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Knight Character Class

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The Knight

Knight Level
1st
Proficiency
+2
Features
Recovery
Hit Points
8
As a knight, you excel at guarding your allies 2nd +2 Fighting Style 12
from deadly monsters and committing inspiring 3rd +2 Guardian 16
deeds of arms and athletics. 4th +2 Heroic Surge 20
5th +2 Heroism 24
6th +2 Heroic Deed 28
Class Features 7th +2 Heroic Deed 32
As a knight, you gain the following class 8th +2 Ability Score 36
Improvement
features. If a feature is on the knight class table, 9th +3 Heroic Deed 40
you gain it at its listed level. 10th +3 Extra Attack 44
Recovery
Hit Points
During your turn, you can regain 1d10 + your
Hit Points at 1st Level: 8
level hit points. Once you use this feature, you
Hit Points at Higher Levels: 4 per level after 1st must finish a short or long rest before you can
level. use it again.

Proficiencies Fighting Style


Armor: All armor, shields Choose one of the following fighting styles.

Weapons: Simple weapons, martial weapons Defense


You gain a +1 bonus to AC.
Background: Courtier. You were raised among
nobility, making you comfortable in situations Punishing Strikes
that demand proper etiquette, interactions with Once during your turn, you may reroll a damage
the powerful and wealthy, and instances where roll you make.
a commanding demeanor aids you.
Shield Fighter
Background: Equestrian. You are skilled at While you are wielding a shield, you gain a +2
handling horses and other mounts. You know bonus to damage rolls with melee weapons.
how to care for them, ride, and cajole them to
act as you wish. Guardian
If you attack a creature during your turn or if
Equipment you end your turn adjacent to it, any creatures it
You start with the following equipment, in attacks before the start of your next turn use
addition to the equipment granted by your the higher of their AC or your AC.
background:
Heroic Surge
• Chainmail and shield
During your turn, you can take an additional
• Longsword, dagger, long bow, 20 arrows action. Once you use this feature, you must
• An explorer’s pack finish a short or long rest before you can use it
again.

Heroism
You can commit feats of daring heroism that
inspire those around you. On your turn you gain
a heroic flourish that you can use in a number of
ways determined by your heroic deeds. Once Steel Justice
you use your heroic flourish, you can’t use it When you roll damage, you can expend your
again until your next turn. You can never have heroic flourish to increase that damage by 1d6.
more than one heroic flourish available.
Surge of Speed
When you make a saving throw against an When you move, you can use your heroic
effect, you can use your heroic flourish to add flourish to increase your speed by 30 feet that
+1d4 to your saving throw and that of creatures turn.
of your choice also saving against that effect.
To the Death!
Heroic Deeds On your turn, you can use your heroic flourish
Each time you gain this class feature, you may to lure an opponent closer to you. Make a
pick one of the following heroic deeds. Charisma check opposed by the Wisdom check
of target creature within 30 feet that can see
Lead the Way
and hear you. If you succeed, the creature must
When you make a check, you can use your
move half its speed in a straight line toward
heroic flourish to grant anyone making the same
you. It moves until it reaches an obstacle it is
check a +1d6 bonus to their roll for the next
aware of that prevents movement, would
minute. You regain your heroic flourish when
damage it, or would cause it to make a saving
this feature’s duration ends or you choose to
throw.
end it on your turn.
Extra Attack
Mighty Leap
You can attack twice, instead of once, whenever
When you attempt to jump, you can use your
you take the Attack action on your turn.
heroic flourish to double the distance you jump.

No Escape for You, Cur


When a creature adjacent to you attempts to
move, you can use your heroic flourish
immediately before it moves to attack it. If you
hit, the target’s speed is reduced to 0 for the
rest of the current turn.

Protect the Weak


When a creature adjacent to you is hit by an
attack, you can use your heroic flourish to
reduce the damage from that attack by 2d6 +
half your level.

Rousing Speech
On your turn, you can use your heroic flourish
to grant a +2 bonus to attack rolls to creatures
of your choice within 30 feet of you. This bonus
lasts until the start of your next turn.

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