Grail Knight (5e Class)

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Grail Knight[edit]

A massive humanoid creature clad in pristine white armor stands tall above a jagged battlefield rife with mangled and broken bodies, an army at their back. A single sunbeam pierces through the black clouds above, placing a celestial spotlight on the soldier. They draw a small amount of a strange liquid from the chalice at their hip, and they clasp their hands in it, whispering a string of prayers to the fallen among them.

A man with wild eyes and a wilder face runs through his formation, tossing his helmet to the side. He breaks through the front of his legion, and stands there smiling. The enemy soldiers watch as the man takes a small chalice from his hip and fervently drinks down its contents. His body contorts and twists, the smile never leaving his face. His bones break, snap, and rearrange as his pale flesh bursts through his armor, rapidly growing around his smaller frame. When the transformation is complete, an aberrant horror, the stuff of nightmares, stands ten feet above the enemy formation and roars before tearing into it like a wolf loose in a hen house.

A women walks slowly through the shaded streets of an even shadier city. With the moonlight at her back, she approaches a lone man in an alleyway. She walks into the alley, and all there is is a brief flash of pale white light and a ear-piercing scream. In the morning, under the suns gaze, a man is found dead in an alley, his body shrunken and devoid of life.

Knights of Sunshine[edit]

A simplistic painting of Sir Thravus of Calastae, depicted with his Shield of Valor and Radiant Hammer.

Grail knights are intrinsically connected to Lull, the god of the sun, hedonism, excess, fine wines and food, and the major god of the Gilded Empire. One is only ever considered a grail knight after having successfully completed the Incandescence, a deadly trial of immaculate skill and one's faith. Many have fallen during its trials, and many more fail at its very end. While the Incandescence is primarily known for intense physical tribulation and the occasional test of imperial law, it is often the final test that claims the most lives. At the very end there is merely a chalice filled with a glowing yellow liquid, like molten sunlight, that moves like otherworldly ocean currents. The final test is to drink it, and survive.

And survive you have. You have drank deep of the ambrosia of a sun god, and it has given you immense power. However, even the most hardy individuals admit there was at least a minor change - a sensation of some sort. Like their internal organs had been lit aflame and wrenched about. Like something in them had changed, and that something deep inside them was suddenly heavier. Some interpret it as a physical connection to Lull himself, while the more academic and faithless express concern at the very notion of consuming something built for gods. Even worse, they say, is consuming something meant for gods and surviving. It has killed those who could not stomach it, turned them to disfigured aberrations. Perhaps it has done something even worse to those that harbor it still.

Chalice of Ichor[edit]

It is said that each grail knight's chalice is an extension of their connection to Lull, and equally representative of it. In fact, one can typically discern one's feelings towards Lull depending on how their chalice is decorated. A grail knight who has taken the induction of lustration may have a less gaudy chalice than the average grail knight, and it will likely contain an ample amount of sun imagery. The chalice of an induction of intemperance grail knight is likely the exact opposite; covered in intricate designs and glittering baubles, an item representative of the luxurious lifestyle the typical intemperance grail knight has. A heretical grail knight, however, is a different story. Their chalice is warped and rusted, its recognizable gold and white metals having rotted into indiscernible black, and its wine turned to little more than shale and ash.

Creating a Grail Knight[edit]

When making a grail knight its important to consider your characters relationship with Lull, or at least your position. Did you pass the Incandescence with flying colors? Did you just barely make it? Do you resent your decision and find that its made you less human? Or do you embrace your otherworldly power, regardless of its side-effects? Do you actually worship Lull, or do you simply hope the wanton partying counts? These questions can also be answered merely by your choice of subclass. The induction of intemperance is typically for grail knights who care little for genuine religious practice and are more interested in the grand feasts and exuberant sensations. The induction of lustration is for grail knights who care about worshipping Lull in the truest sense, and while it is not exclusively required, most of them are also adamant about spreading the truth about Lull; whatever they believe that to be. The induction of the heretic is for the most unique of grail knights. They do not necessarily hate Lull, perhaps they learned the truth about him and decided to distant themselves, but they have made an effort to break his control over them. Whether they have made a good choice in who to turn to is up to you.

Quick Build

You can make a grail knight quickly by following these suggestions. First, Strength should be your highest ability score, followed by Charisma. Second, choose the Noble or Soldier background. Third, choose Religion and Athletics for your skills.

Class Features

As a Grail Knight you gain the following class features.

Hit Points

Hit Dice: 1d10 per Grail Knight level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Grail Knight level after 1st

Proficiencies

Armor: Heavy armor, medium armor, Shield
Weapons: Martial Weapons, Simple Weapons
Tools: None
Saving Throws: Strength, Charisma
Skills: Choose two from Athletics, Intimidation, Performance, Religion, Persuasion, or Deception

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) A martial melee weapon and a shield or (b) Two martial melee weapons
  • (a) 5 javelins or (b) Heavy crossbow and 20 crossbow bolts
  • (a) Chain Mail or (b) Half Plate
  • (a) Priest's Pack or (b) Explorer's Pack
  • If you are using starting wealth, you have 5d4*10gp in funds.

