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7/25/2019 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
-----------------------------------------------------------------------------------------------------------------------------------------
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Armor Class10 (Clothes)
Hit Points8 + CON ModifierSpeedIts races speed.
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STR DEX CON INT WIS CHA
2d6 + 4* 2d6 + 4* 2d6 + 4* 2d6 + 4* 2d6 + 4* 2d6 + 4*
-----------------------------------------------------------------------------------------------------------------------------------------
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SkillsPerception + 2, Medicine +1
Sensespassive Perception 11
Languagesup to 2 of the ones you know
Challenge0 (0 XP)-----------------------------------------------------------------------------------------------------------------------------------------
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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.