Ivogel
2016-11-20, 05:47 PM
Any balance fixes would be greatly appreciated!
Class features
As a knight, you gain the following class features
HIT POINTS
1d12 per Knight level
Hit points at 1st level: 12 + your constitution modifier
PROFICIENCIES
Armour: Light armour, medium armour, heavy armour, shields
Weapons: Simple, martial
Tools: None
Saving throws: Strength, Wisdom
Choose 2 skills among: Athletics, animal handling, persuasion, history, insight, intimidation, perception
LV1: Knight protector, Formally trained
LV2: Fighting challenge, reliable combatant
LV3: Knightly order feature
LV4: ASI
LV5: Extra attack
LV6: Test of Mettle
LV7: Knightly order feature
LV8: ASI
LV9: Bulwark of defence, Call to battle
LV10: Knightly order feature
LV11: Improved Fighting challenge
LV12: ASI
LV13: Iron Will
LV14: Daunting challenge
LV15: Knightly order feature
LV16: ASI
LV17: Superior Fighting challenge
LV18: Knightly order feature
LV19: ASI
LV20: Knight of legend
lv1:Formally trained: Versatile weapons you use one-handed deal their damage as if 2-handed.
Knight protector:You gain the protection fighting style. You may use this ability even if you are not wielding a shield.
lv2:Fighting challenge:As a bonus action, select one opponent within 30 feet. For the next minute, against the selected enemy, add half your proficiency bonus (rounded up) to your saves, melee damage and AC. Whenever you disengage from your target or use an attack action to attack anyone other than the target of your fighting challenge, your fighting challenge ends. you can use your fighting challenge once per short rest
At Lv11, twice per short rest, when you damage an opponent affected by your fighting challenge and you don't have any temporary hit points, you gain temporary hitpoints equal your knight level
At lv 17, 3 times per long rest, when you affect an opponent with your fighting challenge that opponent must make a wisdom saving throw (8+proficiency + cha modifier) or be stunned for 1 turn.
lv2: Reliable combatant: once per turn, whenever you roll a 1 on an attack roll you can reroll it. You must use the new result.
lv6: Test of mettle: once per short rest, as a bonus action you can cast the spell ‘compelled duel’ (DC 8 + Proficiency + charisma modifier) you don't have to concentrate on it.
lv9: Bulwark of defence: Any opponent who starts their turn within five feet of you (10 feet if using a reach weapon) has their speed halved until the start of their next turn
lv9: Call to arms: once per short rest, as an action, you can make all allies (including yourself) within 60 feet retry a save against fear. They gain a bonus equal to your charisma modifier to their save. They must be able to see or hear you.
lv13: Iron will: You have advantage on wisdom saving throws
lv14: Daunting challenge: once per short rest, as an action, each hostile creature in a 60-foot cone with a challenge rating lower than your character level must succeed on a Wisdom saving throw (DC 8 + proficiency + Cha modifier) or drop whatever it is holding and become frightened for one minute. It can retry its save at the end of its following turns.
lv20: Knight of legend: Your proficiency bonus increases by +2
Knightly orders
The order of the Sword
The order of the Sword is a brutal knightly order known far and wide without mercy that cleaves through opponents with their mighty weapons.
Lv3 Great cleave
During your turn, whenever you incapacitate an opponent affected by your fighting challenge, you may move up to your speed and immediately make one other attack. If the attack hits, after dealing damage, you automatically activate your fighting challenge on this opponent.
Lv7 Order representative: Your knightly order inspires fear in anyone. You gain proficiency in the intimidation skill if you haven’t already. If you already do you can choose any other skill from the knight skill list. Double the proficiency bonus for the intimidation skill with people who know your knightly order.
Also, you can use your fighting challenge twice per short rest.
Lv10: Find the gap: once per long rest, When activating your fighting challenge, for the next minute your critical range is 18-20 against opponents affected by your fighting challenge.
Lv15:
Never outnumbered: Twice per long rest, you can affect up to 4 opponents with your fighting challenge at the same time.
Frightful presence: When you affect enemies with your daunting challenge, they have disadvantage on their saving throw to remove the frightened effect at the end of their turns.
Lv18:
Brutal execution: Whenever you score a critical hit or incapacitate an opponent, every hostile creature within 10 feet must make a constitution saving throw (DC 8 + proficiency bonus + Cha modifier) or be stunned for 1 turn.
The Order of the Shield
The knights of the order of the Shield throw themselves into battle, to fight their foes and more importantly to protect their allies.
Lv3: immovable object: on your turn, as an action, you may choose to take up space as a creature one size category larger (a medium createre would now take up 4 squares) until the start of your next turn. While in this stance you may take 1 extra reaction, your opportunity attacks have advantage and you have advantage on strenght saving throws and strenght checks.
