Silent Knight (5e Subclass)

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Silent Knight

A deadly mix between rogue and paladin, unlike their holy and righteous counterparts silent knights are more likely to keep their mouth shut around evil so that he may come back when evil is not looking and give it a good lesson in well... being good.

Making a Silent Knight

Silent knights are known for their silent but deadly fighting style, they are capable of casting spells without speaking and despite wearing the heaviest of armors are capable of completing the most discrete missions without being noticed. Their weak points lie in their inability to heal or turn undead like their paladin brothers nor can they sense or disable traps like most other stealthy classes. In a party a silent knight can fill the rolls of scout and tank quite effectively.

Abilities: Strength is likely the most vital ability score for a silent knight. Unlike with paladins, Charisma is of little importance to a silent knight because he has given up his ability to heal and turn undead. A Wisdom score of 14 or higher is required to get access to the most powerful silent knight spells, and a score of 11 or higher is required to cast any silent knight spell at all.

Alignment: Lawful good.

Race: Same as paladin.

Starting Gold: 6d4×10 gp. 150 gp

Starting Age: Moderate.

Table: The Silent Knight

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 0 1st 2nd 3rd 4th
1st +1 +2 +0 +0 Aura of Good, Detect Evil, Divine Stealth (light armor/shields)
2nd +2 +3 +0 +0 1
3rd +3 +3 +1 +1 1
4th +4 +4 +1 +1 Divine Stealth (medium armor) 1 0
5th +5 +4 +1 +1 1 0
6th +6/+1 +5 +2 +2 Silent Casting 2/day 2 1
7th +7/+2 +5 +2 +2 2 1
8th +8/+3 +6 +2 +2 Divine Stealth (heavy armor/shields) 2 1 0
9th +9/+4 +6 +3 +3 2 1 0
10th +10/+5 +7 +3 +3 Silent Casting 4/day 2 1 1
11th +11/+6/+1 +7 +3 +3 2 1 1 0
12th +12/+7/+2 +8 +4 +4 2 1 1 1
13th +13/+8/+3 +8 +4 +4 2 1 1 1
14th +14/+9/+4 +9 +4 +4 Silent Casting 6/day 3 2 1 1 0
15th +15/+10/+5 +9 +5 +5 3 2 1 1 1
16th +16/+11/+6/+1 +10 +5 +5 3 2 2 1 1
17th +17/+12/+7/+2 +10 +5 +5 3 2 2 2 1
18th +18/+13/+8/+3 +11 +6 +6 Silent Casting 8/day 3 3 2 2 1
19th +19/+14/+9/+4 +11 +6 +6 3 3 3 3 2
20th +20/+15/+10/+5 +12 +6 +6 3 3 3 3 3

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Concentration (Con), Craft (Int), Hide (Dex), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Search (Int), Sense Motive (Wis).

Class Features

All of the following are class features of the silent knight.

Weapon and Armor Proficiency: Silent knights are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

Aura of Good (Ex): The power of a silent knight’s aura of good (see the detect good spell) is equal to her silent knight level.

Detect Evil (Sp): At will, a silent knight can use detect evil, as the spell.

Divine Stealth (Su): At 1st level the armor check penalty from light armor, light shields, and bucklers does not apply to the silent knights Hide or Move Silently checks. At 4th level this applies to medium armor as well, and at 8th level it includes heavy armor and shields.

Spells: Beginning at 2nd level, a silent knight gains the ability to cast a small number of divine spells, which are drawn from the list below. A silent knight must choose and prepare her spells in advance.

To prepare or cast a spell, a silent knight must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a silent knight’s spell is 10 + the spell level + the silent knight’s Wisdom modifier.

Like other spellcasters, a silent knight can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Silent Knight. In addition, she receives bonus spells per day if she has a high Wisdom score. When Table: The Silent Knight indicates that the silent knight gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Wisdom score for that spell level The silent knight does not have access to any domain spells or granted powers, as a cleric does.

