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VertDeLion
2016-08-25, 11:55 AM
As a first time DM, I'm kicking off the start of my campaign right off the bat with one of my would-be adventurers arguing about a custom class that they would want to be, and not participating if I say no. I have already reviewed the class that he wants, which is based off a class in the Homebrew Wiki, and made my own adjustments but he wants it his way or no way. I would very much appreciate opinions between the two variants to verify which is viable or which is just broken to hell.

Knight of the Sanguine Chargers




Level Proficiency Bonus Features Hero Acts Cap
1st +2 Fighting Style, Favored Mount -
2nd +2 By Blood and Steel, Duel Challenger, Personal Code 3
3rd +2 The Sanguine Knight’s Vow 6
4th +2 Ability Score Improvement, Heroic Blow (1) 8
5th +3 Extra Attack (1) 10
6th +3 Devastating Charge 12
7th +3 Valiant Battle Cry 14
8th +3 Ability Score Improvement 16
9th +4 The Questing Vow, Heroic Blow (2) 18
10th +4 Death to cowards! 20
11th +4 Extra Attack (2) 22
12th +4 Ability Score Improvement 24
13th +5 Champion of House Volk 26
14th +5 Heroic Resolve 28
15th +5 The Humanity Vow 30
16th +5 Ability Score Improvement 32
17th +6 Power of Humanity 34
18th +6 Extra Attack (3) 36
19th +6 Ability Score Improvement 38
20th +6 Strength and Valor 40

Prerequisites:

-MUST be Human.
-Noble blooded, or pronounced worthy by a Sanguine Charger Knight.
-Sworn to House Volk.
-Apprenticed under a Knight of the Sanguine Chargers.
-Sworn to the Sanguine Chargers.

Class Features:

Hit Points: 1d12 per Knight of the Sanguine Chargers
Hit Dice: 1d12 per Knight of the Sanguine Chargers level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 8) + Constitution modifier per Sanguine Knight level after 1st

Proficiencies:
Armor: All Armor
Weapons: All Weapons
Tools: None
Saving Throws: Charisma, Constitution
Skills: Choose three skills from the following: Animal Handling, Athletics, History, Insight, Intimidation, Performance, and Persuasion.

Equipment:
You start with the following equipment, in addition to the equipment granted by your background:

(a) a lance or (b) a flail
(a) a great sword or (b) a long sword and shield
(a) chain mail or (b) ring mail
(a) renown for a certain medium deed (you gain a title from it) or (b) a trophy from a battle or a hunt.

Fighting Style:
You were trained in the martial arts from a young age. 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.
Lancer:
You lose the disadvantage when you use a lance to attack a target within 5 feet of you.
Defense:
While you are wearing armor, you gain +1 bonus to AC.
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.
Great Weapon Fighting:
On a successful melee attack with a two-handed or versatile weapon, you may reroll the damage die if the result is less than 3, but you must use the new result.
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.

Favored Mount:
By spending 8 hours meditating with a willing animal, you form a magical bond with it. At first level, you may choose a creature to have already bonded with.
This animal must be at least one size larger than you, (obviously) have anatomy capable of safely carrying you, (So, for example, no basilisks) cannot be more than one step different in alignment from you, (So a lawful good hero can't ride a Nightmare) and its Challenge Rating must be below your Knight of the Sanguine Chargers level.
If the creature has an INT score of 10 or greater, you must make an INT contest against the creature. If you fail this check, the creature decides it would rather remain apart, and you can never attempt to form a bond with it in the future.
Your steed is bonded to you on a deeper level than most animals - it is almost like an extension of yourself. So long as you maintain your bond with your steed, you gain the following benefits:
- Your steed will do anything you command, no matter how suicidal, without complaint or fear.
- While you are riding your steed, any spells, attacks, or effects targeting it will instead target you.
- Moving while riding is exactly the same as moving when you aren't riding, you just use your animal's speed instead of your own.
- Your steed recognizes and obeys only you. It cannot be stolen by simply riding off with the animal. If it senses that it is being taken against your will, it will fight as if you are riding it, in an effort to free itself.
- If your steed is somehow killed in combat, you are filled with a vengeful rage. You have advantage on all attack rolls, checks, and saves until the end of combat.

