instead of you. The Squire separately

    from you for initiative but you may swap initiative rolls if so you choose. You may give the Squire

    items from your inventory for them to use when you are within 5ft. of each other by using an

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    action, and they may give you items from their inventory as a bonus action. Your squire cannot

    multiclass.

    Travelling CompanionAt level 10 you cannot give the squire experience your character would normally gain.

    The Squire instead gains the same experience you gain. If your squire is dead you gain a new

    one as a level 5 fighter without a fighting style, just as before. Whenever a squire dies, you may

    attempt to gain a new one in a town. The level of the squire is determined by the DM but must

    be lower than your level. The squire can now multiclass.

    Apprentice

    At level 14, choose another willing player to be your apprentice. That players character

    is taking lessons from you in combat technique. Whenever you critically hit, give that player and

    you 3 experience each.

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    Vow of Protection

    Your character has made an oath to protect all from evil and oppression.

    Guardian

    At level 2 you have the following effects added to Chivalry:

    You may spend an honor point to increase your AC by your charisma modifier for

    one round.

    You may spend an honor point to redirect an attack aimed at an ally within 5 feet

    of you to you instead.

    Determination

    At level 6 you have the ability to spend 1 Honor point to decrease the damage from a

    single attack by your Charisma modifier. You may only use this ability times equal to your

    maximum honor points and you gain any spent uses of this ability again after finishing a long

    rest.

    Vigilant

    At level 10 your passive perception is increased by 3. Also, you may use an honor point

    to gain advantage on any perception check you before you roll as long as you have the points to

    do so.

    Escort

    At level 14, choose another willing player for you to defend. You can counterattack foes

    within 5 feet of you that attack the player you are Escorting, and as long as you are within 5 feet

    you can force an attack aimed at that player to hit you instead.