Michael7123
2015-08-27, 12:35 AM
As it stands right now, the fluff of this class is centered around lawful characters. By no means feel that you can't work this class into other rolls. For example, you could change the honor points into devotion points, merely having the knight be a soldier devoted to any cause.
On one final note, I did make this class very similar to the monk for a reason. In your campaign, you might wind up having both monks and knights, and have at least one character who has learned a bit from both schools. If you want, you might have honor and ki points ultimately be the same energy, just utilized in different ways. The choice is up to you as a DM or player.
Knight:
http://img06.deviantart.net/b93e/i/2013/049/5/f/jaime_lannister_by_teiiku-d4coc07.jpg
Yes, I am aware of the irony of making a picture of Jaime Lannister be the cover art for a class about devotion to law.
His knees collapse under him as he falls to the ground, having just defeated the last of his enemies. He begins a prayer to his goddess, begging and pleading her to make this trial end, but knowing that he will continue to fight for her until his last breath if that was required of him, because he swore a vow to do so.
Charging down the hill on the back of a direwolf, the knight plunges her greatsword into foe after foe. The rest of the battlefield is a blur to her, as she charges straight for the general of the advancing army. She knows that if she is successful in defeating her enemy, that her only reward might be a bloody death at the hands of her foes. She keeps on charging forward, because she swore a vow to do so.
The king walks by, and the knight follows. He hated this king, and nearly every thing he stands for, being one of the countless of corrupt and opulent nobles of his poor kingdom. The king beckons him to come with him, and he does so. It was his job to guard the king, in spite of what he might feel, he would continue to protect him, because he swore a vow to do so.
The soldier is battered and bloody, and the enemy standing above her, mocking her, is vulnerable now. With the last of her strength, she picks up her maul, and swings it up towards the enemy's head with all of her strength. The enemy falls to the ground after she hears the sickening crunch off his skull. She would never yield to her enemies, because she swore a vow to do so.
The general finishes giving a speech to his men, and turns to face the enemy. With one final, resounding cry he rushes towards his foes, hearing the sounds of thousands of loyal soldiers running behind him. He knew that any of his men would die for him, just as he would likely die today defending his country. He did not hesistate in his charge, because he swore a vow to do so.
Whatever their origins, knights are soldiers devoted to law, and use that devotion to enable feats beyond the capability of even the most trained fighters. To a knight, honor is everything.
Level
Proficiency Bonus
Features
Honor Points
Superiority Dice Size
1st
+2
Fighting Style, Knightly Oath
-
-
2nd
+2
Honor Points
2
d4
3rd
+2
Knightly Tradition
3
d4
4th
+2
Ability Score Improvement, Test of Endurance
4
d4
5th
+3
Extra Attack, Precise Strike
5
d4
6th
+3
Knightly Tradition Feature
6
d6
7th
+3
Mettle, Daunting Challenge
7
d6
8th
+3
Ability Score Improvement
8
d6
9th
+4
Improved Knight's Challenge
9
d6
10th
+4
Fully Committed
10
d6
11th
+4
Knightly Tradition Feature
11
d8
12th
+4
Ability Score Improvement
12
d8
13th
+5
Linguistic Knowledge
13
d8
14th
+5
Unyielding Devotion
14
d8
15th
+5
Courtly Knowledge
15
d8
16th
+5
Ability Score Improvement
16
d10
17th
+6
Knightly Tradition Feature
17
d10
18th
+6
No Higher Honor
18
d10
19th
+6
Ability Score Improvement
19
d10
20th
+6
Loyal Beyond Death
20
d10
Hit Points:
Hit Dice:1d12 per knight level
Hit Points at 1st Level: 12+ your constitution modifier.
Hit Points at Higher Level:1d12(or 7) + your Constitution modifier per knight level after 1st.
Proficiencies:
Armor: All armors and shields.
Weapons: All martial melee weapons, but not ranged weapons or simple weapons. The training s knight goes through involves formal weapons of war, and the use of simple weapons is considered shameful.