By Blood and Steel:

Since ancient times, these Knights have enforced the law of the land upon the people, and those who wished to invade the Volklands. They have chosen to honor the Gods by prayer upon their greatest battles, seeking favor when in the midst of combat against those who are foolish enough to challenge a Knight of the Sanguine Chargers.
The Knight of the Sanguine Chargers may kneel to pray for the blessing of the Gods before or during a battle. The prayer requires an entire round to complete and if you choose any other ability, movement, etc before its completion, it fails. Furthermore, while you can prepare the ability before an encounter, it only lasts in preparation form for up to an hour. If you pray roll d20, on a 15+ you get the Blessing, if you do not achieve a 15+, the prayer fails. The prayer gives you a +1 AC against all melee attacks, and a +2 AC against all ranged attacks. The Blessing lasts for the duration of the fight, and you can call for the God’s blessings again after a short rest. Also, if you decide to pray during a battle, your initiative roll is considered to be 1 for the whole battle, because you need some time to kneel and read the prayer. Moreover, if you are attacked during a prayer you suffer a -5 to AC throughout the duration of the prayer until completion or breaking of it. If you break the prayer at any point, before or during battle, the prayer fails and you must take a short rest to use this ability again.

You gain bonuses for the d20 roll:
- If you have the Sanguine Knight`s Vow (+1)
- If you have the Questing Vow (+3)
- If you have the Humanity Vow (+5)

-If you have the Strength and Valor Vow (+8)
- If you are near sacred sites (such as temples, holy areas, etc) (+10)

You endure negatives for a d20 roll if:

-You fled from combat (-5), this lasts for 1 hour upon any By Blood and Steel roll, then your sin of cowardice is forgiven by the Gods.

-You were dishonorable (-10), this lasts for 5 hours upon any Blood and Steel roll, then your sin of cowardice is forgiven by the Gods. (One can be clever, but there is a limit on what is intelligent and what is outright dastardly, in addition this applies to such things as challenging incredibly lesser “victims” rather than opponents such as a child).

-You denied a challenge (-15), this lasts for 10 hours upon any Blood and Steel roll, then your sin of cowardice is forgiven by the Gods. (This applies only to honorable challenges, an enemy daring you to fight him and 1000 of his comrades does not count i.e honorable yet logical challenges).

-Broke your own personal Knight’s code (-20), this lasts for an entire week, or until you can redeem yourself before then in the face of the Gods (or the DM). After a week, your sins are forgiven.
You will immediately lose the Blessing of the Gods if:
- You flee from a close combat for any reason.
- You refuse to meet a challenge in a fight where you could have accepted.

-You break your personal Knight’s code.




Personal Code: (A personal creed that the Knight follows, i.e “I do not condone rape”)

Choose 3 main codes, upon any major following or breaking of these creeds, you are rewarded or negated in Heroic points. If you complete certain deeds that follow your code, you are rewarded extra in Heroic Points, or lose points if you break your code. Amount of points given or taken is up to the DM.

Duel Challenger:

You seek to constantly challenge other individuals who might prove worthy to fight you; they don't have to accept the duel but only to know that they are being challenged. You can choose to challenge one target and force it to fight you, the target must make a Charisma saving throw of 15 or else they will be forced to accept the challenge and focus their attacks upon you. The effects of this ability remain until one of you is dropped to 0 hit points or both of you agree to end the duel, you gain disadvantage if you attack another target while dueling. In addition, you are now able to acquire Heroic Act points; Heroic Acts represent the deeds of the noble Knight in the field of battle. The maximum amount of Heroic Acts he can hold is twice the number of his level. Heroic Acts can be earned by completing various quests, defeating monstrous enemies and winning in challenges against worthy opponents. (There may be additional ways to gain Heroic Acts points, but it`s up to GM to decide). The number of Heroic Acts points you get may vary depending on the difficulty of your deed.

Examples of Worthy opponents are: (Generally what makes sense, although you can challenge a simple guard to a duel, it can be up to the DM depending on the situation if it were heroic enough to give a point of Heroic Acts, as in addition to the ability, one is generally award 1 or more Heroic Act points when placing their life or honor on the line of a duel, HOWEVER if you fail and are defeated in the duel, you lose 1d8 Heroic Points).
-Other Knights, Volklandian or not.

-Leaders and commanders of any kind.

-Bosses.

-Devils and Demons, Undead.

-Evil Creatures, Folk, or otherwise.

-Great beasts or folk of legend.

-A creature or person that is committing a heinous act.