Lv7:
Order representative: Your knightly order inspires trust. You gain proficiency in the persuasion skill if you haven’t already. If you already do you can choose any other skill from the knight skill list. Double the proficiency bonus for the persuasion skill with people who know your knightly order.
Also, you can use your test of mettle twice per short rest.
Lv10:
Team riposte: When an enemy misses an ally within 5ft of you with a melee attack and has disadvantage because of your protection fighting style, it's turn ends immediately and your attacked ally and yourself have advantage on attack rolls against it until the start of it's next turn.
Your call to arms also works against charm and stun effects.
Lv15: defensive stance: twice per long rest, your test of mettle can affect up to 4 creatures within 30 feet of you. When an opponent affected by your test of mettle tries to move away from you it has disadvantage on it's saving throw.
Lv18: Living anvil: Your weapon damage dice are doubled when making opportunity attacks
The order of the Golden Spurs
The order of the Golden Spurs focuses on mounted combat and devastating charges.
Lv3: Golden Spurs:
You’re an expert in finding and appraising horses. In a city, you know where to find the best horse breeders, and have advantage on haggling (persuasion) to buy a mount.
You also gain the mounted combatant feat.
Lv7: Order representative: You gain the animal handling skill if you haven’t already, if you do you can choose any other skill from the knight list. Double the proficiency bonus for animal handling for animals that serve or could potentially serve as mounts.
You can calm wild animals using animal handling and can train them as your mount.
After gaining the animal’s trust it takes 1d4+1 days to train them to be your mount. You need specialized equipment such as special saddles for some mounts.
Your knightly order can offer you warhorses for yourself and your companions free of charge. They are trained for battle and will find their way back to the nearest stable if left alone
Lv10: Improved training: Your mount’s constitution and strength score both increase by 4
Charge: while mounted and wielding a lance, you gain the benefits of the charger feat.
You can choose to deal both damage and shove a creature 10 feet when your charge attack hits.
Lv15: Critical charge: Double all weapon damage dice when mounted and charging an opponent and hitting with your lance. you use your mount's strenght score in place of your own for damage only.
Lv18: Great critical charge: If you charge while mounted and hitting an opponent with your lance, it must make a STR saving throw (DC 8 + your proficiency + mount’s strength modifier) or be stunned for 1 turn and knocked prone in addition to being shoved 10 feet
Class features
As a knight, you gain the following class features
HIT POINTS
1d12 per Knight level
Hit points at 1st level: 12 + your constitution modifier
PROFICIENCIES
Armour: Light armour, medium armour, heavy armour, shields
Weapons: Simple, martial
Tools: None
Saving throws: Strength, Wisdom
Choose 2 skills among: Athletics, animal handling, persuasion, history, insight, intimidation, perception
LV1: Knight protector, Formally trained
LV2: Fighting challenge, reliable combatant
LV3: Knightly order feature
LV4: ASI
LV5: Extra attack
LV6: Test of Mettle
LV7: Knightly order feature
LV8: ASI
LV9: Bulwark of defence, Call to battle
LV10: Knightly order feature
LV11: Improved Fighting challenge
LV12: ASI
LV13: Iron Will
LV14: Daunting challenge
LV15: Knightly order feature
LV16: ASI
LV17: Superior Fighting challenge
LV18: Knightly order feature
LV19: ASI
LV20: Knight of legend
lv1:Formally trained: Versatile weapons you use one-handed deal their damage as if 2-handed.
Knight protector:You gain the protection fighting style. You may use this ability even if you are not wielding a shield.
lv2:Fighting challenge:As a bonus action, select one opponent within 30 feet. For the next minute, against the selected enemy, add half your proficiency bonus (rounded up) to your saves, melee damage and AC. Whenever you disengage from your target or use an attack action to attack anyone other than the target of your fighting challenge, your fighting challenge ends. you can use your fighting challenge once per short rest
At Lv11, twice per short rest, when you damage an opponent affected by your fighting challenge and you don't have any temporary hit points, you gain temporary hitpoints equal your knight level
At lv 17, 3 times per long rest, when you affect an opponent with your fighting challenge that opponent must make a wisdom saving throw (8+proficiency + cha modifier) or be stunned for 1 turn.
lv2: Reliable combatant: once per turn, whenever you roll a 1 on an attack roll you can reroll it. You must use the new result.
lv6: Test of mettle: once per short rest, as a bonus action you can cast the spell ‘compelled duel’ (DC 8 + Proficiency + charisma modifier) you don't have to concentrate on it.
