Knight Character Class
Knight Character Class
Knight Character Class
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.
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.
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.