Hallownest Knight (5e Class)
From D&D Wiki
Hallownest Knight
The fallen kingdom of Hallownest has produced many adventurers and warriors even in it's current ruined state. Whether you were once a knight under the command of the Pale King or an adventurer of the wastelands called to the depths below, you fearlessly trek into the unknown to find... something.
It's possible you were a potential vessel who made it out of the abyss. Perhaps with no memory. Or maybe you've lived in Hallownest your whole life, fighting for sport in the Colosseum of Fools.
Hallownest Knight
What is your calling in life? What do you hope to find in your travels? Do you feel some sort of resolve to protect the little guy or is geo your only motivation? Do you believe in a cause whether good or evil? Why? Ask yourself these questions to better get an understanding of your knight.
- Quick Build
You can make a Hallownest Knight quickly by following these suggestions. First, Strength or Dexterity should be your highest ability scores, followed by Charisma. Second, choose the Soldier background. Alternative backgrounds might include Entertainer, Sage, or Outlander.
Class Features
As a Hallownest Knight you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Hallownest Knight level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Hallownest Knight level after 1st
- Proficiencies
Armor: Light armor, Medium armor, Shields
Weapons: Simple weapons, Martial weapons
Tools: One tool of your choice
Saving Throws: Dexterity, Charisma
Skills: Choose two from Athletics, Acrobatics, History, Insight, Intimidation, Investigation, Religion, Stealth, and Survival
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) leather armor or (b) Scale Mail
- (a) two martial weapons or (b) a martial weapon and a shield or (c) a martial weapon and any simple weapon
- (a) any simple weapon or (b) a tool of your choice
- (a) a dungeoneer's pack or (b) an explorer's pack
- If you are using starting wealth, you have 2d4x10 in funds.
Level | Proficiency Bonus |
Features | Notches | Charms | Soul |
---|---|---|---|---|---|
1st | +2 | Fighting Style, Soul | 0 | 0 | 5 |
2nd | +2 | Charms | 3 | 2 | 10 |
3rd | +2 | Knightly Path | 3 | 2 | 15 |
4th | +2 | Ability Score Improvement | 3 | 3 | 20 |
5th | +3 | Extra Attack, Soul Recovery | 4 | 3 | 25 |
6th | +3 | Soulbound | 4 | 4 | 30 |
7th | +3 | Knightly Path Feature | 5 | 4 | 35 |
8th | +3 | Ability Score Improvement | 5 | 5 | 40 |
9th | +4 | Refined Nail | 6 | 5 | 45 |
10th | +4 | Soul Recovery Improvement | 6 | 6 | 50 |
11th | +4 | Dream Nail | 7 | 6 | 55 |
12th | +4 | Ability Score Improvement | 7 | 7 | 60 |
13th | +5 | Extra Attack (2) | 8 | 7 | 65 |
14th | +5 | Dreamgate | 8 | 8 | 70 |
15th | +5 | Knightly Path Feature | 9 | 8 | 75 |
16th | +5 | Ability Score Improvement | 9 | 9 | 80 |
17th | +6 | — | 10 | 9 | 85 |
18th | +6 | Refined Nail Improvement | 10 | 10 | 90 |
19th | +6 | Ability Score Improvement | 11 | 10 | 95 |
20th | +6 | Knightly Path Feature | 11 | 11 | 100 |
Fighting Style
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.
- Defense- While you are wearing armor, you gain a +1 bonus to AC.
- Dueling- 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- 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- 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- When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Soul
Starting at 1st level, you have a pool of soul points that replenishes when you take a long rest. The total number of Soul points you possess equals your Hallownest Knight level x 5. You can use an action on your turn to draw power from the pool and restore a number of hit points to yourself up to your Hallownest Knight level. The amount healed equals the amount of soul used.
Charms
Charms are mystical artifacts that grant a variety of boons to whoever wields them. Starting at 2nd level, you have three notches located under the Notches column of the Hallownest Knight table. You gain additional notches at higher levels. A charm will have a notch requirement and fills the appropriate amount stated in the charm’s description. Whenever you gain a level in this class you can replace a charm you have with another from the list assuming you meet its prerequisites.
- Charms at 2nd level
At 2nd level, you possess 2 charms located under the Charms column of the Hallownest Knight table. You gain additional charms at higher levels. Over the course of a short or long rest, you can swap out one charm filling your notches for another or remove a charm entirely.