Table: The Grail Knight

Level Proficiency
Bonus
Features Ichor Charges
1st +2 Gift of the Sun, Ichor Charges 4
2nd +2 Luminous Aura 6
3rd +2 Induction Path 8
4th +2 Ability Score Improvement 10
5th +3 Extra Attack 12
6th +3 Induction Feature 14
7th +3 Holy Weapon 16
8th +3 Ability Score Improvement 18
9th +4 Sickly Abundance 22
10th +4 Induction Feature 24
11th +4 Sunbathe 26
12th +4 Ability Score Improvement 28
13th +5 Drink Deep 30
14th +5 Induction Feature 32
15th +5 Never Empty 34
16th +5 Ability Score Improvement 36
17th +6 Savior of the Masses 38
18th +6 Filled to the Brim 40
19th +6 Ability Score Improvement 42
20th +6 Herald of the Grail 44

Gift of the Sun[edit]

At 1st level you are granted a large, beautifully crafted chalice. Its exact appearance is entirely at the player's discretion. The chalice is held at your side by any means the player decides. For instance, it may be intricately supported by an odd scabbard, or it may be held by a leather strap that loops around the stand of the chalice. The chalice cannot be separated farther than 30 feet from you, after which it returns to your person via a brief puff of white smoke and yellow light.

Additionally, some actions you can take as a grail knight may require a DC and an attack modifier.

Spell Save DC: 8 + proficiency bonus + Charisma modifier

Spell Attack Modifier: proficiency bonus + Charisma modifier

Ichor Charges[edit]

Additionally at 1st level, you are gifted the ability to manipulate the ethereal wine within your chalice. You gain an amount of ichor charges equal to the amount listed in the ichor charges column in the grail knight table. You regain any spent ichor charges when you finish a long rest. Additionally, you gain the following abilities:

Radiant Coating[edit]

You can spend 1 ichor charge and a bonus action to grab a handful of the yellow liquid from the chalice and coat your weapon with it. Whenever a coated weapon successfully hits a creature, the creature takes an additional 1d6 radiant damage. The coating stays on the weapon until it has been used to successfully hit a creature twice. The damage increases to 2d6 at 3rd level, 2d8 at 5th level and to a maximum of 4d8 at 9th level. The coating also stays longer as you level up as well; staying for three attacks at 3rd level, four at 5th and six at 9th.

Blessed Bolt[edit]

You can expend 1 ichor charge as an action to grab a handful of the yellow liquid from your chalice and pulse radiant energy through it. You make a ranged spell attack against a creature that is, at most, 120 feet away. On a hit, the creature takes 1d10 radiant damage. The damage increases to 2d10 at 5th level, 3d10 at 10th level and 4d10 at 15th level.

Behold[edit]

You can spend 2 ichor charges and an action to raise your chalice into the air and cause an explosion of bright yellow-white light in the surrounding area. The explosion of light affects all hostile creatures within a 15 foot radius of you. The creatures within range must make a Constitution saving throw, and if they fail they take 2d6 radiant damage and are blinded until your next turn. If the creatures succeed the save, they take half damage and are not blinded.

Fighting Style[edit]

Moreover at 1st level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a fighting style option more than once, even if you later get to choose again.

Archery[edit]

You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense[edit]

While you are wearing armor, you gain a +1 bonus to AC.

Dueling[edit]

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting[edit]

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection[edit]

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Two-Weapon Fighting[edit]

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Luminous Aura[edit]

At 2nd level, you bring Lull's light with you wherever you go. You can expend an action and 2 ichor charges to wreath yourself in holy light. Sunlight exudes from you in a 15 foot radius, and dim light exudes for an additional 30 feet. Any hostile creature that ends their turn in the dim light must make a Constitution saving throw. On a fail, they take 2d4 radiant damage, or they take half damage on a successful save. Any hostile creature that ends their turn in the sunlight must make a Constitution saving throw. On a fail they take 4d4 radiant damage and are blinded until the end of your next turn, or they take half damage and are not blinded on a successful save.

Additionally, the luminous aura affects friendly creatures. Any friendly creature that ends their turn in the dim light regains an amount of temporary hit points equal to one roll of the creature's hit dice. Any friendly creature that ends their turn in the sunlight gains an amount of temporary hit points equal to two rolls of the creature's hit dice, and their next attack has advantage.

Luminous aura lasts for up to 1 minute, unless you concentrate on the effect. Concentrating on the effect allows the effect to continue indefinitely until your concentration is broken.

Induction Path[edit]

At 3rd level, you choose an induction that defines your work as a grail knight from the Induction Paths. Choose between the Induction of Intemperance, the Induction of Lustration, or the Induction of the Heretic, all of which are detailed at the end of this class description. Your choice grants you features at 3rd level, 6th level, 10th level, and 14th level.

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack[edit]

Starting at 5th level, you may attack twice instead of once when you take the attack action on your turn.

Holy Weapon[edit]

Starting at 7th level, you may use your ichor to manifest holy weapons. By expending a bonus action and 2 ichor charges, you can summon an amount of weapons with this feature equal to your Charisma modifier. These summoned weapons deal one additional damage die worth of that weapon's damage, and the weapon deals radiant damage instead of the damage it originally dealt. You cannot summon weapons with this feature that you are not proficient with. Weapons you summon that have the ammunition property do not require ammunition, and instead generate their own ammunition when used to make ranged attacks.