Tools: Vehicles (Land)
Saving Throws: Constitution, Charisma
Skills: Choose two from Animal Handling, Athletics, Intimidation, History Medicine, Persuasion, and Religion.
Equipment:
You start with the following equipment, in addition to the equipment granted by your background.
A martial melee weapon of your choice
(a) A shield (b) another martial weapon of your choice
(a) an explorer's Pack, or (b) a dungeoneer's pack
Chain mail Armor
Fighting Style: At level 1, you select a fighting style from the list below.
Crushing Force: You add an additional 1d4 bludgeoning damage on all damage rolls when you deal damage with a bludgeoning weapon.
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.
Defense: While you are fighting, you get a +1 bonus to AC.
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 die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Hacking Assault: You add an additional 1d4 slashing damage on all damage rolls when you deal damage with a slashing weapon.
Penetrating Strike: You add an additional 1d4 piercing damage on all damage rolls when you deal damage with a piercing weapon.
Protection:When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Knightly Oath:
Starting at first level, you swear an oath based on your character's ideals and values. The oath a knight swears is the fundamental part of what separates them from the common soldier. The selection made here will effect some of the class features you get later in your progression. For now, they are merely a code of conduct that you, as a knight, have sworn to uphold and follow.
Oath of Protection: As a knight, you posses physical strength and abilities that set you above the common folk. Upon taking this oath, you are tasked with protecting those who are weaker than you are, with your life if necessary. This oath is usually taken by knights who value the benevolence of good in addition to the stability of law. The wording of your oath may vary due to local custom or traditions, but the basic tenants of the oath are as follows:
Protect the Innocent: You are sworn to protect those who cannot protect themselves.
The Highest Law: While you may be sworn in the service of a lord or king, follow the laws of the land, and to respect just authority, you serve a higher law. If you are given a direct conflict between doing what is lawful and what is good, choose to do what is good. However, you are also obligated to make sure these exceptions occur as infrequently as possible, preferably by changing legal systems as opposed to overturning them entirely.
Fight the Wicked: Those who desire nothing but there self improvement at the expense of others are more than likely to run afoul of the law at some point or another. When they do, be their and ensure they are held accountable for their wickedness and brought to justice.
The Good Word: You swear a vow to never let any falsehood pass through your lips, unless telling the truth would cause some evil to occur. For example, you would not be obliged to tell the truth to a brutal slave master looking for escaped slaves that you are hiding.
Oath of Loyalty: You swear an oath to another being, be it a lowly earl of a single keep, a emperor of vast lands, or a deity. You are then expected to serve them faithfully in whatever manner they see fit. This oath is most commonly taken by knights who are ambivalent about the concepts of good and evil, and only care for the value that law brings to society. The wording of your oath may vary due to local custom or traditions, but the basic tenants of the oath are as follows:
Unwavering Loyalty: You pledge to serve another being fully and completely until you are released from your oath (usually through death).
In Both Letter and Spirit: You follow the laws both as your liege states them and how they are intended to be followed. Any loopholes in the law that you discover are to be reported to your liege so they may be remedied.
Bonding Word: Your word is your bond. If you make a commitment to perform an act, you must follow through with it.
Oath of Might: You openly admit the opinion that many knights keep to themselves ought of either a misguided sense of morality or for the sake of public reputation: you're better and more valuable than the common masses. You trained for years and have the skills and/or blood that set you above the vast majority of others. This oath is often taken by knights who are evil and out for their own benefit, but still have respect for authority (especially when they are the authority) and can work with others. The wording of your oath may vary due to local custom or traditions, but the basic tenants of the oath are as follows:
Might Makes Right: You are superior to others. Other people exist to help serve your ends.
Rule of the Strong: You are expected to serve those who have the power and strength to rule over you, and to fight against those who would fight against the rule of those in power (unless you feel that they are more worthy and capable of dominating others than the current ruler).
Oathbender: While you are forbidden from telling direct falsehoods, you are allowed to find loopholes or obscure legal references and twist them to your benefit.