- Overcharm
You can choose to overcharm yourself by applying a charm that exceeds your available notches. By doing so, you gain the benefits of the charm, but any attack made against you is automatically a critical hit. If you remove a charm and no longer exceed your available notches, you are no longer considered overcharmed.
Knightly Path
At 3rd level, you choose a Knightly Path. Choose between Path of the Fool, Path of the Nail Master, Path of the Pale Knight, Path of the Shaman, Path of the Troupe, Path of the Vessel, Path of the Wanderer, or Path of the Weaver. detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 15th, and 20th levels.
Ability Score Increase
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
Beginning at 5th level, you may attack twice whenever you take the attack action on your turn.
Soul Recovery
At 5th level, whenever you strike an enemy with a melee weapon attack, you regain 2 soul points. This increases to 3 at 10th level. (You cannot exceed your maximum number of soul points.)
Soulbound
At 6th level, you can bind yourself to up to two weapons you are proficient with over the course of a short or long rest. While bound to this weapon, you gain the following benefits:
- You cannot be disarmed of your chosen weapon.
- You gain a +1 bonus to attack rolls your chosen weapon. This increases to +2 at 11th level. If the weapon already provides a bonus, use the higher of the two values.
- Attacks made with your chosen weapon are considered magic for the purpose of overcoming immunities and resistances to nonmagical attacks.
- You can’t be disarmed of your weapon unless you are incapacitated.
You become unbound to a weapon if you bind yourself to a third weapon.
Refined Nail
At 9th level, any weapon benefiting from your Soulbound feature deals a critical hit on a roll of 19-20. This range increases to 18-20 at 18th level.
Dream Nail
Beginning at 11th level, when you strike a creature with your bound weapon, you can expend 5 soul points to deal no damage and cast the detect thoughts spell. Alternatively, you can expend 5 soul points to touch a corpse with this weapon and cast the speak with dead spell. Charisma is your spellcasting ability for these spells.
Extra Attack (2)
Beginning at 13th level, you may attack three times whenever you take the attack action on your turn.
Dreamgate
At 14th level, you can use your action to transport you and a number of creatures equal to your Charisma modifier to the last place you completed a long rest. You must complete a long rest before you can use this feature again.
Path of the Fool
Fools are warriors at heart, fighting for glory rather than some ideal.
- Bonus Proficiency
At 3rd level, you get proficiency in all armor and the Animal Handling skill.
- Fool's Resilience
At 3rd level, your maximum hit points are increased by 6, and further increased by 2 whenever you gain a level in this class.
- Fragile Charms
At 7th level, you can choose to equip the Unbreakable Heart charm as though it costs 0 notches. If you do, when you fall to 0 hit points, the charm breaks and you cannot use it again until you complete a 1 day long ritual and pay 25 GP worth of materials, as well as finish a long rest. This feature extends to the Unbreakable Strength charm at level 8.
- Powerful Focus
At 15th level, whenever you recover hit points using your Soul feature, you can expend an additional 10 soul points to have all your weapon attacks deal maximum damage until the end of your next turn.
- Infection Resistance
At 20th level, you are immune to the effects of poisons and curses, unless the DM rules otherwise. Additionally, you have advantage on saving throws against being charmed or frightened.
Path of the Nail Master
The Nail Master is a true artist with a nail. Using ancient techniques, they flash about the battlefield rending flesh and bone alike. Whether you have trained under the old masters or bested all opponents in the Colosseum, your skills with a nail are the stuff of legend.
- Bonus Proficiencies
At 3rd level, you become proficient with all martial weapons.
- Nail Arts
When you take this archetype at 3rd level, you learn two Nail Arts.
- Great Slash: As a bonus action, you can expend 10 soul points to charge your weapon. Your weapon remains charged until the end of your next turn. Using your action, you can attack with a charged weapon. On a hit, your weapon deals an additional 2d10 radiant damage. You do not recover soul points with your Soul Recovery feature when you use this Nail Art.
- Dash Slash- As a bonus action, you can expend 10 soul points to charge your weapon. Your weapon remains charged until the end of your next turn. Using your action with a charged weapon, you move up to 15 feet forward and make one attack against the first creature in your path. This movement does not incur attacks of opportunity. On a hit, you deal an additional 1d10 radiant damage to the targets. You may deal this damage once per turn and you do not recover soul points with your Soul Recovery feature when you use this Nail Art.
- Improved Technique
Starting at 7th level, when you use your Great Slash and Dash Slash features you can expend an additional 5 soul points to deal an additional 1d10 radiant damage on a hit. This extra damage increases by 1d10 at 15th, and 20th levels.