The Sanguine Knight`s Vow:
If and when a Knight Errant proves themselves worthy, they become a Knight of the Sanguine Chargers. They have proven themselves in battle and assumed their full responsibilities as a Knight. The Knight of the Sanguine Chargers is an elite soldier whose task is to protect his people, serve his feudal lord, and provide an example of what it means to a Sanguine Charger.
As a Knight of the Sanguine Chargers, you gain the following bonuses:
- You gain advantage on all Fear checks and, and once per day, you may reroll this check.
It is important to keep in mind that, although you are a Knight, you are not the typical chivalrous Knight, nor a wandering Hedge Knight; you are a Knight of the Sanguine Chargers, sworn to House Volk. This means that you are expected to uphold their laws, as well as the Sanguine Chargers ethics and morals. You are not expected to rush to the aid of another lord’s plea, nor are you excommunicated due to pillaging or slaughtering, you are a soldier first before anything. This is why your kind is regarded more so as House Volk’s “Shining Brutes” rather than honorable Knights, it is not uncommon to hear that a troop of Sanguine Chargers mowed down an entire village of Non-Humans, and considered it an honorable act.
Heroic Acts points can now be spent in battle in order to perform one of the Virtues of the Sanguine Knight. You spend your reaction or bonus action to do so. Each of the Virtues has a point cost shown below. You cannot stack any of the virtues, the abilities only do what they state they do.
As a Knight of the Sanguine Chargers, you can perform the following Virtues of the Sanguine Knight:
- Virtue of Heroism (3):
For the duration of two rounds the Knight of Sanguine Chargers can add a 1d20 to all his damage rolls against enemies with size of "Large" and above. Damage type is that of the weapon the Knight wields.
- Virtue of Audacity (5):
For the duration of two rounds if your Knight is locked in close combat, you can try to counterattack each attack directed at you. Make a contested roll of Dexterity, if the opponent beats your roll he attacks as normal, if the Knight of the Sanguine Chargers wins, the enemy`s attack automatically fails and you roll for a hit instead. Counterattacks deal only half the normal damage (though any modifiers apply in full). You can also use Heroic Blow instead of a normal counterattack.
- Virtue of Confidence (6):
When locked in a duel, you may roll at an advantage on all melee attacks made against your opponent for the duration of the duel.

- Virtue of Knightly Ardor (2):
For the duration of one round if your Knight isn`t locked in close combat, you can countercharge any opponent, who tries to attack you in melee, ignoring the normal rules for charging. Make a contested roll of Dexterity, if the opponent wins he attacks as normal, if the Knight of the Sanguine Chargers wins, he immediately charges his enemy triggering all his special rules for charging (Devastating Charge, Valiant Battle Cry, etc). If you kill your opponent with the countercharge and then you are attacked by another one, you can try to countercharge again.
Ability Score Increase:
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 can't increase an ability score above 20 using this feature.

Heroic Blow:
When activated upon your first attack on your turn, you can decide to strike a Heroic Blow. Doing so gives you disadvantage on melee weapon attack rolls during this turn, but allows you deal +10 extra weapon damage. At 9th level, your attack damage increases upon hit to +20 extra weapon damage. This ability is only used as an opening attack/ability and cannot be used otherwise, the ability only works against a single opponent, and if there are multiples, it does not refresh until the end of combat.

Extra Attack:
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 at level 11.
The number of attacks increases to four at level 18.

Devastating Charge:
Sanguine Knights often form up into a powerful formation called the 'Lance'. This formation enables the Knights to charge deep into enemy units, angled so as to maximize the number of attacking Knights. Even a single Knight of the Sanguine Chargers can inflict huge damage in a charge.
When charging a creature, it must take a Dexterity saving throw of 15, if it fails, it is trampled by the Knight`s steed and your damage against this creature is doubled. Also, you can add a 1d6 to the damage pool for every 10 ft of distance between you and the target. The target counts as being knocked prone if it fails. If it passes, it takes the hit as normal and is not knocked down. Creatures of size "Large" and above roll with an advantage. You can use this skill only while being mounted. If you can reach them within your move speed, mounted, you may charge them.

Valiant Battle Cry:
You may use this ability when on foot or mounted, but only if you can reach them within move speed upon charge. When charging a creature, it must take a Fear check of 15 with a disadvantage. If it passes, it takes the hit as normal. Creatures of size "Large" and above do not get a disadvantage. If it fails, the creature is afraid of you and also suffers a disadvantage on a Dexterity check of the Devastating Charge rule. If the target is trampled/knocked prone, all enemy creatures in range of 30 feet of the Knight of the Sanguine Charger must make a fear check of 16, upon failure they are feared.

The Questing Vow:
Since the days of Sanguine Volk, the Knights of the Sanguine Chargers have tried to better his name by performing great deeds and acts for their country. Knights of the Sanguine Chargers may choose to go on a mighty quest that is either given by the Gods, a Sanguine Knight Commander, a Flayed Prince or a personal one (deemed worthy by the DM). (The traditional quest is the eternal quest to make Sanguine Volk’s name a better one).

As a Questing Knight, you gain the following bonuses:
-You become immune to Fear and gain advantage on charm effects, and once per day, you may reroll these checks.
- You now can pray for the Blessing of the Gods each without making a short rest, but if you fail your roll during an encounter you cannot attempt the prayer again until combat has ended.
You can perform the following Virtues of the Chivalric Knight, in addition to all the previous ones:
- Virtue of Knightly Will (3)

You gain advantage on Wisdom checks and saving throws upon the Duel Challenger feature, this means that while in a duel you gain advantages on all Wisdom checks when activation of this ability is made, this lasts for the duration of the duel.
- Virtue of the Ideal (4)
For the duration of 1d4 hours you invoke the spirit of Chivalry inside of you. You gain +1 on all checks and rolls (except attacking and damage rolls) while it`s activated.
- Virtue of Noble Disdain (5)
For the duration of 3 rounds, the Sanguine Charger gains a +1 to their attack rolls made against any enemy that is equipped with a ranged weapon, this applies to siege crews and such as well.


