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Gallant Knight


jokomaisu

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Gallant Knight
These aristocrats, courtiers, and knights are devoted not to a cause or to an abstract ideal, but rather to Courtly Love, and in particular, to the affection of a specific Lady or Sire, who have made them their "servants". It is almost always a real social contract and a court custom, in which the Knight and Paramour tell each other secrets, provide advice, converse, and keep company with one another. Still, there are cases in which Gallant Knights have accomplished great deeds in the name of Love. These paladins may even be genuinely in love with their Paramour, but that relationship is mostly kept sublimated and abstract, idealized and platonic, even on the rare times it can become sensual. Moved by such a spiritual intent, Gallant Knights launch into battle or engage in noble deeds to honor that courteous form of Love that grants them extraordinary faculties and abilities.

The consecration of a Gallant Knight begins with their Oath of Love, with which they officially enter "at the Service of Love" for their Sire or Lady and, more generally, consecrate themselves to the glorious Courtly Love's spiritual flame.

Each knight can serve one only Paramour in this way, and each Paramour can have one only serving gallant knight at a time. Their relationship can even remain epistolary or just a long-distance one, for a long time, but it is still considered a great shame to sever it for trivial reasons. Furthermore, this relationship does not require one or the other to remain celibate or chaste and does not cause any spouses' jealousy.

To all intents and purposes, despite the knight being actually in love, their relationship with the Sire or Lady is a "vassalage of love" based on the cult of pure-love, rather than a typical love relationship.

There are also some cases of gallant knights devoted to a "distant princess" or to a "sweet gentlemen" who they have never seen nor known, and who doesn't know anything of their existence: even in these cases, although the sentiment is not (yet?) requited, the power of Courtly Love is strong enough to grant the gallant knight all their abilities.

Love Precepts
The Oath of Love's precepts may vary from one paladin to another. However, they all devote themselves to poetry, art, a life of chivalry and righteousness, and Courtly Love to free their spiritual ardor. The paladins who observe these precepts renounce the search for material goods or, often, for genuine but worldly love relationships, dedicating themselves to the inner life, to the flame of spiritual passion and kindness.

Service of Love. Serve your Paramour at all times, or dedicate yourself to nothing but those acts and deeds that would make them proud of you.

Loyalty of Love. Courtly Love is not only the feeling and the relationship established between enamored and Paramour, but it is also the sum of all the values of "courteous" chivalry: kindness, benevolence, upright justice, friendship, search for beauty, dedication, sense of humanity, and empathy.

 

The Gallant Knight Table

Level

Proficiency
Bonus

Features Smite
Damage
1 +2

Divine Sense, Lay on Hands, Spellcasting

-
2 +2

Divine Smite, Victory Pose

1d8
3 +2

Channel Divinity, Oath Spells, Seek Truths

1d8
4 +2

Ability Score Improvement, Empowered Smite, Zealous Stance

1d8
5 +3

Evangelism, Extra Attack, Heraldic Order

2d8
6 +3

Sacred Aura

2d8

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

Hit Points
Hit Dice: 1d10 per gallant knight level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per gallant knight 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 gallant knight 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: Gallant Knight 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 Gallant Knight Spellcasting table.

Preparing and Casting Spells
The Gallant Knight 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 gallant knight 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 Gallant Knight table. 

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


Victory Pose
Your victory pose spurs your allies.

Choose a weapon when you learn this feature. When you score a critical hit with this weapon, you can use your reaction to pose dramatically as you finish the strike. 

As you dramatically pose, choose a number of allies equal to your proficiency bonus that you can see within 30 feet. The chosen allies have advantage on the next death saving throw each makes before the end of combat.

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.

Divine Love
As an action, you can use your Channel Divinity to call on the divine love within yourself. You have resistance to all damage. Until this effect ends, you cannot cast spells or maintain your concentration on them. The Divine Love's effect ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end this effect on your turn as a bonus action.

Hymn to Love
As an action, you can use your Channel Divinity to unleash your whole fervor in an ecstatic chant. Each hostile creature within 30 feet of you must make a Wisdom saving throw. On a failed save, that creature takes 3d8 radiant damage and is deafened, or half as much damage on a successful one.


Oath Spells
You gain oath spells at the gallant knight 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 Gallant Knight Spells

Level Oath Spells
3rd charm person, heroism
5th calm emotions, warding bond

Seek Truths
You gain a knack die on Insight checks made to discern the truth. In addition, after you have made a successful Insight check opposed by a creature’s Deception check, you have advantage on Insight checks made against it for 24 hours.


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 gallant knight 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.


Zealous Stance
By submitting to your fervor you make yourself vulnerable but gain an edge on your opponents.

You use a bonus action to activate this stance. When you make your first attack on your turn, you can decide to gain a knack die on melee weapon attack rolls until the start of your next turn.

When you do so, until the start of your next turn attack rolls against you gain a knack die. This stance remains active until you are knocked unconscious, stunned, activate a different stance, begin a short rest, or choose to end it on your turn.

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


Level 5


Evangelism
You gain proficiency in the Performance skill. You have advantage when using this skill to convert others through preaching about your oath or deity, and witnesses that hear your words are inspired to donate to your cause.


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


Heraldic Order
Whenever you would pay for a meal, room, or minor supplies (such as mundane ammunition) roll 1d6. On a result of 4 or higher the merchant recognizes you as a herald of an order they either fear or respect and charge you nothing. If you insist on paying, they may offer you information about individuals or places that might be of interest to your heraldic order.


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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