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Knight-Errant


jokomaisu

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Knight-Errant

Beggars and paupers in dire straits are not the only people you meet in the streets of the Kingdom and in the Bounty Brotherhood. There are Knaves of noble descent, offspring of fallen families and cadet sons launching into adventures, with their high ideals, weapons and banners of their lineage in plain sight, and their rump on an old jade.

Generally more cultivated than most of the populace, and armed with robust ambitions and moral principles, these rambling knights are the beggars’ aristocracy, and often demand to be treated as such.

The almost-supernatural talent they display in battle arises more from valor and determination than from powers conferred by the Ternal Father.

Knights-errant are swords for sale, vagabonds ever seeking worthy enterprises. They have firm ideals and very clear values. The Knight-errant’s Tenets sanction the key points of their mission.

Tenets of the Knightly Erring

Erring. The world is large and must be explored. Traveling, experiencing adventures, and living by the day are not a fallback: they’re a choice.

Brotherhood. Defend people from threats and injustice, whether coming from monsters, marauders, or tyrants.

Castigating. Make worthy amends for your wrong-doings, unleash your wrath on those of others.

Audacity. Don’t shy away from feats or challenges. It is from your deeds that troubadours will draw inspiration for their songs.

 

The Knight-Errant Table

Level

Proficiency
Bonus

Features Smite
Damage
1 +2

Divine Sense, Lay on Hands, Spellcasting

-
2 +2

Divine Smite, Mounted Charge

1d8
3 +2

Channel Divinity, Oath Spells, Undaunted

1d8
4 +2

Ability Score Improvement, Empowered Smite, Rearing Menace

1d8
5 +3

Devout, Extra Attack, Glorious Purpose

2d8
6 +3

Sacred Aura

2d8

Class Features
As a knight-errant, you gain the following class features.

Hit Points
Hit Dice: 1d10 per knight-errant level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per knight-errant level after 1st

Proficiencies
Armor: Light armor, medium armor, heavy armor, shields
Weapons: Simple weapons, martial weapons
Tools: Two musical instruments of your choice, or 1 musical instrument and any other tool
Saving Throws: Wisdom, Charisma
Skills: Choose two from Athletics, Acrobatics, History, Insight, Intimidation, Medicine, Persuasion, and Religion

Equipment
You begin the game with 200 silver which you can spend on your knave's starting weapons, armor, and adventuring gear. You can only purchase shoddy quality equipment.


Level 1


Divine Sense
Choose one of the following sets of enemies: celestials and fiends, fey and elementals, or aberrations and undead. You can always sense when a creature of one of your chosen types is within 30 feet of you, but cannot determine their number, type, or location. As a bonus action, you can briefly enhance your senses to learn the location, number, and type of any creatures of your chosen types within 30 feet of you. When you do so, creatures of those types that are within range make a Wisdom saving throw against your spell save DC, with advantage if the creature’s CR is higher than your herald level. On a failed save, you also learn the creature’s identity. Within the same radius, you also detect any locations that have been consecrated or desecrated, as with the hallow spell. 

You can activate this feature a number of times equal to your Charisma modifier, and regain spent uses upon finishing a long rest. Upon finishing a long rest, you may also swap your chosen set of creature types for another.


Lay on Hands
Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your knight-errant level × 5.

As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.

Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.

This feature has no effect on undead and constructs.


Spellcasting
You have learned to draw on divine magic through meditation and devotion to your oath.

Table: Knight-Errant Spellcasting

Level Cantrips
Known
1st 2nd
1st 2 2 -
2nd 2 2 -
3rd 2 3 -
4th 2 3 -
5th 3 4 2
6th 3 4 2

Cantrips
At 1st level, you know two cantrips of your choice from the paladin spell list. You learn additional paladin cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Knight-Errant Spellcasting table.

Preparing and Casting Spells
The Knight-Errant Spellcasting table shows how many spell slots of each level you have to cast your spells. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all spent spell slots upon finishing a long rest.

You can prepare a number of spells equal to your Charisma modifier + half your knight-errant level, rounded down (minimum 1 spell). The spells must be of a level for which you have spell slots and must be chosen from the paladin spell list. 

You can change the spells you have prepared whenever you take a long rest. Preparing a new list of spells requires you to spend time reflecting in meditation; at least 1 minute per spell level for each new spell on your list.

Spellcasting Ability
Charisma is your spellcasting ability for your paladin spells since their power is derived from your dedication to your oath. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier 

Spellcasting Focus
You can use a holy symbol as a spellcasting focus for your paladin spells.


Level 2


Divine Smite
Whenever you hit a creature with a weapon attack you can choose to deliver a divine smite that deals an additional 1d8 radiant damage. The amount of extra damage increases as you gain levels in this class, as shown in the Smite Damage column of the Knight-Errant table. 