Honor Points:
Starting at 2nd level, your training allows you to draw upon your honor to enable various abilities. Your access to this personal strength is represented by a number of honor points. Your knight level determines the number of points you have, as shown in the Honor Points column of the Knight table. You can spend these points to fuel various features. You start knowing three basic abilities: Knights' Challenge, an ability specific to the knightly oath you swore at level 1, and two martial maneuvers. You gain more abilities as you progress in the knight class.
When you spend a honor point, it is unavailable until you finish a short or long rest. At the end of a short rest, you regain an amount of honor points equal to your charisma modifier (minimum of one). You regain all of your expended honor points after a long rest. You must spend at least 30 minutes of a rest reflecting on your values and beliefs as a knight, and how you have lived up to those values.
Furthermore, by acting in a shameful and dishonorable way, you can lose honor points. Performing any of the following acts is considered dishonorable, and will result in the loss of an honor point. If you have no honor points remaining, and you commit one of the following acts, you have disadvantage on all attack rolls until you regain your honor points.
Oathbreaking: breaking any one of the tenants that you swore to uphold when you took your knightly oath.
Dishonorable Combat: Attacking any enemy that is helpless, baring an execution that you are expected or ordered to carry out. An enemy you trip and knock prone in combat wouldn't be considered helpless, nor would a mage who does not hold a weapon but is capable of casting spells. However, a sleeping or unconscious enemy would be considered helpless, as would a peasant who has no training in warfare.
Lawbreaking: Breaking any law that is part of the land you reside in is considered dishonorable, provided that following the law would not cause you to break your knightly oath.
Some abilities that use honor points require saving throws. You calculate the saving throws for honor abilities usng the following formula:
8+ Your Charisma Modifier + Your Proficiency Modifier
Knight's Challenge: As a bonus action, you can attempt to compel a creature into a duel with you by spending one honor point. One creature that you can see within range must make a Charisma saving throw. On a failed save, the creature is drawn to you, compelled by your sense of honor and a sense of obligation to answer your challenge. For the duration, it has disadvantage on attack rolls against creatures other than you, and it must attempt to engage you in combat. The target of this challenge does not recklessly attack you, but rather fights you in a way suited to it's fighting style. A mage can still cast AOE spells, but you must be one of the targets of the effect.
This effect ends if you attack any other creature besides the creature you challenged with this ability, and lasts until either you or your target have been killed or knocked unconscious. You cannot have two enemies targeted by this ability at the same time, but you may target a new enemy with this ability after defeating your initial target of the knight's challenge.
Knightly Oath Feature: You gain a defensive feature related to the oath you swore when you took your first knight level
Oath of Protection Feature: Sworn Shield: As a reaction, you can spend one honor point to defend an ally of yours within ten feet of you or yourself. If you use this ability on yourself, until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack. If you use this ability to defend an ally, you move towards them so that you are within 5 feet of them, provided you are not already within 5 feet of them. That ally then has a +5 bonus to their AC until the start of your next turn, as long as they stay within 5 feet of you for that period of time.
Oath of Loyalty Feature: Unyielding Conviction: As a reaction, you can spend one honor point to grant yourself advantage on a Intelligence, Wisdom, or Charisma saving throw.
Oath of Might Feature: Indomitable Prowess: As a reaction, you can spend one honor point to grant yourself advantage on a Strength, Dexterity, or Constitution saving throw.
Martial Maneuvers: Starting at level 2, you gain access to one of the martial maneuvers listed on page 71 of the players handbook. You learn additional maneuvers at levels 7, 12, and 17. The size of the superiority dice you use is listed in the Knight class table. Every time use a martial maneuver, you use one honor point. For maneuvers that require a saving throw, you use the same saving throw you use for all other features that use honor points.
Knightly Tradition: While your training as a knight has granted you knowledge of a wide variety of fighting systems your knightly tradition defines what part of knighthood you were given the most training in. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level.
Ability Score Improvement: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 cant increase an ability score above 20 using this feature.
Test of Endurance: Starting at level 4, you issue a call out to your enemies, attempting to force them to attack you. Using this ability expends one of your honor points. This works identically to your Knight's Challenge ability, but you force all of your enemies within 50 feet of you to make a saving throw or be subject to it's effect. The effect ends when you have either been killed or knocked unconscious, or all of the individuals under the effect have been reduced to zero hit points.