- Cyclone Slash
At 15th level, as a bonus action, you can expend 20 soul points to charge your weapon. Your weapon remains charged until the end of your next turn. As an action, you can attack all creatures within 5 feet of you. Your weapon deals an extra 5d10 radiant damage to all creatures hit by your weapon while using this feature. You can only apply this damage to each creature once per turn and you do not recover soul points with your Soul Recovery feature when you use this Nail Art.
- Masterful Technique
Upon reaching 20th level, Any time you would roll below a 5 for radiant damage with these features, treat the die roll as a 5.
Path of the Pale Knight
You may have molded yourself after the Pale King's knights, or maybe you've decided to pick up the mantle after the fall of Hallownest. No matter your reasons, you have trained yourself in the ways of combat and speech alike in order to further your goals.
- Bonus Proficiencies
At 3rd level, you become proficient with Heavy armor and the Persuasion skill.
- Defensive Focus
Beginning at 3rd level, when you are hit by a melee attack, you can expend 5 soul and use your reaction to parry. By doing do, you reduce the damage by 1d10 + your Dexterity modifier. If you expend 10 soul points, you can use this feature when you are hit by a ranged weapon attack, destroying the projectile if you reduce the damage to 0.
- Inspiring Soul
At 7th level, whenever you use soul points to heal yourself, all friendly creatures within 30 feet of you that you choose that aren't unconscious gain temporary hit points equal to half that which you healed. (Minimum of 0)
- Pale Courtier
Starting at 15th level, whenever you roll a Charisma check, you can expend a number of soul points equal to half your Hallownest Knight level and add it to the roll.
- Steel Soul
Upon reaching 20th level, whenever you successfully reduce a melee attack to 0 using your Defensive Focus feature, you may make a melee attack against the attacker as part of the same reaction. Additionally, when you use your Defensive Focus feature, you can expend 10 soul points to add an additional 1d10 to the damage reduction. You may expend extra soul points to add a number of extra dice equal to your Charisma modifier.
Path of the Shaman
You have learned how to harness Soul as pure energy which you can use to fight your foes. Some who follow this path delve deep into the reaches of the earth and are driven mad by their discovery.
Use this DC when using features granted by this path. Spell Save DC = 8 + proficiency bonus + Charisma modifier.
- Bonus Proficiencies
At 3rd level, you become proficient in the Arcana and Insight skills.
- Vengeful Spirit
At 3rd level, as an action when a creature damages you, you can expend 10 soul points to send forth a burst of pure soul. The soul travels in a line 60 feet long and 5 feet wide in a direction you choose. Each creature in the line must make a Dexterity saving throw against your spell save DC. A creature takes 2d6 radiant damage on a failed save, or half as much damage on a successful one. This may be used as an attack action.
- Desolate Dive
Starting at 7th level, as an action, you can expend 15 soul points and strike the ground, sending out a burst of soul. All creatures within 10 feet of you must make a Dexterity saving throw against your spell save DC. A creature takes 5d8 radiant damage on a failed save and half as much on a successful one. If you use this feature from a greater height, you take no fall damage, and the damage of this ability increases by 1d8 for every 10 feet fallen (to a maximum of an additional 3d8).
- Howling Wraiths
At 15th level, as an action, you can expend 20 soul points to erupt with raw soul. All creatures within a 20 foot sphere must make a Constitution saving throw against your spell save DC. A creature takes 10d10 radiant damage on a failed save and half as much on a successful one.
- Shade Mage
Upon reaching 20th level, you can deal necrotic or radiant damage when using features granted by this archetype, and all features granted by this archetype apply half your Hallownest Knight level to their damage rolls. Additionally, whenever you use your action to use a feature granted by this archetype, you may use your bonus action to use your Vengeful Spirit feature.
Path of the Troupe
You may have been chosen by the Nightmare Heart, or perhaps you simply serve it as some form of deity. Either way, the path of the troupe is one that feeds off the very essence of fear and fire.
Use this DC when using features granted by this path. Spell Save DC = 8 + proficiency bonus + Charisma modifier.
- Bonus Proficiencies
At 3rd level, you gain proficiency with one Instrument and either the Intimidation or Performance skill.
- Burning Passion
At 3rd level, you gain resistance to fire damage. Upon reaching 15th level, this resistance becomes immunity.