Death to the Cowards! :
At 10th level, your hatred for cowards fuels your attack because those who fear death don't deserve to live. You can spend a bonus action to gain an extra attack against any creature that is frightened, retreating or a creature that tries to take the Withdraw action, the creature must be within the reach of your weapon.

Champion of House Volk:
A Knight of the Sanguine Chargers may defy death to keep fighting. He is a symbol of strength and valor and his faith to House Volk and the Sanguine Chargers keeps him or her fighting. If this ability is activated while fighting in a duel challenge, it heals up to half of the Knight`s hp for the rest of combat after being hit for lethal damage that doesn't outright kill him. If this ability is activated otherwise, it heals up to a quarter of Knight`s life for the rest of combat. In addition, while this ability is activated, the Sanguine Charger cannot be knocked out from total damage (1/2 or more his/her health in 1 hit).
Furthermore, if this ability is activated while fighting a challenge, the Knight`s opponent must take a Fear test, so threatening is the resolve of a noble Knight of the Sanguine Chargers and his refusal to die. Creatures of size "Large" and above roll with an advantage against this fear check.
However, after combat, after the ability is used, the Knight of the Sanguine Chargers must take a short rest to recover and allow themselves to heal or else their hp immediately falls to zero hit points and are forced to take a long rest that cannot be interrupted by any means, magical or otherwise. This can only be used once per day.

Heroic Resolve:
You naturally gain Heroic Act points through the sheer determination of your character, this is explained by performing or accomplishing great deeds and acts upon the dreamscape during rest; even during your sleep are you on constant vigilance for a worthy fight and cause. You gain 1d4 Heroic Points once every short rest, and 1d6 Heroic Points every long rest.
The Humanity Vow:

The Sanguine Knight strives to become a beacon of Human spirit, for he or she has not only undertaken the quest for greatness but has been rewarded with success. His or her deeds have earned them the favor of the Gods. They have appeared before him or her in their true and pure glory and offered him or divine blessing upon their very being.
You now gain the following bonuses:
- You gain immunity to Psychology, you feel no fear, you can`t be intimidated or charmed, even by magical means. Though you can still be deceived and persuaded of course.
-Your attacks can be radiant upon your choosing.

- Your By Blood and Steel is improved and now gives you +2 AC against all melee attacks and a +3 against ranged attacks.
- You can perform the following Virtues of the Chivalric Knight, in addition to all the previous ones:
- Virtue of Comradely (8)
For the duration of six rounds the rest of the party can add the Knight`s Charisma bonus to their attack rolls.
- Virtue of Empathy (5)
For the duration of one turn during an encounter you can share your bravery with all your companions, thus making them immune to Psychology.

Power of Humanity:
The foes of the Knight of the Sanguine Chargers know that they face divine as well as human power, and uncertainty gnaws at their resolve and their hearts sink within their quailing breasts.
The God’s presence can be felt on a battlefield. The presence takes the form of a powerful curse upon the enemies of the Knights of the Sanguine Chargers, and in particular upon those that make use of the foul and dishonorable weapons of mass destruction.
Upon activation, if any creature tries to attack the Knight using any form of ranged attack, this creature rolls at a disadvantage. Enemy gunpowder weapons gain a -5 in addition to their disadvantage rolls.
If there is a rule that states that the shooter can’t gain disadvantage in making ranged attacks, roll a d20, on 11+ Power of Humanity is stronger, than this rule. Gunpowder weapons, however, always roll with disadvantage. The Knight of the Sanguine Chargers must have the Power of Humanity in order to use this rule, and this ability can be used up to 3 times until need of recharge. Upon short rest, 1 charge is restored; upon long rest all charges are restored.

Strength and Valor:
You become devoted to ONE of the Virtues of the Knight of the Realm. In addition, you can then choose between Knight of House Volk or Knight of the Gods, and one of the skill improvements listed below:
- Virtue of Purity (5)
You can boost yourself up by +1 AC and give your companions +1 AC.



- Virtue of Empathy (5)

Your friends gain advantage on all Psychology checks during the entirety of an encounter, and once per day, they may reroll this check but only within that encounter.
You can only choose ONE Virtue and CAN’T change it later.

Knight of House Volk
The cost of all the Virtues of the Sanguine Knight is now one point lower for you, to a MINIMUM of 1.
Knight of the Gods
You gain a 1d6 + your Constitution modifier bonus regeneration ability.
Regeneration triggers every two rounds of combat at the beginning of your turn.