Weapons summoned with this feature are considered magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage. Weapons summoned through this feature disappear if you dismiss the weapon, or if you die. Dismissing the weapon is a free action.

Creatures who make attack or damage rolls with weapons summoned via this feature can use their Wisdom or Charisma modifier in place of their Dexterity or Strength Modifier.

Sickly Abundance[edit]

Starting at 9th level, your chalice’s strange wine grows into a sickly abundance. Your chalice hungers for more use, and use it has been given. You gain the following abilities:

Radiant Wave[edit]

You may choose to spend 3 ichor charges and an action to slam your chalice into the ground, causing its wine to spill forth. All creatures in a 60 foot cone must make a Dexterity saving throw. On a failure, the creatures take 2d6 radiant damage and 4d8 acid damage, and their movement speed is halved. On a successful save, the creatures take half damage.

Sun Rays[edit]

After using radiant coating, you may choose to spend an additional 2 ichor charges to further the effects of that feature. After furthering the effects, successful attacks made with radiant coating deal an additional 2d6 fire damage. Additionally, once per turn you may attempt an extra melee attack with a weapon suffering the effects of sun rays. The weapon gains 15 feet of range. When you attack with a weapon that is under the effects of sun rays, a thin arc of radiant energy slices through the air towards the target of your attack. On a successful attack, you add the damage granted by radiant coating and sun rays to the damage of the weapon.

Solar Flare[edit]

You may choose to spend 3 ichor charges and an action to point your chalice in the direction of the heretic. All creatures in a 10 foot thick and 60 foot long rectangle must make a Dexterity saving throw. On a failure, the creatures take 4d8 radiant damage and 4d4 fire damage, and are blinded for 1d4 rounds. On a success, the creatures take half damage and are not blinded.

Sunbathe[edit]

At 11th level, you’ve learned to use your ichor in combination with the sun itself. You may choose to spend 4 ichor charges and an action to throw an amount of ichor into the air, forming a luminescent mist. All creatures within a 60 foot radius of a chosen point within 30 feet of you must make a Dexterity saving throw. On a failure, the creatures take 4d10 radiant damage and are poisoned for 2d4 rounds. Creatures poisoned by this feature can also expend an action and attempt a Constitution saving throw in order to end the effect prematurely. On a success, the creatures take half damage and are not poisoned.

Additionally, the radius created by this ability lingers as a fog of yellow particles. The 60 foot radius created by this ability is considered a heavily obscured area, and this effect lasts for 2d4 rounds. Any creatures that end their turn in the radius must make a Constitution saving throw. If the creature fails, they take 2d10 radiant damage and are poisoned for 2d4 rounds. Creatures poisoned by this feature can also expend an action and attempt a Constitution saving throw in order to end the effect prematurely. On a success, the creatures take half damage and are not poisoned.

Furthermore, if any part of the fog created by this ability overlaps with sunlight additional effects occur. The damage increases to 5d10 radiant damage, and the creature is also blinded if they fail the save.

Drink Deep[edit]

At 13th level, you drink deep of your chalice and your soul is cascaded with vitality. You may expend up to half of all of your ichor charges and a bonus action to drink from your chalice. You regain an amount of hit points equal to an amount of d6s that are equivalent to half the amount of ichor charges you sacrified through this feature. Before you may roll these d6s to determine how many hit points you gain, you must make a Constitution saving throw (DC equal to yours). If you fail, you regain an amount of hit points equal to an amount of d4s, instead of d6s, that are equivalent to half the amount of ichor charges you sacrificed through this feature and you take an amount of psychic damage equal to half your grail knight level. If you succeed, you regain an amount of hit points equal to an amount of d8s, instead of d6s, that are equivalent to half the amount of ichor chrages you sacrified through this feature and you gain a pool of d4s equal to your proficiency bonus. This pool of d4s can be spent on any d20 roll that occurs before you complete a long rest. After you've completed a long rest, you lose any remaining d4s in your pool.

Never Empty[edit]

At 15th level, you have been taught the difficult technique of regenerating ichor from nothing. You can convert rolled hit dice into ichor charges. When you take a short rest and decide to roll your hit dice to regain hit points, you can decide to convert any amount of the hit dice you rolled into ichor charges. When you use more than half of your hit dice through this feature, and then again when you use all of your hit dice through this feature, you must make a Constitution saving throw (DC equal to yours). If you fail, you take one level of exhaustion.

Additionally, if you are within sunlight, this process becomes easier. So long as you are standing in sunlight, you do not need to make the Constitution saving throws when activating never empty.

Savior of the Masses[edit]

At 17th level, you’ve learned how to help others with your ichor; whether they want to be helped or not. You may expend an action and attempt to grapple a creature within 10 feet of you. If you fail to grapple the creature, nothing more happens. If you successfully grapple the creature, as part of the same action, you may expend half of all your ichor charges to force the grappled creature to drink from the chalice. They must make a Constitution saving throw with disadvantage. If they succeed, they are poisoned for the next 1d4 hours and take two levels of exhaustion. If they fail, they take 10d12 acid damage, are poisoned for 2d4 hours, and they take three levels of exhaustion. Acid damage dealt through this ability ignores immunity and resistance; changing immunity to resistance, and resistance to a lack of resistance. If a creature affected by this ability is vulnerable to radiant damage, they take the acid damage as if it was radiant damage. Creatures killed with this ability are incapable of being resurrected and are also horribly disfigured; as if they were trying to ingest several gallons of highly toxic acid.

