JNAProductions
2018-09-21, 08:22 PM
HIT POINTS
Hit Dice: 1d12
Hit Points at 1st Level: 12+Con Mod
Hit Points at Higher Levels: 1d12 (7)+Con Mod
PROFICIENCIES
Armor: Light, Medium, Heavy, and Shields
Weapons: All Simple and Martial
Tools: Any one artisan tool or musical instrument
Saving Throws: Charisma and Wisdom
Skills: Choose any two from Athletics, History, Religion, Animal Handling, Insight, Medicine, Perception, Intimidation, and Persuasion
EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
-Chain Mail
-Any weapon you are proficient in, with 20 pieces of ammo if needed
-Any melee weapon you are proficient in
-(a) Any ranged weapon you are proficient in, with 20 pieces of ammo or (b) three of a thrown weapon
-A shield
-Any one pack
Knight
Level
Proficiency Bonus
Features
1st
+2
Knightly Challenge, Protection Fighting Style
2nd
+2
Second Wind
3rd
+2
Knightly Order
4th
+2
Ability Score Improvement
5th
+3
Extra Attack
6th
+3
Improved Knightly Challenge
7th
+3
Order Feature
8th
+3
Ability Score Improvement
9th
+4
Improved Protection
10th
+4
Bulwark Of Defense
11th
+4
Greater Knightly Challenge
12th
+4
Ability Score Improvement
13th
+5
Order Feature
14th
+5
Juggernaut
15th
+5
Unyielding Defender
16th
+5
Ability Score Improvement
17th
+6
Supreme Knightly Challenge
18th
+6
Improved Bulwark Of Defense
19th
+6
Ability Score Improvement
20th
+6
Order Feature
Knightly Challenge-At level one, you are able to declare a challenge to any who might face you in combat. As an action, you target a single enemy within 120'-they must make a Charisma save against a DC of 8+your proficiency bonus+your Charisma modifier, or find themselves compelled to face you, should they choose to fight. Any attack they make against a target besides you has disadvantage.
This effect lasts for one minute, but ends early if you flee from your opponent.
Protection Fighting Style-Also at level one, you gain the Protection Fighting Style.
Second Wind-At level two, as a bonus action, you may regain 1d10+your Knight level HP. This refreshes on a short or long rest.
Knightly Order-At level three, choose what Order to devote yourself to. The Orders are Leadership and Envoy.
Ability Score Improvement-Usual levels, usual deal.
Extra Attack-Level five, usual deal.
Improved Knightly Challenge-At level six, you may challenge any number of people within 30' as an action, or challenge a single creature as a bonus action.
In addition, any creature with a CR of one third your level or less, should they fail their save, cannot make any attack that does not include you.
Improved Protection-At level nine, when you use your Protection Fighting Style, you impose disadvantage on all attacks made from the target against your ally until the start of your next turn.
Bulwark Of Defense-At level ten, you are a thicket of blades that is nigh-impossible to get through to fight your allies. Any space you can directly attack with a melee weapon (usually only adjacent squares, unless using a reach weapon) is considered difficult terrain for enemies. This stacks with regular difficult terrain.
Greater Knightly Challenge-At level eleven, you may now challenge any number of people within 30' as a bonus action. In addition, anyone who fails their save against a challenge and has a CR no greater than one fourth your level is Frightened of you, in addition to the other effects.
Juggernaut-At level fourteen, you are a juggernaut of armored mass. You have advantage on saving throws against being knocked prone or moved against your will, and may use your reaction to halve any distance you are forced to move.
Unyielding Defender-At level fifteen, once per short rest, when you would be reduced to 0 HP but not killed outright, you may instead drop to 1 HP.
Supreme Knightly Challenge-At level seventeen, enemies have disadvantage on their saves against your Knightly Challenge.
Improved Bulwark Of Defense-At level eighteen, you may make an attack of opportunity against any foe who leaves your reach without using a reaction.
Order of Leadership
Inspiring Presence-At level three, allies who can see and hear you have advantage on saves against being Frightened.
Staunch Friend-At level seven, you may, as an action, attempt to rally a broken ally. Choose an ally within 30' who is suffering from a status condition. They may immediately make a save against the effect.
The conditions this works against are Charmed, Frightened, Paralyzed, and Stunned.
Fearsome Foe-At level thirteen, you may, once per long rest, attempt to Frighten all foes who can see you. All creatures of your choice within 120' who can see or hear you must make a Wisdom save against your Knightly Challenge DC. On a failure, they are Frightened of you for the next minute, or until they make a save at the end of their turn.
Leader Of Men-At level twenty, you can declare one foe to be a threat to all you lead. As an action, designate one creature within 120'-all of your allies gain advantage on attack rolls against them for the next minute, so long as you are alive and leading them. This ability may be used once per short rest.
Order of Envoy
Envoy's Talent-At level three, you gain proficiency in Persuasion and Deception. If you already have proficiency, you instead gain Expertise with them.
Tireless Messenger-At level seven, you gain advantage on any saves made to resist exhaustion, and treat your levels of exhaustion as being one less, to a minimum of zero.
Words Of Authority-At level thirteen, you may, Charisma modifier times per short rest, cast Command at its lowest level.
Reliable Speaker-At level twenty, whenever you make a Persuasion or Deception check and you roll less than a 10, you may treat the die roll as a 10.