Extra Attack: Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Precise Strike: Your training as a fine warrior allows you to make accurate stikes even under the most strenuous of circumstances. You can spend one honor point to make a normal attack role when you would otherwise have to make an attack role with disadvantage.
Mettle: Starting at level seven, if you are subjected to an effect which requires a constitution saving throw that allows you to make a save to take half damage (such as from the spell cone of cold), you take no damage instead.
Daunting Challenge: Starting at level seven, you can spend one honor point to issue a terrifying threat to your enemies within 30 feet of you. If your enemies fail a charisma saving throw, they become frightened of you.
Improved Knight's Challenge Starting at level 9, you fight at a greater capacity when you issue a knight's challenge, knowing that your reputation as a skilled fighter is on the line. You add half your proficiency bonus (rounded down) to your attack and damage rolls against a target who is affected by your knight's challenge.
Fully Committed: Starting at level 10, you have purged yourself of all doubts regarding your choice to serve the side of law in it's eternal fight against chaos. You become immune to the charmed condition.
Linguistic Knowledge: Starting at level 13, you can learn another language of your choice. Prior to obtaining this rank, your character could be in the process of learning bits and pieces of the language over time, and might carry around a book or scroll with instructions on how to learn the language for the sake of roleplaying purposes.
Unyielding Devotion: Your loyalty to order allows you to resist harmful effects imposed on you by magic. Starting at level 4, whenever you make a saving throw and fail, you can spend 1 honor point to reroll it and take the second result.
Courtly Knowledge: Starting at level 15, you can gain proficiency in additional knight class skill.
No Higher Honor: Starting at level 18, you regain all of your honor points after a short or long rest.
Loyal beyond Death: Your commitment to fulfilling your code of honor is strong enough to keep your soul bound to your body even when you have received mortal wounds. At level 20, if you are reduced to zero hit points, you may expend an honor point to remain conscious. You must spend an additional honor point every round if you wish to remain conscious and fighting. If you choose to stop spending honor points or have no honor points left to spend at the start of your turn, you immediately die unless you have been healed to a positive hit point total.
On one final note, I did make this class very similar to the monk for a reason. In your campaign, you might wind up having both monks and knights, and have at least one character who has learned a bit from both schools. If you want, you might have honor and ki points ultimately be the same energy, just utilized in different ways. The choice is up to you as a DM or player.
Knight:
http://img06.deviantart.net/b93e/i/2013/049/5/f/jaime_lannister_by_teiiku-d4coc07.jpg
Yes, I am aware of the irony of making a picture of Jaime Lannister be the cover art for a class about devotion to law.
His knees collapse under him as he falls to the ground, having just defeated the last of his enemies. He begins a prayer to his goddess, begging and pleading her to make this trial end, but knowing that he will continue to fight for her until his last breath if that was required of him, because he swore a vow to do so.
Charging down the hill on the back of a direwolf, the knight plunges her greatsword into foe after foe. The rest of the battlefield is a blur to her, as she charges straight for the general of the advancing army. She knows that if she is successful in defeating her enemy, that her only reward might be a bloody death at the hands of her foes. She keeps on charging forward, because she swore a vow to do so.
The king walks by, and the knight follows. He hated this king, and nearly every thing he stands for, being one of the countless of corrupt and opulent nobles of his poor kingdom. The king beckons him to come with him, and he does so. It was his job to guard the king, in spite of what he might feel, he would continue to protect him, because he swore a vow to do so.
The soldier is battered and bloody, and the enemy standing above her, mocking her, is vulnerable now. With the last of her strength, she picks up her maul, and swings it up towards the enemy's head with all of her strength. The enemy falls to the ground after she hears the sickening crunch off his skull. She would never yield to her enemies, because she swore a vow to do so.
The general finishes giving a speech to his men, and turns to face the enemy. With one final, resounding cry he rushes towards his foes, hearing the sounds of thousands of loyal soldiers running behind him. He knew that any of his men would die for him, just as he would likely die today defending his country. He did not hesistate in his charge, because he swore a vow to do so.