Additionally, you may expend ichor to heal others. You may expend any amount of ichor charges to heal a creature within 10 feet of you. They regain an amount of hit points equal to an amount of d4s equivalent to the amount of ichor charges you expended.

Filled to the Brim[edit]

At 18th level, you’ve learned how to make the most of your chalice’s blessed ichor. By expending an action and all of your ichor charges, you violently pour out the entirety of the contents of your chalice. All creatures within a 120 foot cone must make a Dexterity saving throw. If they fail, they take an amount of d10s equal to the amount of ichor charges you sacrificed in acid damage, and take half of the dealt damage on the creatures next turn. If they succeed, they take half damage. Acid damage dealt through this ability ignores immunity and resistance; changing immunity to resistance, and resistance to a lack of resistance. If a creature affected by this ability is vulnerable to radiant damage, they take the acid damage as if it was radiant damage

Herald of the Grail[edit]

At 20th level, your connection to Lull granted to you through your chalice grows ever stronger. While in sunlight, whenever you deal radiant damage you also deal an additional amount of radiant damage equal to your level plus proficiency bonus and Charisma modifier.

Additionally, when in sunlight, you may completely negate the ichor charge cost of a feature. Once you use this feature, you must take a long rest before you can use it again.

Induction Paths[edit]

Induction of Intemperance[edit]

You understand Lull in many ways, but most importantly as a god of excess and hedonism. It would be a rare occurrence to find you not bathing in the constant abundance of pleasure Lull has seemingly offered you. You live life to the fullest, and with each indulgence you feel closer and closer to Lull and his loving rays of sunshine. Perhaps you have taken too much, or perhaps you have not taken enough. You have indulged in so much, in fact, that Lull has seen fit to make you closer to him, in more ways than you already know. Your aberrant form, your hideous blessing, allows you to experience the world as Lull would; with a raving maw and many tentacles.

Aberrant Form[edit]

Starting at 3rd level, you have been blessed by Lull with an alternate form that grants you extraordinary strength and power. By expending an action, you drink deep from your chalice and grotesquely transform into an aberrant monstrosity. The exact description of this change is up to the player. You can transform an amount of times equal to your proficiency bonus before you must finish a short or long rest to transform again.

When you transform, the following changes occur:

  • Your armor class changes to 14
  • Your size is now one size category larger than it was before
  • Your creature type is now aberration
  • Your movement speed changes to 60 feet
  • Your Intelligence score changes to 10, unless if it is already lower
  • You are incapable of using weapons, and can barely blurt out words to form cohesive sentences
  • Your Strength score increases by 4
  • You are immune to the frightened condition
  • You make Intimidation checks with advantage
  • Your hit points multiply by 1.5
  • You cannot use any abilities that would consume ichor charges when in your aberrant form
  • You are immune to any spell or effect that would alter your form
  • You gain the multi-attack action. By expending your action, you make 1d4 melee weapon attacks in addition to any extra attacks granted by your class. This ability has a recharge of 5-6.
  • You have 1d4 “arms” and you can use your limbs and mouth to attack.

Limb. Melee Weapon Attack: + Str. Mod. to hit, reach 10 ft., one target. Hit: 2d8 + Str. Mod. Bludgeoning damage.

Maw. Melee Weapon Attack: + Str. Mod. to hit, reach 5 ft., one target. Hit: 2d8 + Str. Mod. Piercing damage.

  • If you grapple a creature, you can take the rend action immediately afterwards as apart of the same action.

Rend. Melee Weapon Attack: + Str. Mod. to hit, reach 5 ft., one target. Hit: 2d10 + Str. Mod. Piercing damage. You also gain half of the damage dealt as hit points.

Your aberrant form ends early if your hit points reach or go below zero, or if you expend an action to turn back into a person. Once your aberrant form ends, you must make a Constitution saving throw with a DC equal to 8 plus the amount of rounds you were in your aberrant form for. If you were not in combat when you took your aberrant form, the DC is 10. If you succeed the save you take 1 psychic damage. If you fail the save, you take an amount of psychic damage equal to your grail knight level and suffer one point of exhaustion. If your aberrant form ends because your hit points reach or go below zero, you don't need to make the Constitution saving throw.

Blessed Mutation[edit]

At 6th level, you gain two Mutations of your choice. Mutations are certain additions you can make to your aberrant form. You are granted 2 mutations to choose from freely at every 5 levels, resulting in 2 mutations at level 6, 4 at level 11, and 6 at level 16 and above.

Your selection of Mutations are located at the bottom of this sub-class.

Additionally, at every level gained past level 6, you can choose to switch out one of the mutations you've chosen and replace it with another mutation, pending the mutation's level prerequisites.

Writhing Madness[edit]

Additionally at 6th level, creatures find it inherently difficult to view the greatness that is Lull’s blessing. While in your aberrant form, creatures that look at you must succeed a Wisdom saving throw or be frightened of you for one minute. A creature can expend an action to end the frightened condition prematurely by reattempting the saving throw. If a creature’s saving throw is successful, or the effect ends, the creature cannot be frightened by this feature for the next 24 hours.

