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RATHSQUATCH
2015-04-28, 07:25 PM
THE KNIGHT
The knight sits upon his trusty warhorse. He’s been through so many battles with the beast. His horse is as trusted as any of his closest friends. He gives a swift kick at the creature’s side and off they trot on the next battle.

The common people are in peril as the enemy army enters and starts killing them at will. Only one man stands in their way, the protector, the knight assigned to protect the people of the kingdom. Fighitng alone, he inspires others to help with whatever tools or weapons they can get their hands to defend themselves.

The dangerous knight charges in recklessly on foot. Many surround him as he lunges forward, mages try to bring him down, as do other knights, but the Juggernaut refuses to fall.

All the examples above are knights. Each follows their own code, but regardless, they have loyalty to their cause or their king.

SPECIALIZED NOBLES
Knights are promoted above the normal individual in their homelands. “Knights” may not always be the “classical” knight in shining armor, but they are always considered one of the noble class of their people. Regardless of their society though, knights are combat trained from a young age to be prepared to use any weapon, armor, or shield to their advantage.
Knights are also taught about loyalty, virtue, and righteousness, but sometimes these lessons fall on deaf ears.
Above all else though, knights are taught how to be noble and lead. They learn how to remain brave in the face of danger and to motivate others to become better than themselves.

DRIVEN BY LOYALTY
No matter how good or bad a knight is, they are all driven by loyalty to someone or something. Some knights are more like mercenaries and driven by the color of money. Other knights are driven by rank and status, while others are truly loyal to the people of their kingdom or the King or their Lord.
This loyalty is what keeps knights motivated to remain down their path. Unlike Fighters who don’t have necessarily have a cause to fight for, the knight wakes up every morning with a purpose. Unlike Paladins, who are driven by religion, Knights instead look to their loyalties for support and use this to inspire others around them.

CREATING A KNIGHT
As you build your knight, think about a couple of basic questions: Do you like being of the noble class? Do shirk your duties as a knight or do you follow them to the letter?

You might enjoy your training as a Squire or you might not. Perhaps you enjoy the combat training, but not the political responsibilities of your duties. Also, think about if you were born into a noble family, or if you earned knighthood through some other type of experience.

CLASS FEATURES
As a knight, you gain the following class features.

HIT POINTS
Hit Dice: 1d10 per knight level
Hit 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: All armor and shields
Weapons: Simple and Martial Weapons
Tools: None
Saving Throws: Strength, Wisdom
Skills: Choose two skills from Animal Handling, Athletics, History, Initimidation, and Persuasion

EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
• Chain mail armor
• A marital weapon and a shield or two martial weapons
• A draft horse or a heavy crossbow and 20 bolts
• An explorer’s pack or a diplomats pack



Level
Prof
Features


1st
+2
Bravery, Noble Bearing


2nd
+2
Motivate (One Use)



3rd
+2
Knight Archtype


4th
+2
Feat or Ability Score Improvement


5th
+3
Extra Attack


6th
+3
Archtype Upgrade


7th
+3
Fervor, Motivate (Two Uses)


8th
+3
Feat or Ability Score Improvement


9th
+4
Fearless (2)


10th
+4
Archtype Upgrade


11th
+4
Extra Attack (2)


12th
+4
Feat or Ability Score Improvement


13th
+5
Motivate (Three Uses), Fearsom Reputation


14th
+5
Archtype Upgrade


15th
+5
Confidence Boost


16th
+5
Fear or Ability Score Improvement


17th
+6
To the Death


18th
+6
Archtype Upgrade


19th
+6
Feat or Ability Score Improvement


20th
+6
Motivate (Unlimited)




BRAVERY
You have advantage on saving throws against being frightened or intimidated.

NOBLE BEARING
You are a noble of your society, granting you perks others do not have. You have advantage on Charisma (Intimidation) and Charisma (Persuasion) checks made against non-nobles of your community.