lv9: Bulwark of defence: Any opponent who starts their turn within five feet of you (10 feet if using a reach weapon) has their speed halved until the start of their next turn
lv9: Call to arms: once per short rest, as an action, you can make all allies (including yourself) within 60 feet retry a save against fear. They gain a bonus equal to your charisma modifier to their save. They must be able to see or hear you.
lv13: Iron will: You have advantage on wisdom saving throws
lv14: Daunting challenge: once per short rest, as an action, each hostile creature in a 60-foot cone with a challenge rating lower than your character level must succeed on a Wisdom saving throw (DC 8 + proficiency + Cha modifier) or drop whatever it is holding and become frightened for one minute. It can retry its save at the end of its following turns.
lv20: Knight of legend: Your proficiency bonus increases by +2
Knightly orders
The order of the Sword
The order of the Sword is a brutal knightly order known far and wide without mercy that cleaves through opponents with their mighty weapons.
Lv3 Great cleave
During your turn, whenever you incapacitate an opponent affected by your fighting challenge, you may move up to your speed and immediately make one other attack. If the attack hits, after dealing damage, you automatically activate your fighting challenge on this opponent.
Lv7 Order representative: Your knightly order inspires fear in anyone. You gain proficiency in the intimidation skill if you haven’t already. If you already do you can choose any other skill from the knight skill list. Double the proficiency bonus for the intimidation skill with people who know your knightly order.
Also, you can use your fighting challenge twice per short rest.
Lv10: Find the gap: once per long rest, When activating your fighting challenge, for the next minute your critical range is 18-20 against opponents affected by your fighting challenge.
Lv15:
Never outnumbered: Twice per long rest, you can affect up to 4 opponents with your fighting challenge at the same time.
Frightful presence: When you affect enemies with your daunting challenge, they have disadvantage on their saving throw to remove the frightened effect at the end of their turns.
Lv18:
Brutal execution: Whenever you score a critical hit or incapacitate an opponent, every hostile creature within 10 feet must make a constitution saving throw (DC 8 + proficiency bonus + Cha modifier) or be stunned for 1 turn.
The Order of the Shield
The knights of the order of the Shield throw themselves into battle, to fight their foes and more importantly to protect their allies.
Lv3: immovable object: on your turn, as an action, you may choose to take up space as a creature one size category larger (a medium createre would now take up 4 squares) until the start of your next turn. While in this stance you may take 1 extra reaction, your opportunity attacks have advantage and you have advantage on strenght saving throws and strenght checks.
Lv7:
Order representative: Your knightly order inspires trust. You gain proficiency in the persuasion skill if you haven’t already. If you already do you can choose any other skill from the knight skill list. Double the proficiency bonus for the persuasion skill with people who know your knightly order.
Also, you can use your test of mettle twice per short rest.
Lv10:
Team riposte: When an enemy misses an ally within 5ft of you with a melee attack and has disadvantage because of your protection fighting style, it's turn ends immediately and your attacked ally and yourself have advantage on attack rolls against it until the start of it's next turn.
Your call to arms also works against charm and stun effects.
Lv15: defensive stance: twice per long rest, your test of mettle can affect up to 4 creatures within 30 feet of you. When an opponent affected by your test of mettle tries to move away from you it has disadvantage on it's saving throw.
Lv18: Living anvil: Your weapon damage dice are doubled when making opportunity attacks
The order of the Golden Spurs
The order of the Golden Spurs focuses on mounted combat and devastating charges.
Lv3: Golden Spurs:
You’re an expert in finding and appraising horses. In a city, you know where to find the best horse breeders, and have advantage on haggling (persuasion) to buy a mount.
You also gain the mounted combatant feat.
Lv7: Order representative: You gain the animal handling skill if you haven’t already, if you do you can choose any other skill from the knight list. Double the proficiency bonus for animal handling for animals that serve or could potentially serve as mounts.
You can calm wild animals using animal handling and can train them as your mount.
After gaining the animal’s trust it takes 1d4+1 days to train them to be your mount. You need specialized equipment such as special saddles for some mounts.
Your knightly order can offer you warhorses for yourself and your companions free of charge. They are trained for battle and will find their way back to the nearest stable if left alone
Lv10: Improved training: Your mount’s constitution and strength score both increase by 4
Charge: while mounted and wielding a lance, you gain the benefits of the charger feat.
You can choose to deal both damage and shove a creature 10 feet when your charge attack hits.
Lv15: Critical charge: Double all weapon damage dice when mounted and charging an opponent and hitting with your lance. you use your mount's strenght score in place of your own for damage only.
Lv18: Great critical charge: If you charge while mounted and hitting an opponent with your lance, it must make a STR saving throw (DC 8 + your proficiency + mount’s strength modifier) or be stunned for 1 turn and knocked prone in addition to being shoved 10 feet