Inherent Radiance[edit]

At 10th level, you are capable of applying Lull's holy wrath even while in your aberrant form. You may choose an amount of grail knight abilities equal to your Charisma modifier; these chosen abilities must expend ichor charges. You may use the abilities you chose while in your aberrant form.

You cannot choose or use the following abilities in aberrant form: Filled to the brim, savior of the masses, drink deep, and holy weapon.

Unquenchable Thirst[edit]

At 14th level, you learn to survive even the most devastating of wounds. When your hit points reach, or go below, zero while in your aberrant form, you can choose to instead drop to one hit point and gain an amount of temporary hit points equal to any amount of ichor charges you have. You can use this ability once, after which you must complete a long rest in order to do so again.

Mutations[edit]

Adhesive Excretions

Your aberrant form constantly excretes a sticky fluid that allows your unnatural body to climb practically any surface. You can move up, down, and across vertical surfaces and upside down along ceilings. You also gain a climbing speed equal to your movement speed.


Angel of Lull

Strange, otherworldly flesh-wings sprout from you back, giving your already unpleasant body an even stranger appearance. You gain a fly speed of 30 feet.


Aquatic Locomotion

Your body is granted the various implements needed to survive in water. You have a swim Speed of 30 feet, you can breathe water, and you can survive the crushing depths of the ocean.


Compact Bones

The bones of your strange body are malleable and collapsible. You make checks against being restrained or grappled with advantage, and you can move through a space as narrow as 1 foot without needing to squeeze.


Distorted Visage

You can twist the otherworldly flesh of your Aberrant Form's face into a distorted visage of one creature you can see. Additionally, you can speak in that creature's voice. If that creature makes a saving throw to see if they are frightened by you or not, they roll with disadvantage.


Great Maw

Your Aberrant Form's teeth become twisted and mangled; like the face of an aggressive lawn mower. When you successfully hit a creature with your Maw, the creature takes an additional 2d4 Piercing damage at the end of their next 1d4 turns.


Incessant Voices

Your fetid body is covered in a series of smaller, jagged mouths. These mouths are too small to be used for combat, but they are talkative enough to confuse or intimidate other creatures. Any creature hostile to you that starts or ends its turn within 15 feet of you, and can hear you, must make a Wisdom saving throw, unless if you are unconscious. If the creature succeeds, nothing happens. If they fail, they are frightened until their next turn.


Abborant Hands

You grow a pair of arms and hands similar in shape and form to those from your original form. With these limbs, you can wield weapons as if you were in your normal form.


Putrid Ichor

Your Aberrant body is constantly producing Ichor, to the point that you can spit it as if it were a strange ammunition. As an Action, you can vomit up a spray of poisonous ichor. Creatures within a 30 foot cone must make a Dexterity Saving Throw. If they fail, they take 4d8 Poison damage and their Movement Speed is halved. If they succeed, they take half damage. This ability has a Recharge of 4-6.


Aberrant Chromatophores

Prerequisite: 8th level

Your aberrant form is granted the intricate muscular organs that allow one to change color and texture. You can change the color and texture of your body at will, and you can turn entirely invisible. This invisibility lasts until you are successfully struck by an attack, after which it must be reactivated again. Turning invisible is a bonus action, and you can turn invisible via this feature an amount of times equal to your proficiency bonus. Once you’ve expended your invisibility charges, you must finish a short rest to do so again.


Corrosive Wounds

Prerequisite: 8th level

Whenever you take damage, creatures within 10 feet of you need to make a Dexterity saving throw. If they fail, they take 4d10 poison damage. If they succeed, they take half damage.


Exoskeletal Membrane

Prerequisite: 8th level

Your otherworldly flesh is covered in a strange chitin. When in your aberrant form, your armor class is now 18.


Lord Tamlaine’s Many Tongues

Prerequisite: 8th level

The mouth of your Aberrant Form is given a frankly unpleasant amount of tongues; all of which are also unpleasantly long. When you take the multiattack action, you can decide to do so with your many tongues instead of your limbs. The damage of your multiattack then changes to 4d6 bludgeoning damage and 2d8 poison damage. This feature grants you three 10 feet long tongues.


Mann’s Whispering Tooth

Prerequisite: 8th level

Your aberrant form’s teeth become thin and somewhat translucent, and they make a sound almost like whispering voices when they grind together. When you successfully hit a creature with your maw, the creature must make a Wisdom saving throw. If they succeed, they take damage as normal. If they fail, the creature is charmed by you for 1d4 rounds.

Additionally, the damage dealt by your aberrant form's maw is now psychic instead of piercing.


Otherworldly Vision

Prerequisite: 8th level

Your aberrant form is haphazardly covered with several functional eyes. You gain the following benefits while in your aberrant form: you make Perception checks with advantage, you can’t be surprised while you are conscious, creatures don’t gain advantage on attack rolls against you as a result of being hidden from you, and your passive perception increases by an amount equal to your Charisma modifier.