You can use this feature a number of times equal to your proficiency bonus, and regain spent uses upon finishing a long rest. 


Mounted Charge
You charge your foe using your mount’s strength and swiftness to add power to your attack.

You must be mounted to use this maneuver. 

You use an action to take the Attack action and make a weapon attack, as well as any additional attacks granted by Extra Attack.

Move up to your mount’s Speed in a straight line. If at the end of your movement there is a creature within your reach, the first attack you make against it as part of this maneuver has advantage. 

You can’t take the Dash action and use this maneuver on the same turn.

Once you use this feature, you can’t use it again until you finish a long rest.


Level 3


Channel Divinity
You gain the following two Channel Divinity options.

Inspire Comrades
As an action, you can use your Channel Divinity to wield your weapon and inspire your allies. When you take this action, you can choose up to six friendly creatures (you can include yourself ) within 30 feet of you, who can see, hear, and understand you. Each target gains a number of temporary hit points equal to your Charisma modifier, becomes immune to being frightened, and has advantage on all Wisdom saving throws, for 1 minute.

Protect the Needy
You can use your Channel Divinity to commit to the defense of a needy creature. As a bonus action, you can stand up in defense of a creature you can see. For 1 minute, as long as the creature is within 5 feet of you, all attacks made against that creature have disadvantage.


Oath Spells
You gain oath spells at the knight-errant levels listed. If you gain an oath spell that doesn't appear on the paladin spell list, the spell is nonetheless a paladin spell for you.

Oath of the Knight-Errant Spells

Level Oath Spells
3rd bless, command
5th find steed, pass without trace

Undaunted
While exploring a place that you have never been to before, you can use your reaction to gain advantage on ability checks and attack rolls until the end of your next turn. You can do so a number of times equal to your Wisdom modifier, and regain spent uses upon finishing a long rest. 


Level 4


Ability Score Increase
You can increase one ability score of your choice by 2, or increase two ability scores of your choice 1. As normal, you can’t increase an ability score above 20 using this feature.


Empowered Smite
You are able to manipulate magic to add extra power to your smites. Whenever you would use your Divine Smite feature, you can choose one of the following effects. Once you have used this feature you can’t do so again until you finish a long rest. Alternatively, you can empower a smite by expending a spell slot of 1st-level or higher. 

Some empowerments require your target to make a saving throw to resist some of the effects of the empowerment. The DC for these saving throws is the same as your knight-errant spell save DC.

Igniting Smite
Your smite instead deals fire damage, and the target must make a Constitution saving throw at the start of each of its turns or take 1d6 fire damage. On a successful save, it takes no damage and the fire is extinguished. The fire can also be put out as an action or by the environment and extinguishes itself after 1 minute. 

Marking Smite
Your smite causes the target to shed bright light for 5 feet, and dim light for an additional 5 feet. The effect lasts for up to 1 minute, or until you target another creature with a weapon attack. As long as the effect lasts, the target gains no benefit from invisibility and has disadvantage on checks made to hide.

Repelling Smite
Your smite instead deals force damage, and the target must make a Strength saving throw or be pushed back 10 feet and knocked prone. On a successful save, the target is knocked back only 5 feet and is not knocked prone.


Rearing Menace
You rear your mount, intimidating nearby opponents.

You must be mounted to use this maneuver. 

You use an action to take the Attack action and make a weapon attack, as well as any additional attacks granted by Extra Attack.

Choose a number of creatures equal to your proficiency bonus that are within 20 feet. Each creature makes a Wisdom saving throw. On a failure, a creature is frightened until the end of your next turn. 

A creature of the same size as your mount or larger has advantage on the saving throw.

Once you use this feature, you can’t use it again until you finish a long rest.


Level 5


Devout
You gain proficiency in the Persuasion skill. You have advantage when using this skill to influence others by discussing your oath or deity, and witnesses that hear your words are inspired to share any useful or important information they might have.


Extra Attack
You can attack twice instead of once whenever you take the attack action on your turn.


Glorious Purpose
When you agree to undertake a quest that specifically fulfills the tenets of the knightly erring, you gain proficiency with a skill that will be crucial to completing that quest. If you are already proficient with the skill, you gain a knack die instead. The benefits do not change until the quest has been completed.


Level 6


Sacred Aura
You are able to manifest an aura that aids you and your allies. Each aura has a radius of 15 feet, is centered on you, and you must be conscious for you and your allies to benefit from it. You can have only one of the following auras active at a time and can change which aura is active whenever you finish a long rest.

Aura of Courage
You and allies within range cannot be frightened.

Aura of Resistance
You and allies within range of your aura gain a bonus on saving throws equal to your Charisma modifier (+1). 

Aura of Willpower
You and allies within range cannot be charmed.


Edited by jokomaisu (see edit history)

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