Whatever their origins, knights are soldiers devoted to law, and use that devotion to enable feats beyond the capability of even the most trained fighters. To a knight, honor is everything.
Level
Proficiency Bonus
Features
Honor Points
Superiority Dice Size
1st
+2
Fighting Style, Knightly Oath
-
-
2nd
+2
Honor Points
2
d4
3rd
+2
Knightly Tradition
3
d4
4th
+2
Ability Score Improvement, Test of Endurance
4
d4
5th
+3
Extra Attack, Precise Strike
5
d4
6th
+3
Knightly Tradition Feature
6
d6
7th
+3
Mettle, Daunting Challenge
7
d6
8th
+3
Ability Score Improvement
8
d6
9th
+4
Improved Knight's Challenge
9
d6
10th
+4
Fully Committed
10
d6
11th
+4
Knightly Tradition Feature
11
d8
12th
+4
Ability Score Improvement
12
d8
13th
+5
Linguistic Knowledge
13
d8
14th
+5
Unyielding Devotion
14
d8
15th
+5
Courtly Knowledge
15
d8
16th
+5
Ability Score Improvement
16
d10
17th
+6
Knightly Tradition Feature
17
d10
18th
+6
No Higher Honor
18
d10
19th
+6
Ability Score Improvement
19
d10
20th
+6
Loyal Beyond Death
20
d10
Hit Points:
Hit Dice:1d12 per knight level
Hit Points at 1st Level: 12+ your constitution modifier.
Hit Points at Higher Level:1d12(or 7) + your Constitution modifier per knight level after 1st.
Proficiencies:
Armor: All armors and shields.
Weapons: All martial melee weapons, but not ranged weapons or simple weapons. The training s knight goes through involves formal weapons of war, and the use of simple weapons is considered shameful.
Tools: Vehicles (Land)
Saving Throws: Constitution, Charisma
Skills: Choose two from Animal Handling, Athletics, Intimidation, History Medicine, Persuasion, and Religion.
Equipment:
You start with the following equipment, in addition to the equipment granted by your background.
A martial melee weapon of your choice
(a) A shield (b) another martial weapon of your choice
(a) an explorer's Pack, or (b) a dungeoneer's pack
Chain mail Armor
Fighting Style: At level 1, you select a fighting style from the list below.
Crushing Force: You add an additional 1d4 bludgeoning damage on all damage rolls when you deal damage with a bludgeoning weapon.
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.
Defense: While you are fighting, you get a +1 bonus to AC.
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 die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Hacking Assault: You add an additional 1d4 slashing damage on all damage rolls when you deal damage with a slashing weapon.
Penetrating Strike: You add an additional 1d4 piercing damage on all damage rolls when you deal damage with a piercing weapon.
Protection:When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Knightly Oath:
Starting at first level, you swear an oath based on your character's ideals and values. The oath a knight swears is the fundamental part of what separates them from the common soldier. The selection made here will effect some of the class features you get later in your progression. For now, they are merely a code of conduct that you, as a knight, have sworn to uphold and follow.
Oath of Protection: As a knight, you posses physical strength and abilities that set you above the common folk. Upon taking this oath, you are tasked with protecting those who are weaker than you are, with your life if necessary. This oath is usually taken by knights who value the benevolence of good in addition to the stability of law. The wording of your oath may vary due to local custom or traditions, but the basic tenants of the oath are as follows:
Protect the Innocent: You are sworn to protect those who cannot protect themselves.
The Highest Law: While you may be sworn in the service of a lord or king, follow the laws of the land, and to respect just authority, you serve a higher law. If you are given a direct conflict between doing what is lawful and what is good, choose to do what is good. However, you are also obligated to make sure these exceptions occur as infrequently as possible, preferably by changing legal systems as opposed to overturning them entirely.
Fight the Wicked: Those who desire nothing but there self improvement at the expense of others are more than likely to run afoul of the law at some point or another. When they do, be their and ensure they are held accountable for their wickedness and brought to justice.