In addition, you may choose one of the following skill improvements after choosing Knight of House Volk or Knight of the Gods:

-Your Charisma and Constitution caps are now 22, and you gain a +2 in both to those skills.

-Your Strength and Constitution caps are now 22, and you gain a +2 in both to those skills.

-Your Strength and Charisma caps are now 22, and you gain a +2 in both to those skills.


Knight of the Realm
Hit Points
Hit Dice: 1d10 per Knight level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Knight level after 1st

Proficiencies
Armor: Heavy armor, Medium Armor, Shields
Weapons: Simple weapons, Martial weapons
Tools: None
Saving Throws: Charisma, Constitution
Skills: Choose three skills from the following: Animal Handling, Athletics, History, Insight, Intimidation, Performance, and Persuasion

Equipment
You start with the following equipment, in addition to the equipment granted by your background:
(a) a lance or (b) a flail
(a) a great sword or (b) a flail
(a) chain shirt or (b) ring mail
(a) a token from your deity or (b) a trophy from a battle or a hunt

Level Proficiency
Bonus Features
1st +2 Fighting Style, Favored Mount
2nd +2 Display of Chivalry
3rd +2 The Knight`s Vow
4th +2 Ability Score Improvement, Heroic Blow (1)
5th +3 Extra Attack (1)
6th +3 Devastating Charge
7th +3 Valiant Battle Cry
8th +3 Ability Score Improvement
9th +4 Vow Feature, Heroic Blow (2)
10th +4 Death to the Cowards
11th +4 Extra Attack (2)
12th +4 Ability Score Improvement
13th +5 Display of Chivalry Improvement
14th +5 Shining Armor
15th +5 Vow Feature
16th +5 Ability Score Improvement
17th +6 Honorable Combat
18th +6
19th +6 Ability Score Improvement
20th +6 Vow Feature

Fighting Style
You were trained in the martial arts from a young age. 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.
Lancer
You lose the disadvantage when you use a lance to attack a target within 5 feet of you.
Defense
While you are wearing armor, you gain +1 bonus to AC.
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.
Great Weapon Fighting
On a successful melee attack with a two-handed or versatile weapon, you may reroll the damage die if the result is less than 3, but you must use the new result.
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.

Favored Mount
By spending 8 hours meditating with a willing animal, you form a magical bond with it. At first level, you may choose a creature to have already bonded with.
This animal must be at least one size larger than you, (obviously) have anatomy capable of safely carrying you, (So, for example, no basilisks) cannot be more than one step different in alignment from you, (So a lawful good hero can't ride a Nightmare) and its Challenge Rating must be below your Knight of Bretonnia level.
If the creature has an INT score of 10 or greater, you must make an INT contest against the creature. If you fail this check, the creature decides it would rather remain apart, and you can never attempt to form a bond with it in the future.
Your steed is bonded to you on a deeper level than most animals - it is almost like an extension of yourself. This bond is broken if you intentionally abuse the animal or part ways with it, and can never be regained once broken. So long as you maintain your bond with your steed, you gain the following benefits:
- Your steed will do anything you command, no matter how suicidal, without complaint or fear.
- Your mount has resistance to all damage except force and psychic damage as long as you're riding it.
- Your steed recognizes and obeys only you. It cannot be stolen by simply riding off with the animal. If it senses that it is being taken against your will, it will resist and become unruly, getting +1 to all attack and damage rolls, and checks that involve resisting its captor.
- If your steed is somehow killed in combat, you are filled with a vengeful rage. You have advantage on all attack rolls, checks, and saves until the end of combat, at which point you collapse unconscious for 1 hour.

Display of Chivalry
At the second level, when rolling initiative at the start of combat that wasn't a surprise attack, you may choose to make a quick prayer, making your Initiative roll a 1 for the duration of combat. If you do, when you attack and do not have advantage on the attack roll, you get +1 to attack and damage rolls made with a weapon, and have a bonus +1 AC against ranged weapon attacks.
In addition, if you prayed, as long as an ally within 10ft of you has half or less health, you may apply your charisma modifier to one attack per turn against a creature hostile to that ally within range the applied modifier must be declared before the dice is rolled.
At the 13th level, when you apply your charisma modifier to the attack roll using this feature, you also apply the modifier to the damage of that attack as well.

The Knight's Vow
At the 3rd level, you know the Compelled Duel spell, which you can cast a number of times per day equal to your Charisma modifier. You also choose a Knight Vow, as listed below, which grants you additional spells and feats at levels 3, 9, 15 and 20.
If a player multiclasses into any other class that requires bonding or vowing to a deity or other force, one or more of either classes' features may be lost.