- Nightmare Performer
Starting at 7th level, as an action, you can begin a performance that lasts until the start of your next turn. All creatures of your choice within 30 feet of you must make a Wisdom saving throw against your spell save DC. On a failed save, the creatures become charmed by you until the start of your next turn or until they take damage. A creature charmed in this way uses all of their movement on their turn to attempt to move within 5 feet of you. On your following turn, you can expend 15 soul points to erupt with flame. All creatures within 5 feet of you must make a Dexterity saving throw against your spell save DC. Creatures charmed by this feature have disadvantage on the save. On a failed save, the creatures take 5d6 fire damage, or half as much on a successful save. After using this feature, all creatures previously charmed by this feature have advantage on saves to resist the charmed condition imposed by this feature for 24 hours.
- Menacing Presence
Beginning at 15th level, when a creature makes an attack roll against you, you can expend 10 soul points to have them make it with disadvantage. Additionally, you can expend 10 soul points to target a creature you have spoken to for at least 1 minute. The creature must make a Wisdom saving throw against your spell save DC or become frightened of you. The target is frightened in this way for 1 hour, until it is attacked or damaged, or until it witnesses its allies being attacked or damaged. After using this feature to frighten a creature, you must wait 24 hours before you can use this feature on the same creature again.
- Nightmare King
At 20th level, creatures have disadvantage on Wisdom saving throws made to resist your Nightmare Performer and Menacing Presence features. Additionally, when you use soul points to heal yourself, all creatures you choose within 5 feet of you take fire damage equal to the number of soul points spent + your Charisma modifier.
Path of the Vessel
You were forged in the abyss, or perhaps you suffered a tragedy that scarred you to your very core. Having no voice or will leaves you fortified against the influence of other deities.
- Bonus Proficiencies
At 3rd level, you gain proficiency with all martial weapons.
- Forged in the Abyss
At 3rd level, you gain resistance to necrotic damage. Upon reaching 15th level, this resistance becomes immunity, and your hit point maximum cannot be reduced in any way.
- Unwavering
At 7th level, you become immune to the charmed and frightened conditions.
- Shade
Starting at 15th level, when you die, you return to life in the place you last completed a long rest. Your soul points are reduced by half along with your soul point maximum. A shade manifests in the place of your death. The shade shares all the same statistics and features as you but has half your hit points and a hover speed of 30 feet. Only you can harm your shade and your shade is only hostile toward you. If you fall to 0 hit points before slaying your shade, you do not make death saving throws and instead die outright. After killing the shade, your soul points return to normal and you may use this feature again upon being slain. If you are unable to reach your shade, you can perform a ritual that lasts 1 hour and uses 150gp worth of ingredients to summon your shade in an unoccupied space within 10 feet of you.
- Hollow Knight
Upon reaching 20th level, you gain immunity to radiant damage, and when you return to life as a result of using your Shade feature. The shade produced is no longer hostile towards you, its AC is reduced to 10, and the shade’s hit points and hit point maximum are reduced to 1. Additionally, your mind cannot be read, and those who try take 3d4+ your Charisma modifier psychic damage (this damage cannot be reduced in any way).
Path of the Wanderer
You've scoured the wastes and the ruins of fallen kingdoms. You observe every detail and take precautions to save your shell. You've unearthed artifacts that assist you in your endeavors: searching for secrets lost to history.
- Bonus Proficiencies
At 3rd level, you gain proficiency with two skills of your choice.
- Moth Wing
At 3rd level, as a bonus action, you gain a fly speed of 15 feet until the end of your turn. You fall if nothing holds you aloft at the end of your turn. You cannot take the dash action while aloft.
- Always Vigilant
At 7th level, you have advantage on Dexterity saving throws against effects that you can see, such as traps or spells. You do not gain this benefit if you are blinded, deafened, or incapacitated. Additionally, you can expend 5 soul points when you roll for initiative to apply your Wisdom modifier to your initiative roll.
- Charm Seeker
Starting at 15th level, you gain two additional charm slots. Additionally, when you take damage while overcharmed, it is no longer automatically critical if you are only overcharmed by 1 notch.
- Ancient Explorer
Upon reaching 20th level, you can speak, read, and write all languages. Additionally, you no longer set off traps and can expend 20 soul as an action to gain truesight out to a range of 120 feet for 10 minutes.
Path of the Weaver
You've endured the Deepnest and studied the tactics of the Weavers that live there. You may have grown up in the darkness or perhaps took a perilous pilgrimage to learn their ways.
Use this DC when using features granted by this path. Spell Save DC = 8 + proficiency bonus + Charisma modifier.
- Bonus Proficiencies
At 3rd level, you gain proficiency with Weaver's Tools and weapons that deal piercing damage.