Induction of Lustration[edit]

You understand Lull as he truly is; a celestial being of light and purity. You are disgusted with what he has been turned into and wish to return Lull back to his former glory. To show your devotion to the true Lull, you wield unparalleled powers of radiance and divinity.

Warming Rays[edit]

At 3rd level, you’ve learned to use your holy powers for the good of others. You can expend an action and two ichor charges to choose a creature within 30 feet of you. The chosen creature regains an amount of hit points equal to 2d8 plus your Charisma modifier.

Additionally, if the creature you target through this feature is in sunlight, they gain an additional amount of hit points equal to your proficiency bonus.

Relics of the Pure Hearted[edit]

At 6th level, you gain two holy relics of your choice. These relics are extraordinary abilities granted to you as a result of your worship of the true Lull. From 6th to 10th level you have two relics. Then from 11th to 15th level you have four relics, and then finally from 16th to 20th level you have six relics.

Your selection of Holy Relics are located at the bottom of this subclass.

Additionally, when you gain a level in this class, you can choose one of the relics you know and replace it with another relic that you can learn at that level.

Excise Corruption[edit]

At 10th level, your purifying powers have grown strong enough to remove even the deepest corruption. You may expend an action and 4 ichor charges to cause all creatures in a 80 foot cone to regain an amount of hit points equal to 4d8 plus your Charisma modifier. If any of the creatures within the cone are subject to a condition, you may choose to end that condition. If they are subject to multiple conditions, you can choose to end one of them. Additionally, if the creature you target through this feature is in sunlight, they gain an additional amount of hit points equal to your proficiency bonus.

Furthermore, if a creature you target with warming rays is subject to a condition, you may choose to end that condition. If they are subject to multiple conditions, you can choose to end one of them.

Moreover, if a creature within the cone’s creature type is Aberration, then they instead suffer an amount of radiant damage equal to 4d8 plus your Charisma modifier.

Sainthood[edit]

At 14th level you’ve become saintly in both action and thought. You may expend an action and 8 ichor charges to choose a creature within 60 feet of you. The chosen creature regains 8d8 hit points, and if the creature is subject to any conditions, those conditions end.

Additionally, you may expend an action and 10 ichor charges to revive a dead creature that has been dead for no longer than two weeks, and that isn't undead. If its soul is free and willing, the chosen creature returns to life with one hit point. Moreover, whenever you heal a creature, or deal damage to an undead, aberration, or fiend, you gain an ichor charge.

Futhermore, you are immune to the charmed condition and to radiant damage, and you can see through magical darkness. You can also choose to emit a 15 foot radius of sunlight at any time.

Holy Relics[edit]

Beacon of Faith

Your very presence bolsters the faith of those around you. When you activate luminous aura, the following modifications occur:

  • The radius of its sunlight and dim light doubles
  • The temporary hit points gained when a friendly creature ends their turn in the dim light are instead hit points
  • Hostile creatures that end their turns in the dim light take an additional amount of radiant damage equal to your proficiency bonus and Charisma Modifier


Blinding Banner

This relic possesses the blinding powers of the sun. You can expend an action to place a blinding banner within 5 feet of you. This banner emits a 30 foot radius of sunlight, and dim light for another 30 feet. Any hostile creature that ends their turn in the sunlight takes an amount of radiant damage equal to your grail knight level plus your Charisma modifier, and they must make a Constitution saving throw. If they succeed the save, they take damage as normal. If they fail the save, they are blinded for one round. Hostile creatures have disadvantage on attack rolls against creatures who are in direct exposure to the sunlight of the blinding banner.

You can use this ability an amount of times equal to your proficiency bonus, after which you must complete a short or long rest to do so again.


Flax Candle

Most high ranking grail knights of the induction of lustration excel at producing Lull’s holy sunlight, but this is a task often too complex for lower ranking grail knights to do. The solution to this are flax candles, which are ritual candles that possess holy properties. You have an amount of flax candles equal to your proficiency bonus. As an action, you can light a flax candle. Flax candles emit a 15 foot radius of sunlight, and a 30 foot radius of dim light. Flax candles can function in magical darkness, but doing so completely negates their radius of dim light and reduces their sunlight radius to 5 feet. Friendly creatures within the sunlight or dim light radius of a flax candle automatically succeed one death saving throw, if they need to make one. Friendly creatures that end their turn within the flax candle’s sunlight gain 1d4 temporary hit points; this can only happen once per friendly creature, but after the creature has lost the temporary hit points gained by the flax candle, they can regain it once more. Flax candles can also be placed using a bonus action. Flax candles cannot be extinguished by normal means, and only you can extinguish a flax candle; which you can do by expending a bonus action.

You can use this ability an amount of times equal to your proficiency bonus, after which you must complete a short or long rest to do so again.


Purity Stones

These stones are a strange mixture of bone, soapstone, marble, and limestone engraved with various words of scripture; regardless of their strange creation, they are important to various rituals of the Lull religion. You start with an amount of purity stones equal to your grail knight level plus your Charisma modifier. When you take damage, or are targeted by an attack you can expend purity stones to reduce the effects. When targeted by damage, you can expend a reaction and any amount of purity stones (minimum 1) to reduce the damage by the amount of purity stones you expend; you cannot expend more purity stones than there is damage. When targeted by an attack, you can expend an amount of purity stones (minimum 1) to reduce the attack roll by the amount of purity stones you expend; you cannot expend more purity stones than the modifiers and bonuses used on the attack roll.