The DC of spells you cast is equal to 8 + proficiency + charisma
The spell attack modifier is equal to your proficiency bonus + your charisma modifier.

Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Heroic Blow
At 4th level, you bound yourself to honour and so you allow your foe to ready himself. When you make your first attack as an action against an opponent who's already acted this round, you may inflict a -6 penalty to your attack roll. If the attack hits, you deal +10 damage. You may use this feature a number of times per day equal to your charisma modifier.
At the 9th level, you may apply a Heroic Blow on attacks of opportunity.

Extra Attack
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 at level 11.

Devastating Charge
At the 6th level, you may use your action to charge a creature no closer than 20ft from you. If you do, it must succeed in a Dexterity saving throw. On a failure, they take damage equal to your weapon's damage + your mount's natural weapons damage, and are knocked prone. On a success, they take half that damage and aren't knocked prone. Attacks of opportunity made against you while charging has disadvantage, and deal half damage.
You can use this skill only while being mounted.

Valiant Battle Cry
At 7th level you charge into battle shouting glorious battle cries, striking fear into the hearts of your enemies. You may do so a number of times per day to your charisma modifier.
Before attacking or charging, you may use a bonus action to shout a battlecry. Creatures within earshot that are not of the size 'Large' and above must make a Charisma saving throw. On a failed save, the creatures are cowed for 1 minute, suffering disadvantage on all physical saving throws against you as well as taking +2 damage from weapon attacks made by you.
At the end of each of their turns, creatures may make another Charisma saving throw to end this effect.

Death to the Cowards
At 10th level, your hatred for cowards fuels your attack because those who fear death don't deserve to live. You may preform a weapon attack as a bonus action to a creature within range that is frightened or has been cowed by your Valiant Battle Cry and attacks of opportunity are made with advantage.

Shining Armor
At the 14th level, you become a heroic light in the face of darkness. While wearing armor, after a long rest, you gain the effects of Beacon of Hope as if you had cast it, centered on yourself. When you are attacked, you must make a saving throw as if you were concentrating on the spell, except you make a Charisma saving throw instead of a Constitution saving throw, losing this effect on a failure. You may also lose this effect if you preform dishonorable or nefarious actions.

Honorable Combat
At the 17th level, your detest of the dishonorable has strengthened your resolve. As long as you are not wielding a ranged weapon, ranged weapon attacks made against you are made at disadvantage and you are resistant to damage made from surprise or sneak attacks.
In addition, if the number of allies in combat match the number of enemies, your attacks and damage from Devestating Charge deal radiant damage equal to your charisma modifier.

THE KNIGHT'S VOW
A Knight of the Realm chooses a patreon being, swearing themselves to their strengths and beliefs.

SWORN TO URRYU
At the 3rd level, you may choose to draw from the ascended light elemental, Urryu the Radiant. When you do, at the start of each day, you gain temporary hit points equal to twice your charisma modifier. While you have these hit points, a creature that strikes you with a melee attack takes 5 radiant damage.

At the 9th level, as an action, you may have a weapon you're holding radiate white light, illuminating a space 10ft around you in bright light, and another 15ft past that in dim light. Undead creatures and demons illuminated by the bright light have disadvantage in wisdom and charisma saving throws until they leave the affected zone.
You can have the light glowing for a total of hours per day equal to your charisma modifier, after which, you cannot use the feature again until next dawn.

At the 15th level, when you strike a creature with a Heroic Blow, or strike a creature affected by your Compelled Duel spell, you may apply the effects of the Blinding Smite spell to that attack. You may use this feature a number of times per day equal to your charisma modifier.

At the 20th level, you gain proficiency in all saving throws, and once per long rest, if you fail a charisma or constitution saving throw, you may choose to reroll the die and must use the new result.

BLESSED BY SELENIA
At the 3rd level, you may choose to draw from the asceneded human, Selenia the Merciful. When you do, you gain spell slots as per the following table. You know a number of spells from the Cleric spell list equal to your Knight of the Realm level plus your charisma modifier, as well as a number of Cleric cantrips equal to your charisma modifier.
(aside from spells known, the spell slots for this archtype follows the Eldritch Knight table. Sorry, I tried pasting but it didn't work.)


At the 9th level, as an additional effect of any spell you cast, you may heal yourself or an ally you can see within 30ft of you for 1d8 + your charisma modifier. If a steed bounded to you by your Favored Mount feature is within range, it is also healed for that amount.

At the 15th level, magical energy radiates from you and your mount. While you and your Favored Mount are within 5ft of each other and you are both conscious, you have the effects of Aura of Life, centred on yourself.

At the 20th level, your magic is augmented to punish many foes at once. Whenever a hostile creature enters any area of effect from you or a spell you cast, or start their turn in the area, they must make a constitution saving throw, taking 3d10 radiant damage on a failed save and half that much on a successful one.