A silent knight prepares and casts spells the way a cleric does, though she cannot lose a prepared spell to spontaneously cast a cure spell in its place. A silent knight may prepare and cast any spell on the list below, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

At 1st level, a silent knight has no caster level. At 2nd level and higher, her caster level is one-half her silent knight level.

Silent knight's choose their spells from the following list;

0— Detect Magic, Ghost Sound, Horizikaul's Cough, Message, Minor Disguise, Open/Close, Silent Portal

1st— Bless, Bless Water, Bless Weapon, Critical Strike, Dead End, Deafening Clang, Detect Secret Doors, Distort Speech, Divine Favor, Divine Sacrifice, Golem Strike, Grave Strike, Hold Portal, Horizikaul's Boom, Lantern Light, Low-Light Vision, Net of Shadows, Obscuring Mist, Orb of Sound, Protection from Evil, Shock and Awe, Silverbeard, Silver Weapon, True Strike, Undetectable Alignment, Ventriloquism

2nd— Blessed Aim, Clarity of Mind, Cloak of Bravery, Darkness, Darkvision, Detect Thoughts, Dispel Silence, Dispel Ward, Divine Insight, Hand of Divinity, Suspended Silence, Marked Man, Misrepresent Alignment, Nondetection, Pass without Trace, Reflective Alignment, Resonating Bolt, Righteous Fury, Sensory Deprivation, Shatter, Shield Other, Sign of Sealing, Silence, Sonic Weapon, Sound Burst, Spider Climb, Lesser Telepathic Bond, Undetectable Alignment, Wraithstrike, Zeal, Zone of Truth

3rd—

4th—

Silent Casting (Ex): Beginning at 6th level, the silent knight can cast any silent knight spell available to her as a silent spell without using a higher-level spell slot twice per day.

She can use this ability two extra times per day every four levels thereafter until level 18.

Code of Contact: A silent knight must be of lawful good alignment and loses all class abilities if she ever willingly commits an evil act.

Additionally, a silent knight’s code requires that she respect legitimate authority, act with honor (not lying, not cheating, not using poison, and so forth), help those in need (provided they do not use the help for evil or chaotic ends), and punish those who harm or threaten innocents.

Associates: While she may adventure with characters of any good or neutral alignment, a silent knight will never knowingly associate with evil characters, nor will she continue an association with someone who consistently offends her moral code. A silent knight may accept only henchmen, followers, or cohorts who are lawful good but are much less likely to do so then a paladin.

Ex-Silent Knights

A silent knight who ceases to be lawful good, who willfully commits an evil act, or who grossly violates the code of conduct loses all silent knight spells and abilities ( but not weapon, armor, and shield proficiencies). She may not progress any farther in levels as a silent knight. She regains her abilities and advancement potential if she atones for her violations (see the atonement spell description), as appropriate.

Like a member of any other class, a silent knight may be a multiclass character, but multiclass silent knights face a special restriction. A silent knight who gains a level in any class other than silent knight may never again raise her silent knight level, though she retains all her silent knight abilities.

Epic Silent Knight

Table: The Epic

Hit Die: d

Level Special
21st
22nd
23rd
24th
25th
26th
27th
28th
29th
30th
+ Int modifier skill points per level.

:

:

Bonus Feats: The epic gains a bonus feat (selected from the list of epic bonus feats) every levels after 20th.

Epic Bonus Feat List: .

Sample Dwarven Silent Knight Starting Package

Weapons: Warhammer.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
Concentration 4 Con
Knowledge (religion) 4 Int
Hide 4 Dex
Move Silently 4 Dex

Feat: .

Gear: Chain Shirt, Light Steel Shield, Bedroll.

Gold: .

Campaign Information

Playing a Silent Knight

Religion: .

Other Classes: .

Combat: .

Advancement: .

Silent Knights in the World

—,


Daily Life: .

Notables: .

Organizations: .

NPC Reactions: .

Silent Knight Lore

Characters with ranks in can research to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

DC Result
5 .
10 .
15 .
20 .

Silent Knights in the Game

Adaptation: .

Sample Encounter: .

EL : .


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