For example, a creature makes an attack roll against you. The creature rolls a 15, but the roll turns into a 21 by adding the creatures +4 Strength modifier and +2 proficiency bonus. You expend your reaction and six of your purity stones to reduce the attack roll to 15, which causes it to miss you.

You can use this ability an amount of times equal to your proficiency bonus, after which you must complete a short rest to do so again.


Tome of Incarceration

These sorts of tomes are typically reserved for high ranking members of the imperial criminal system, but grail knights have much more weight to push than they do. By expending an action, you can choose a creature within 120 feet of you. That creature must make a Strength saving throw. If they succeed, they take 2d6 radiant damage and you lose a use of this ability. If they fail, the chosen creature takes 2d4 radiant damage and is grappled. After the creature becomes grappled, they must make another Strength saving throw. If they succeed, they remain grappled. If they fail, they are considered restrained. On each turn on which the chosen creature is grappled, the chosen creature is moved 30 feet towards you. On each turn on which the chosen creature is restrained, the chosen creature is moved 60 feet towards you.

You can use this ability an amount of times equal to your proficiency bonus, after which you must complete a short rest to do so again.


Blessed Blade

Prerequisite: 8th level

You can call upon Lull, the true Lull, to briefly grant you a weapon of legend. When you activate holy weapon, you may choose to expend 4 ichor charges, instead of the usual 2, to summon a singular weapon. The weapon you summon is a longsword that deals 6d8 plus your Charisma modifier in radiant damage when held with two hands, or 4d8 plus your Charisma modifier in radiant damage if held with one hand. You are considered proficient with this weapon, and it critically hits on a roll of 19 or 20. Additionally, if you strike an aberration, fiend, or undead with this weapon, your critically hit on a roll of 18, 19, or 20 and they take an additional amount of radiant damage equal to your proficiency bonus.


Corpse of Saint Beletraid

Prerequisite: 8th level

This is the mummified corpse of Saint Beletraid the Bold. He was brutally killed in a fight with a vampire, but his bloodless body was recovered and stands as a testament to a grail knight's courage; and sometimes, he stands on his own. As an action, you can place the corpse of Saint Beletraid in an unoccupied space within 5 feet of you. The corpse of Saint Beletraid counts as an ally for the purpose of flanking, and the corpse of Saint Beletraid makes an attack of opportunity each time a creature hostile to you moves past it. Whenever you are within 5 feet of the corpse of Saint Beletraid and you make a melee attack against a creature, the corpse of Saint Beletraid will also make a melee attack against the creature.

Whenever the Corpse of Saint Beletraid makes a melee attack, it uses your Charisma modifier and proficiency bonus, and it deals 4d8 plus your Charisma modifier in radiant damage on a successful hit.

The corpse of Saint Beletraid crumbles into dust after it has successfully performed an amount of attacks equal to your proficiency bonus plus your Charisma modifier.

You can use this ability an amount of times equal to your proficiency bonus, after which you must complete a long rest to do so again.


Ochroid Disc

Prerequisite: 8th level

Ochroid discs are extremely powerful, extremely rare, and extremely expensive religious items used in certain Aureate rituals. Whenever a creature you can see within 30 feet of you takes damage, you can expend your reaction to summon a halo of light around them and negate all damage they take.

You can use this ability once, after which you must complete a long rest to do so again.


Shield of Valor

Prerequisite: 8th level

Whenever you activate holy weapon, you can expend an additional 2 ichor charges to summon a shield built of sunlight in addition to any other weapons you decide to summon through holy weapon. While shield of valor is active, and a creature you can see makes a successful ranged or melee attack against a creature within 5 feet of you, you can expend your reaction to place the shield of valor between the attack and the target creature. The damage dealt to the creature is completely negated. Additionally, when a creature you can makes a ranged or melee attack roll against a creature within 5 feet of you, you can expend your reaction to impose disadvantage on the attack roll. If the attack misses, the attack hits the shield of valor instead and the damage is completely negated.

The shield of valor dissipates after it has been used to negate damage an amount of times equal to your Charisma Modifier.


Heart of Sir Parivir

Prerequisite: 10th level

This is the heart of Sir Parivir, a grail knight who refused to ascend to sainthood in order to protect people more directly; his valiant heart still beats. The heart of Sir Parivir has an amount of hit points equal to your grail knight level plus your maximum amount of ichor charges. Whenever you are dealt damage, you can expend your reaction to halve the damage between you and the heart of Sir Parivir. When the heart of Sir Parivir’s hit points are reduced to, or below, 0, the heart crumbles to ash and you must complete a long rest in order to use it again.

You can use this ability an amount of times equal to your proficiency bonus, after which you must complete a long rest to do so again.


Skull of Saint Leon

Prerequisite: 10th level

This is the skull of Saint Leon the Rousing; far after her death, her inspiring speeches live on. You may expend an action to bring forth the skull of Saint Leon. The skull of Saint Leon possesses your initiative in combat, but takes its turn after yours. During its turn, you can choose what it does, and the skull of Saint Leon has statistics and abilities listed in the stat block below. The skull of Saint Leon does not have a Strength or Constitution score and automatically fails any Strength saving throw, but automatically succeeds any Constitution saving throw. While the skull of Saint Leon is considered undead, it is not affected by any abilities that negatively impact undead creatures, such as Turn Undead.