FURY OF LYN FARAMOT
At the 3rd level, you may choose to draw power from the Elder Dragon, Lyn Faramot. When you do, you choose an enemy type to be a Hated Foe: abberations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid as Hated Foe.
You have advantages on Survival checks to track your favored enemies, as well as Intelligence checks to recall information about them.
You may choose one additional Hated Foe at the 9th and 15th level. Consider choosing creatures based on what you've encountered through your adventures.

At the 9th level, you gain +1 to attack and damage rolls made against Hated Foes. In addition, when you strike a creature using your Heroic Blow feature, or a creature affected by your Compelled Duel feature, you may apply the effects of the Branding Smite spell to that attack, except the duration of the effects lasts until the end of your next turn. You may do this a number of times per day equal to your charisma modifier.

At the 15th level, whenever you roll damage die against a Hated Foe, once per turn, you may choose to reroll a number of those die equal to half your charisma modifier, and must use the new results.

At the 20th level, the Elder Dragon empowers you. As an action, you may draw power from the dragon, bestowing the following benefits for a number of rounds equal to your constitution modifier:
* Weapon attacks you do deal an extra 1d10 necrotic, fire, or radiant damage (your choice). The damage die is maximized when striking a Hated Foe
* You may use an action to breathe dragonfire in your choice of a cone (con save) 15ft ahead or line (dex save) 30 ft forward. Creatures in the area take 5d6 of necrotic, fire or radiant damge (your choice) on a failed save or half as much on a successful one. The DC for this saving throw is 8 + your constitution modifier + your proficiency bonus.
*You are resistant to bludgioning, piercing and slashing damage made from nonmagical weapons.
After you use this feature, you cannot do so again until you complete a long rest.

Apologies if it looks really messy, both the classes were very much organized and trimmed in their docx format but I couldn't properly transition it here.

Rerem115
2016-08-25, 01:05 PM
The first variant is a dense, unreadable mess that does not match 5e design philosophy, and is broken as ****. D12 hit dice, extra attack (3) at 18th level, wonky DCs, unlimited AoOs, the list goes on.

The second variant, on the other hand, looks fairly workable, except for a few features:

Valiant Battle Cry is stll too strong, especially considering you get a bonus action attack. I'd keep the fear effect, but drop the other riders from the level 7 feature, and instead have it be like the Barbarian intimidation ability.

Beacon of Hope is a really strong spell to get for free, especially considering that one of the archetypes gets free heals. However, Beacon of Hope only has a duration of one minute. I'd recommend changing the level 14 feature to something else entirely.

Favored Enemy no longer grants bonuses in combat. It's probably not a big deal, just know that's not 5e's style. Also, consider using a time duration, rather than rounds for the capstone. 1 minute seems fair; more or less in line with the Paladin capstone.

Finally, the Selene archetype needs to be reworked. If it gets spell slots like an EK, why not spells? It's a lot less awkward than using Cha mod. The 9th level feature is broken; why yes, I would like to give me or an ally, and my mount a free ranged cure wounds every time I cast sacred flame. I'd recommend replacing this with either Blessed Healer or Disciple of Life, ala Life Cleric. Free Aura of Life=no dead allies. Ever. You might want to tone that down, especially considering how much this class already gets. Lastly, the capstone is broken. As written, it procs off your level 15 feature. Also, yes, I would like to turn light into spirit guardians, but with a larger AoE, at no cost. I'd recommend replacing this feature with something else entirely.

VertDeLion
2016-08-25, 01:10 PM
Thank you for your feedback, and an even greater thanks for getting back to me so quickly~
The first variant is what my player is demanding while the second one was the one I suggested. I will look into modifying it based on your suggestions

VertDeLion
2016-08-25, 03:36 PM
The first variant is a dense, unreadable mess that does not match 5e design philosophy, and is broken as ****. D12 hit dice, extra attack (3) at 18th level, wonky DCs, unlimited AoOs, the list goes on.

The second variant, on the other hand, looks fairly workable, except for a few features:

Valiant Battle Cry is stll too strong, especially considering you get a bonus action attack. I'd keep the fear effect, but drop the other riders from the level 7 feature, and instead have it be like the Barbarian intimidation ability.

Beacon of Hope is a really strong spell to get for free, especially considering that one of the archetypes gets free heals. However, Beacon of Hope only has a duration of one minute. I'd recommend changing the level 14 feature to something else entirely.

Favored Enemy no longer grants bonuses in combat. It's probably not a big deal, just know that's not 5e's style. Also, consider using a time duration, rather than rounds for the capstone. 1 minute seems fair; more or less in line with the Paladin capstone.