The Good Word: You swear a vow to never let any falsehood pass through your lips, unless telling the truth would cause some evil to occur. For example, you would not be obliged to tell the truth to a brutal slave master looking for escaped slaves that you are hiding.
Oath of Loyalty: You swear an oath to another being, be it a lowly earl of a single keep, a emperor of vast lands, or a deity. You are then expected to serve them faithfully in whatever manner they see fit. This oath is most commonly taken by knights who are ambivalent about the concepts of good and evil, and only care for the value that law brings to society. The wording of your oath may vary due to local custom or traditions, but the basic tenants of the oath are as follows:
Unwavering Loyalty: You pledge to serve another being fully and completely until you are released from your oath (usually through death).
In Both Letter and Spirit: You follow the laws both as your liege states them and how they are intended to be followed. Any loopholes in the law that you discover are to be reported to your liege so they may be remedied.
Bonding Word: Your word is your bond. If you make a commitment to perform an act, you must follow through with it.
Oath of Might: You openly admit the opinion that many knights keep to themselves ought of either a misguided sense of morality or for the sake of public reputation: you're better and more valuable than the common masses. You trained for years and have the skills and/or blood that set you above the vast majority of others. This oath is often taken by knights who are evil and out for their own benefit, but still have respect for authority (especially when they are the authority) and can work with others. The wording of your oath may vary due to local custom or traditions, but the basic tenants of the oath are as follows:
Might Makes Right: You are superior to others. Other people exist to help serve your ends.
Rule of the Strong: You are expected to serve those who have the power and strength to rule over you, and to fight against those who would fight against the rule of those in power (unless you feel that they are more worthy and capable of dominating others than the current ruler).
Oathbender: While you are forbidden from telling direct falsehoods, you are allowed to find loopholes or obscure legal references and twist them to your benefit.
Honor Points:
Starting at 2nd level, your training allows you to draw upon your honor to enable various abilities. Your access to this personal strength is represented by a number of honor points. Your knight level determines the number of points you have, as shown in the Honor Points column of the Knight table. You can spend these points to fuel various features. You start knowing three basic abilities: Knights' Challenge, an ability specific to the knightly oath you swore at level 1, and two martial maneuvers. You gain more abilities as you progress in the knight class.
When you spend a honor point, it is unavailable until you finish a short or long rest. At the end of a short rest, you regain an amount of honor points equal to your charisma modifier (minimum of one). You regain all of your expended honor points after a long rest. You must spend at least 30 minutes of a rest reflecting on your values and beliefs as a knight, and how you have lived up to those values.
Furthermore, by acting in a shameful and dishonorable way, you can lose honor points. Performing any of the following acts is considered dishonorable, and will result in the loss of an honor point. If you have no honor points remaining, and you commit one of the following acts, you have disadvantage on all attack rolls until you regain your honor points.
Oathbreaking: breaking any one of the tenants that you swore to uphold when you took your knightly oath.
Dishonorable Combat: Attacking any enemy that is helpless, baring an execution that you are expected or ordered to carry out. An enemy you trip and knock prone in combat wouldn't be considered helpless, nor would a mage who does not hold a weapon but is capable of casting spells. However, a sleeping or unconscious enemy would be considered helpless, as would a peasant who has no training in warfare.
Lawbreaking: Breaking any law that is part of the land you reside in is considered dishonorable, provided that following the law would not cause you to break your knightly oath.
Some abilities that use honor points require saving throws. You calculate the saving throws for honor abilities usng the following formula:
8+ Your Charisma Modifier + Your Proficiency Modifier
Knight's Challenge: As a bonus action, you can attempt to compel a creature into a duel with you by spending one honor point. One creature that you can see within range must make a Charisma saving throw. On a failed save, the creature is drawn to you, compelled by your sense of honor and a sense of obligation to answer your challenge. For the duration, it has disadvantage on attack rolls against creatures other than you, and it must attempt to engage you in combat. The target of this challenge does not recklessly attack you, but rather fights you in a way suited to it's fighting style. A mage can still cast AOE spells, but you must be one of the targets of the effect.