So, I obviously need an entire second Order. But how does it look so far?
Hit Dice: 1d12
Hit Points at 1st Level: 12+Con Mod
Hit Points at Higher Levels: 1d12 (7)+Con Mod
PROFICIENCIES
Armor: Light, Medium, Heavy, and Shields
Weapons: All Simple and Martial
Tools: Any one artisan tool or musical instrument
Saving Throws: Charisma and Wisdom
Skills: Choose any two from Athletics, History, Religion, Animal Handling, Insight, Medicine, Perception, Intimidation, and Persuasion
EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
-Chain Mail
-Any weapon you are proficient in, with 20 pieces of ammo if needed
-Any melee weapon you are proficient in
-(a) Any ranged weapon you are proficient in, with 20 pieces of ammo or (b) three of a thrown weapon
-A shield
-Any one pack
Knight
Level
Proficiency Bonus
Features
1st
+2
Knightly Challenge, Protection Fighting Style
2nd
+2
Second Wind
3rd
+2
Knightly Order
4th
+2
Ability Score Improvement
5th
+3
Extra Attack
6th
+3
Improved Knightly Challenge
7th
+3
Order Feature
8th
+3
Ability Score Improvement
9th
+4
Improved Protection
10th
+4
Bulwark Of Defense
11th
+4
Greater Knightly Challenge
12th
+4
Ability Score Improvement
13th
+5
Order Feature
14th
+5
Juggernaut
15th
+5
Unyielding Defender
16th
+5
Ability Score Improvement
17th
+6
Supreme Knightly Challenge
18th
+6
Improved Bulwark Of Defense
19th
+6
Ability Score Improvement
20th
+6
Order Feature
Knightly Challenge-At level one, you are able to declare a challenge to any who might face you in combat. As an action, you target a single enemy within 120'-they must make a Charisma save against a DC of 8+your proficiency bonus+your Charisma modifier, or find themselves compelled to face you, should they choose to fight. Any attack they make against a target besides you has disadvantage.
This effect lasts for one minute, but ends early if you flee from your opponent.
Protection Fighting Style-Also at level one, you gain the Protection Fighting Style.
Second Wind-At level two, as a bonus action, you may regain 1d10+your Knight level HP. This refreshes on a short or long rest.
Knightly Order-At level three, choose what Order to devote yourself to. The Orders are Leadership and Envoy.
Ability Score Improvement-Usual levels, usual deal.
Extra Attack-Level five, usual deal.
Improved Knightly Challenge-At level six, you may challenge any number of people within 30' as an action, or challenge a single creature as a bonus action.
In addition, any creature with a CR of one third your level or less, should they fail their save, cannot make any attack that does not include you.
Improved Protection-At level nine, when you use your Protection Fighting Style, you impose disadvantage on all attacks made from the target against your ally until the start of your next turn.
Bulwark Of Defense-At level ten, you are a thicket of blades that is nigh-impossible to get through to fight your allies. Any space you can directly attack with a melee weapon (usually only adjacent squares, unless using a reach weapon) is considered difficult terrain for enemies. This stacks with regular difficult terrain.
Greater Knightly Challenge-At level eleven, you may now challenge any number of people within 30' as a bonus action. In addition, anyone who fails their save against a challenge and has a CR no greater than one fourth your level is Frightened of you, in addition to the other effects.
Juggernaut-At level fourteen, you are a juggernaut of armored mass. You have advantage on saving throws against being knocked prone or moved against your will, and may use your reaction to halve any distance you are forced to move.
Unyielding Defender-At level fifteen, once per short rest, when you would be reduced to 0 HP but not killed outright, you may instead drop to 1 HP.
Supreme Knightly Challenge-At level seventeen, enemies have disadvantage on their saves against your Knightly Challenge.
Improved Bulwark Of Defense-At level eighteen, you may make an attack of opportunity against any foe who leaves your reach without using a reaction.
Order of Leadership
Inspiring Presence-At level three, allies who can see and hear you have advantage on saves against being Frightened.
Staunch Friend-At level seven, you may, as an action, attempt to rally a broken ally. Choose an ally within 30' who is suffering from a status condition. They may immediately make a save against the effect.
The conditions this works against are Charmed, Frightened, Paralyzed, and Stunned.
Fearsome Foe-At level thirteen, you may, once per long rest, attempt to Frighten all foes who can see you. All creatures of your choice within 120' who can see or hear you must make a Wisdom save against your Knightly Challenge DC. On a failure, they are Frightened of you for the next minute, or until they make a save at the end of their turn.
Leader Of Men-At level twenty, you can declare one foe to be a threat to all you lead. As an action, designate one creature within 120'-all of your allies gain advantage on attack rolls against them for the next minute, so long as you are alive and leading them. This ability may be used once per short rest.
Order of Envoy
Envoy's Talent-At level three, you gain proficiency in Persuasion and Deception. If you already have proficiency, you instead gain Expertise with them.
Tireless Messenger-At level seven, you gain advantage on any saves made to resist exhaustion, and treat your levels of exhaustion as being one less, to a minimum of zero.
Words Of Authority-At level thirteen, you may, Charisma modifier times per short rest, cast Command at its lowest level.
Reliable Speaker-At level twenty, whenever you make a Persuasion or Deception check and you roll less than a 10, you may treat the die roll as a 10.
So, I obviously need an entire second Order. But how does it look so far?