When the skull of Saint Leon dies, it falls to the ground and is enveloped in a bright flash of light before burning to ash. After the skull of Saint Leon dies, you cannot summon her again until you have completed a long rest.

The Skull of Saint Leon[edit]

Tiny undead, chaotic good


Armor Class 18
Hit Points 65
Speed 60 ft.


STR DEX CON INT WIS CHA
0 (-5) 18 (+4) 0 (-5) 12 (+1) 18 (+4) 20 (+5)

Saving Throws Dexterity +4 plus PB, Charisma +5 plus PB
Skills Performance +5 plus PB, Persuasion +5 plus PB
Damage Immunities Poison, radiant
Condition Immunities charmed, exhaustion, poisoned
Senses darkvision 120 ft., passive Perception 10 + PB
Languages Understands the languages you speak


Proficiency Bonus (PB). This creatures proficiency bonus equals your own.

Flying Speed. This creatures movement speed is instead a flying speed.

ACTIONS

Bite. Melee Weapon Attack: + Dex. Mod. to hit, reach 5 ft., one target. Hit: 2d4 + Dex. Mod. Bludgeoning damage.

Empowering Speech (3/Day). All creatures friendly to you that can hear the Skull of Saint Leon gain an amount of Temporary Hit Points equal to the Skull of Saint Leon’s Charisma Modifier plus your PB, and their next attack has Advantage.

Word of Advice (2/Day). A creature friendly to you that you can see and that can hear you gains Advantage on the next roll they make that uses a d20.

REACTIONS

Discouraging Words. The Skull of Saint Leon imposes Disadvantage on the Attack Roll of a creature that attempts to attack the Skull of Saint Leon or a creature within 5 feet of it.


Induction of the Heretic[edit]

Not all who are strong enough to pass the Incandescence remain in Lull’s light; indeed, some instead stray from his path into the more taboo arms of Xulth, Lull’s rival. Grail knights who betray Lull and turn to Xulth find their grail to be sickened, but yet stronger. Lull has turned his back on the heretic for their deeds, and so the grail has spoiled. But Xulth finds great promise in one trained so well in the ways of Lull, and instead bolsters the power you have lost.

Cruel Fate[edit]

At 3rd level, your fate is a cruel one; torn between a god who poisons your every movement, and a god who does not yet know if you are worthy of power. Whenever you activate a feature that expends ichor charges, you take an amount of d4s worth of necrotic damage equal to the amount of ichor charges expended, and you gain an amount of temporary hit points equal to half the necrotic damage dealt. This gaining of temporary hit points is added after the necrotic damage is dealt.

For every 8 hit points you lose, grail knight features that expend ichor charges deal an additional die of damage.

Knights of the Black Grail[edit]

Additionally at 3rd level, all grail knight features that deal radiant damage instead deal necrotic damage, and any feature that deals fire damage instead deals force damage. Any feature that grants benefits when standing in sunlight now instead only grant those benefits when standing in moonlight.

Hungry Eyes[edit]

At 6th level, your renouncing of Lull has left you feeling empty, but perhaps that emptiness is instead a great hunger. Your very touch can siphon the life from others; a trick one such as yourself will need. If you touch a creature that has been affected by a grail knight feature that expends ichor charges within the last 24 hours, you can force that creature to make a Wisdom saving throw. If they fail, you deal an amount of d8s worth of necrotic damage to them equal to the amount of ichor charges you expended to affect them, and you regain an amount of hit points equal to the necrotic damage dealt. If they succeed, they take half damage, but you still regain the amount of damage dealt as hit points.

Emptiness[edit]

At 10th level, you feel your devotion should have been met with some modicum of interest by your new god, but all you feel is empty. Whenever you successfully affect a creature with a grail knight feature of that expends ichor charges, you can force them to make a Wisdom saving throw. If they fail, they take an amount of necrotic damage equal to your grail knight level plus your proficiency bonus, and the creature is frightened of you for 1 minute. If they succeed, they take half damage and are not frightened. A creature can expend an action to end the frightened condition prematurely by reattempting the saving throw. If a creature’s saving throw is successful or the effect ends, the creature cannot be frightened by this feature for the next 24 hours.

Additionally, you are resistant to necrotic and force damage, and if you are reduced to 0 hit point or otherwise knocked unconscious, you remain conscious and alive if you still possess temporary hit points.

Herald of the Beast[edit]

At 14th level, you’ve proven your worth to Xulth, and she has granted you immense power; but at great cost. Whenever you successfully affect a creature with a grail knight feature that expends ichor charges, you can expend, as part of the same action or bonus action, any amount of ichor charges to deal an additional amount of d10s in force damage equivalent to the amount of ichor charges you expend. You also regain one fourth of the additional damage dealt as temporary hit points. Once you’ve used this feature, you must complete a short rest to use it again.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into Grail Knight, you must meet these prerequisites: Strength 13 and Charisma 15

Proficiencies. When you multiclass into Grail Knight, you gain the following proficiencies: Intimidation and Religion

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