MOTIVATE
Starting at 2nd level, you have the ability to motivate others through your sheer noble presence. You can take an action to yell out orders to your allies. You may only have one of these features in effect at a time and the effect lasts for 1 minute. All allies within 60-ft that can hear you gain one of the following benefits:
• Attack. All allies have advantage on melee attack rolls for 5 rounds.
• Charge. All allies may make a melee attack after a Dash action for the next 5 rounds.
• Demand Defense. All allies receive a +1 to their Armor Class for 5 rounds.
• Demand Fortitude. All allies gain advantage on Constitution saving throws for 5 rounds.
• Force of Will. All allies gain advantage on Wisdom saving throws for 5 rounds.
• Hit Where it Hurts. All allies deal an additional 2 points of weapon damage for the next 5 rounds.
• Instill Toughness. All allies receive 1d4 + your Charisma modifier worth of temporary hit points for 5 rounds.
• Motivate Reflexes. All allies gain advantage on Dexterity saving throws for 5 rounds.
• Rally. All allies may make an additional saving throw against an effect they are currently suffering from.
• Steady. All allies have advantage on ranged attack rolls for 5 rounds.

After using this feature, you require a long rest before it can be used again. At 7th level you can use this feature twice and at 13th level you can use this feature three times before needing a long rest to regain all uses. Finally, at 20th level, you can use this feature an unlimited number of times.

KNIGHT ARCHTYPE
Until 3rd level, you are considered a Squire. It is at 3rd level when you truly become a full blown knight. At this point, you must select an archtype that represents the type of knight you wish to emulate. Choose between Cavalier, Juggernaught, and Protector, all described at the end of the class description. This archtype grants you features at 6th, 10th, 14th, and 18th levels.

FEAT OR ABILITY SCORE IMPROVEMENT
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 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 or you can select a feat from the feat list. As normal, you can’t increase an ability score above 20 using this feature.

EXTRA ATTACK
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
The number of attacks increases to three when you reach 11th level in this class.

FERVOR
At 7th level, your presence in battle inspires confidence and courage. All allies within 30-ft of you have advantage on saving throws against fear and intimidation.

FEARLESS
At 9th level, you are completely immune to fear and intimiation.

FEARSOME REPUTATION
At 13th level, you can use your action to frighten someone with your fearsome reputation and appearance. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.

If the creature succeeds on its saving throw, you can't use this feature on that creature again for 24 hours.

CONFIDENCE BOOST
At 15th level, your presence inspires so much confidence it gives your followers a second wind. All allies within 30-ft of you may use Second Wind as if they were a fighter with a level equal to their character level. If this individual is also a fighter, this Second Wind usage does not count against their usual ability to use Second Wind.

TO THE DEATH
At 17th level, your inspiring presence keeps your allies alive longer and they will defend you to the death. All allies within 30-ft are immune to fear effects and intimidation. In addition, the first time they would be dropped to 0 hit points or below, they may instead be reduced to 1 hit point instead.

KNIGHT ARCHTYPES
Knights can choose different approaches, called archtypes to take down their opponents. These archtypes separate knights into categories that gives them a slight edge over others of their class.

THE CAVALIER
Nothing can be more frightening than a slew of knights on armored horses charging into their opponents. These commanders on horseback are called Cavaliers and they are masters of fighting on horseback.

HORSEMASTER
At 3rd level, when you select this archtype you gain the benefits of the Mounted Combatant Feat. If you already have this Feat, you may select one of the following feats instead: Charger or Inspiring Leader.

SPECIAL MOUNT
At 6th level, you gain a special warhorse as your fighting companion. Add your average proficiency value to the beast’s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or four times your ranger level, whichever is higher.
The beast obeys your commands as best as it can. It takes its turn on your initiative, though it doesn’t take an action unless you command it to. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, Dodge, or Help action.

If the warhorse dies, you can obtain another one by spending 8 hours magically bonding with another beast that isn't hostile to you, either the same type of beast as before or a different one.