This effect ends if you attack any other creature besides the creature you challenged with this ability, and lasts until either you or your target have been killed or knocked unconscious. You cannot have two enemies targeted by this ability at the same time, but you may target a new enemy with this ability after defeating your initial target of the knight's challenge.
Knightly Oath Feature: You gain a defensive feature related to the oath you swore when you took your first knight level
Oath of Protection Feature: Sworn Shield: As a reaction, you can spend one honor point to defend an ally of yours within ten feet of you or yourself. If you use this ability on yourself, until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack. If you use this ability to defend an ally, you move towards them so that you are within 5 feet of them, provided you are not already within 5 feet of them. That ally then has a +5 bonus to their AC until the start of your next turn, as long as they stay within 5 feet of you for that period of time.
Oath of Loyalty Feature: Unyielding Conviction: As a reaction, you can spend one honor point to grant yourself advantage on a Intelligence, Wisdom, or Charisma saving throw.
Oath of Might Feature: Indomitable Prowess: As a reaction, you can spend one honor point to grant yourself advantage on a Strength, Dexterity, or Constitution saving throw.
Martial Maneuvers: Starting at level 2, you gain access to one of the martial maneuvers listed on page 71 of the players handbook. You learn additional maneuvers at levels 7, 12, and 17. The size of the superiority dice you use is listed in the Knight class table. Every time use a martial maneuver, you use one honor point. For maneuvers that require a saving throw, you use the same saving throw you use for all other features that use honor points.
Knightly Tradition: While your training as a knight has granted you knowledge of a wide variety of fighting systems your knightly tradition defines what part of knighthood you were given the most training in. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level.
Ability Score Improvement: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 cant increase an ability score above 20 using this feature.
Test of Endurance: Starting at level 4, you issue a call out to your enemies, attempting to force them to attack you. Using this ability expends one of your honor points. This works identically to your Knight's Challenge ability, but you force all of your enemies within 50 feet of you to make a saving throw or be subject to it's effect. The effect ends when you have either been killed or knocked unconscious, or all of the individuals under the effect have been reduced to zero hit points.
Extra Attack: Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Precise Strike: Your training as a fine warrior allows you to make accurate stikes even under the most strenuous of circumstances. You can spend one honor point to make a normal attack role when you would otherwise have to make an attack role with disadvantage.
Mettle: Starting at level seven, if you are subjected to an effect which requires a constitution saving throw that allows you to make a save to take half damage (such as from the spell cone of cold), you take no damage instead.
Daunting Challenge: Starting at level seven, you can spend one honor point to issue a terrifying threat to your enemies within 30 feet of you. If your enemies fail a charisma saving throw, they become frightened of you.
Improved Knight's Challenge Starting at level 9, you fight at a greater capacity when you issue a knight's challenge, knowing that your reputation as a skilled fighter is on the line. You add half your proficiency bonus (rounded down) to your attack and damage rolls against a target who is affected by your knight's challenge.
Fully Committed: Starting at level 10, you have purged yourself of all doubts regarding your choice to serve the side of law in it's eternal fight against chaos. You become immune to the charmed condition.
Linguistic Knowledge: Starting at level 13, you can learn another language of your choice. Prior to obtaining this rank, your character could be in the process of learning bits and pieces of the language over time, and might carry around a book or scroll with instructions on how to learn the language for the sake of roleplaying purposes.
Unyielding Devotion: Your loyalty to order allows you to resist harmful effects imposed on you by magic. Starting at level 4, whenever you make a saving throw and fail, you can spend 1 honor point to reroll it and take the second result.
Courtly Knowledge: Starting at level 15, you can gain proficiency in additional knight class skill.
No Higher Honor: Starting at level 18, you regain all of your honor points after a short or long rest.
Loyal beyond Death: Your commitment to fulfilling your code of honor is strong enough to keep your soul bound to your body even when you have received mortal wounds. At level 20, if you are reduced to zero hit points, you may expend an honor point to remain conscious. You must spend an additional honor point every round if you wish to remain conscious and fighting. If you choose to stop spending honor points or have no honor points left to spend at the start of your turn, you immediately die unless you have been healed to a positive hit point total.