Finally, the Selene archetype needs to be reworked. If it gets spell slots like an EK, why not spells? It's a lot less awkward than using Cha mod. The 9th level feature is broken; why yes, I would like to give me or an ally, and my mount a free ranged cure wounds every time I cast sacred flame. I'd recommend replacing this with either Blessed Healer or Disciple of Life, ala Life Cleric. Free Aura of Life=no dead allies. Ever. You might want to tone that down, especially considering how much this class already gets. Lastly, the capstone is broken. As written, it procs off your level 15 feature. Also, yes, I would like to turn light into spirit guardians, but with a larger AoE, at no cost. I'd recommend replacing this feature with something else entirely.

Favored Mount's resistance to damage has been modified to Once per long rest, if your steed would be knocked down to 0 health without outright killing it, it drops to 1 hit point instead.

Valiant Battle Cry has had its damage and effect modified.

Shining Armor's Beacon of Hope has been removed. Replaced with :At the 14th level, you become a heroic light in the face of darkness. As long as you're conscious, you and creatures within 15ft of you have advantage on Wisdom and death saving throws, and have advantage against being feared, and ending fear effects.:

BLESSED BY SELENIA's archtype has been modified.

At the 9th level, as an additional effect of any spell you cast (excluding Compelled Duel), you may heal yourself or an ally you can see within 30ft of you equal to your charisma modifier. If a steed bounded to you by your Favored Mount feature is within range, it is also healed for that amount.

15th level Aura of Life has been changed to Aura of Purity

20th level has been removed. Instead, the Epic Boon, Boon of Spell Recall, has been added.

Duration of the capstone of Lyn Faramot has been adjusted to 1 minute instead of rounds.

Rerem115
2016-08-25, 04:32 PM
The problem with healing every time you cast a spell is that there are spells you can cast at no cost. For example, after a fight you cast light every round until your party is at full health. Despite being a one third caster, you're a better healer than the life cleric. That's why I think you should tie the healing bonus to healing spells; you only have a limited number of those.

VertDeLion
2016-08-25, 09:32 PM
The problem with healing every time you cast a spell is that there are spells you can cast at no cost. For example, after a fight you cast light every round until your party is at full health. Despite being a one third caster, you're a better healer than the life cleric. That's why I think you should tie the healing bonus to healing spells; you only have a limited number of those.

How about restricting it to spells of level 1 oe higher? Otherwise i guess ill cut and paste from the cleric skill list

Rerem115
2016-08-25, 10:05 PM
Even if it were restricted to spells of 1st level or higher, you would still wind up being a better healer than the Life Cleric. Having your bonus healing be Cha mod instead of 2+spell level means that you get more oomph out of low level spells than the Cleric. Because you can heal yourself or an ally and your mount, you can heal twice as much as the Cleric. Finally, because you can heal on any spell, instead of just healing spells, you can sit back and cast Guiding Bolt, Hold Person or Spirit Guardians, providing fantastic damage/crowd control, while still healing your allies.

If you want to have a healing archetype, that's all well and good. I just don't think you should be a better healer (One with 3 attacks, heavy armor, and a fighting style, no less) than the Life Cleric. That's why I think you should limit the healing bonus to healing spells. The Cleric ability that would probably fit your class the best would be Blessed Healer(2+spell level when healing a creature other than you); it would give you a buff for healing allies, while still letting the Life Cleric be the better all-around healer. If you feel that this would leave your mount too weak, you could have it include your mount, too; in all honesty, that would probably be fair.

PapaQuackers
2016-08-26, 12:02 AM
So I'm not entirely sure why you're tolerating that kind of attitude from one of your players anyway. You're a first time DM so I'm going to offer you some free advice to save you heart ache. Allowing players to be inflexible, whiny and extremely demanding is a very slippery slope. You should be very firm about what you allow and will not allow. I respect that you were willing to make him a modified version of what he wanted at all, but I really hope you told him he's behaving like a complete horse's ass.

VertDeLion
2016-08-26, 02:45 AM
So I'm not entirely sure why you're tolerating that kind of attitude from one of your players anyway. You're a first time DM so I'm going to offer you some free advice to save you heart ache. Allowing players to be inflexible, whiny and extremely demanding is a very slippery slope. You should be very firm about what you allow and will not allow. I respect that you were willing to make him a modified version of what he wanted at all, but I really hope you told him he's behaving like a complete horse's ass.

The reason why I'm putting up with it is that he is our current DM, and also my best friend's boyfriend. He also is the primary friend of most of the other people that plays with us so if he tells them all to **** off, I am without a group (more or less). I've shown this to 4 other people (including you guys) and everyone disagrees with this class, but he won't listen to reason, telling me they're all ****, you're all ****, your opinions are ****, and he's right, this is a fine class.

VertDeLion
2016-08-26, 02:46 AM
Sorry for the frequent *asterisks*. assume all censored words are the word "poop"

Cryosin the 3rd
2016-08-26, 09:05 PM
....... sorry postting on wrong post