DEADLY CHARGE
At 10th level, after completing a Dash action while on horseback, you can make a melee attack (including the advantage you gain from Mounted Combatant). If you hit, you deal 3 weapon damage die with a lance or 2 weapon damage die with any other melee weapon.

You can use this feature once, then require a long rest before it can be used again. At 14th level you can use this feature twice and at 18th level, you can use this feature three times before requiring a long rest to regain all uses.

TRAMPLE
At 14th level, after you successfully strike an opponent with Deadly Charge, you force the target to make a Strength saving throw (DC 14) or be knocked prone. If knocked prone, the target is trampled and takes an additional 2d6 + 4 bludgeoning damage from the hooves of the warhorse.

UNSTOPPABLE CHARGE
At 18th level, if you successfully hit with your Deadly Charge, you now deal 4 weapon damage die with a lance and 3 weapon damage die with any other melee weapon.

THE JUGGERNAUT
The Juggernaut is a ferocious knight that can wade through opponents at an alarming rate. These knights are often sent on what would be suicide missions for any other knight have lived to tell the tale.

WADE THROUGH ENEMIES
At 3rd level when you select this archtype, you can wade through lesser opponents with ease. If you hit an opponent with a melee attack and that opponent drops to 0 hit points or less, you can make an additional attack against an adjacent opponent as a bonus action.

RESISTANCES
At 6th level, choose any two energy types (Acid, Cold, Fire, Force, Lightning, Necrotic, Poison, Psychic, Radiant or Thunder). You have Resistance against those two energy types.

At 14th and 18th levels, you may select one additional energy type to be resistant against.

SCOFF AT THE BLOW
At 10th level, you can completely ignore the effects of a single attack. If an attack or spell would deal you damage, you may use your reaction to completely ignore the effects of that attack.

You may use this feature once, then you require a short or long rest before it can be used again.

DELAY DAMAGE
Starting at 14th level, when you are damaged by an attack or spell effect, you can delay taking the damage from that attack for a number of rounds equal to half your Knight Level (rounded down).

You may use this feature once, then you require a long rest before it can be used again.

TRUE JUGGERNAUT
At 18th level you are a true juggernaut. You have damage resistance against nonmagical bludgeoning, piercing, and slashing attacks.

THE PROTECTOR
The Knigh Protector is a true protector of others. They use their abilities to aid their allies and the common people alike. These knights are what a knight usually strives to be and they are ready to make the ultimate sacrifice when the need arises.

GIVING YOUR BEST
At 3rd level when you select this archtype, your positive attitude and willing help others makes you give your best. You gain advantage on any one ability, attack, or saving throw you make as a reaction.
You can use this feature once, then require a short or long rest before it can be used again.

LEAVE THEM ALONE
At 6th level, you can draw attackers to you instead of those around you. You yell a challenge to all foes within 60-ft of you that can see and understand you. Those individuals must make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or be able to only attack you on their turn. The effects of this feature last for a number of rounds equal to your Charisma modifier.

You may use this feature one, then you require a long or short rest to be able to use it again.

NO MERCY
At 10th level, you can target an individual that struck an ally or an innocent bystandard within the last 5 turns. Against that opponent, you can make an additional melee attack against that target as a bonus action.

You can use this feature a number of times equal to your Charisma modifier before requiring a long rest to regain all uses.

DAUNTLESS DEFENSE
At 14th level, when you use the Dodge action, you can choose to increase your AC by 5 until your next turn.

You can use this feature a number of times equal to your Charisma modifier then require a short or long rest before you can use it again.

RETRIBUTIVE ATTACK
At 18th level, if an ally is rendered helpless or dropped to 0 hit points or below, you can make a retributive attack against the creature that felled them. When making this attack, you have advantage on the attack roll and deal an extra 10 points of weapon damage on a successful hit.

You can use this feature a number of times equal to your Charisma modifier then require a long rest to regain all uses. You cannot use this attack more than once in a round, but can use it multiple times against the same opponent.