- Graceful Focus
Beginning at 3rd level, you can expend 10 soul points to triple your jump distance for one minute.
- Needle and Thread
At 7th level, all weapons you are proficient with that lack the heavy and two-handed properties gain the thrown (30/60) property. After throwing a weapon with the thrown property, you can use a bonus action to return it to your hand it is within 30 feet of you and you can see it. If you hit an object or creature of your size or larger, you may use your bonus action to pull yourself up to 15 feet in a straight line toward it, returning your weapon to your hand in the process.
- Nimble Fighter
At 15th level, when you jump, you can expend 10 soul points to jump once more before you land using the same action. Additionally you ignore difficult terrain, and opportunity attacks made against you are made with disadvantage.
- Webspinner
Upon reaching 20th level, as an action you can expend 10 soul points to cast the web spell. Any creature that enters this area or begins it’s turn in this area must make a Dexterity saving throw against your spell save DC or take 5d6 piercing damage due to hidden spikes located within. You ignore movement restrictions caused by webbing.
Charms
If a charm has prerequisites, you must meet them to learn it. You can learn the charm at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class. Charms are organized alphabetically by the amount of notches they occupy. (Some charms have been tweaked from their original function -notably Hiveblood- to better fit D&D.)
1 Notch
- Defender's Crest
You have disadvantage on all Charisma(Persuasion) checks. At the start of your turn, creatures within 5 feet of you of your choice takes 1 poison damage.
- Dream Wielder (Prerequisite- 11th level)
The Dream Nail feature no longer consumes soul points.
- Gathering Swarm
As a bonus action after you slay a creature within 30 feet of you, any item or currency (but not weapons) on their person with a value of 1gp or higher is moved within 5 feet of you, landing at your feet.
- Grubsong (Prerequisite- 10th level)
Whenever you take damage, you gain 2 soul points.
- Nailmaster’s Glory (Prerequisite- 17th level, Path of the Nail Master)
You no longer need to use your bonus action to charge your weapon when using features granted by the Path of the Nail Master archetype.
- Spore Shroom (Prerequisite- 6th level)
Whenever you use soul points to heal yourself, all creatures of your choice within 10 feet of you take poison damage equal to your Charisma modifier (minimum of 1).
- Sprintmaster
Your walking speed increases by 10 feet.
- Steady Body
You have advantage on Strength checks and saves made against being pushed back.
- Thorns of Agony (Prerequisite- 4th level)
Whenever you take damage, all creatures you choose within 5 feet of you take piercing damage equal to your Charisma modifier (minimum of 1).
- Wayward Compass
You have advantage on Wisdom(Survival) checks made to determine your location and direction.
2 Notches
- Baldur Shell
After using soul points to heal yourself, you gain a +2 bonus to AC until the start of your next turn.
- Dashmaster (Prerequisite- Path of the Wanderer)
When you use your Moth Wing feature, you can take the dash action while aloft.
- Fury of the Fallen (Prerequisite- 10th level)
When your hit points are reduced below an amount equal to your Hallownest Knight level, attacks and abilities that deal damage deal an additional 4d6 force damage.
- Glowing Womb (Prerequisite- 10th level)
As a bonus action, you can expend 5 soul points to summon a small hatchling to defend you. You may have up to 4 hatchlings present at a time, and all hatchlings are slain when you complete a long rest. These hatchlings share your ability scores, have a flying speed of 20 feet, and move on your initiative to attack the closest hostile creature within range (use your Charisma modifier for the attack roll) dealing 1d6 fire damage on a hit and dying in the process. If the hatchling misses its attack, it does not die.
- Grimmchild (Prerequisite- 9th level, Path of the Troupe)
While this charm is active, you are followed by the Grimmchild. (Use statistics for Imp) The Grimmchild moves on your initiative and can only use its action to attack the closest hostile creature to them. Should the Grimmchild die, it is replaced when you complete a short or long rest.
- Heavy Blow
When you strike a medium or smaller creature with a melee weapon attack, you can choose to push them back up to 10 feet.
- Lifeblood Heart
Every time you complete a long rest, you gain temporary hit points equal to half your Hallownest Knight level (minimum of 1). These temporary hit points can be added to the temporary hit points granted by the Lifeblood Core and Joni's Blessing charms.
- Longnail
Melee weapons you wield that don't possess the reach property gain 5 feet additional reach.
- Shape of Uun (Prerequisite- 15th level)
When you use focus to heal yourself, you can move an extra 10 feet as part of the same action.
- Sharp Shadow (Prerequisite- 12th level, Path of the Wanderer)
When you use your Moth Wing feature, you can make one melee attack against a creature within range as part of the same action. At the start of each of your turns, roll a d6. On a roll of 6, you may use this feature again.
- Soul Catcher (Prerequisite- 5th level)
You gain 1 additional soul point when you use your Soul Recovery feature.
- Spelltwister (Prerequisite- Path of the Shaman)
Path of the Shaman features require 5 less soul points to use.
- Stalwart Shell (Prerequisite- 7th level)
When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.
- Unbreakable Heart
Your hit point maximum increases by an amount equal to twice your Hallownest Knight level when you choose this charm. Whenever you gain a level thereafter with this charm active, your hit point maximum increases by an additional 2 hit points.
- Weaversong (Prerequisite- 9th level, Path of the Weaver)
While this charm is active, you are followed by 3 weaverlings. (Use statistics for Giant Wolf Spider.) These weaverlings move on your initiative and can only use their action to attack the closest hostile creature to them. Should a weaverling die, it is replaced when you complete a short or long rest.
3 Notches
- Carefree Melody (Prerequisite- 18th level)
This charm begins with a 0% chance to negate damage and gains a cumulative 10% chance upon being hit to instead take no damage. If you are hit by an attack, roll a d100. If you roll below the percentage chance, you instead take no damage. When an attack is negated in this way, the charm is reset to 0% and resumes its function.
- Dream Shield (Prerequisite- 16th level)
You gain +2 to AC, resistance to force damage, and immunity to the magic missile spell.
- Flukenest (Prerequisite- 15th level, Path of the Shaman)
Your Vengeful spirit range becomes a 30 feet cone which is full of wriggling flukes that remain until the start of your next turn. The area becomes difficult terrain, and any creature that begins its turn in the area or enters the area for the first time on their turn takes 2d6 radiant damage.
- Grubberfly’s Elegy
While you have more than half your maximum number of hit points, your melee weapon can attack creatures out to a range of 30 feet. Any melee attack made past 5 feet deals half damage.
- Lifeblood Core (Prerequisite- 8th level)
Every time you complete a long rest, you gain temporary hit points equal to your Hallownest Knight level. These temporary hit points can be added to the temporary hit points granted by the Lifeblood Heart and Joni's Blessing charms.
- Mark of Pride (Prerequisite- 15th level)
Melee weapons you wield that don't possess the reach property gain 10 feet additional reach.
- Quick Focus (6th level)
You can heal yourself with soul points as a bonus action on your turn.
- Quick Slash (Prerequisite- 12th level)
You can make one melee attack as a bonus action on each of your turns.
- Shaman Stone (Prerequisite- 8th level, Path of the Shaman)
You can apply your Charisma modifier to the damage rolls of features gained from the Path of the Shaman.
- Unbreakable Strength (Prerequisites- 8th level)
Attacks you make that use Strength apply twice your Strength modifier to the damage roll.
4 Notches
- Deep Focus
When you use soul points to regain health, you must use your action and bonus action, but you can restore a total number of hit points on your turn equal to twice your Hallownest Knight Level.
- Hiveblood (Prerequisite- 18th level)
While below half your hit point maximum, you heal for 1d8 + your Charisma modifier every round on your turn up to half your hit point maximum. You do not gain this benefit at 0 hit points.
- Joni’s Blessing (Prerequisite- 17th level)
All of your hit points become temporary hit points and you gain an additional number of temporary hit points equal to twice your Hallownest Knight level. Any lost temporary hit points are restored upon completing a long rest. These temporary hit points can be added to the temporary hit points granted by the Lifeblood Heart and Lifeblood Core charms.
- Soul Eater (Prerequisite- 16th level)
You gain 2 additional soul points when you use your Soul Recovery feature.
5 Notches
- Kingsoul (Prerequisites- 20th level, Cannot equip Voidheart)
When you complete a short rest, you regain all spent soul points.
- Void Heart (Prerequisites- 20th level, Cannot equip Kingsoul)
All of your attacks with your bonded weapon deal an additional extra 4d8 necrotic damage.
Multiclassing
Prerequisites. To qualify for multiclassing into the Hallownest Knight class, you must meet these prerequisites: Dexterity 13, Charisma 13.
Proficiencies. When you multiclass into the Hallownest Knight class, you gain the following proficiencies: Martial Weapons that deal Slashing damage.
Back to Main Page → 5e Homebrew → Classes