Ascendent Knight (5e Subclass)

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Fighter Subclass: Asendent Knight[edit]

Summary[edit]

Asendent Knights are warriors with strong faith and will. Their strength and willpower are so strong that they can draw the holy powers of the divine, even without making a pact or an oath.

Holy Magic[edit]

When you reach 3rd level, you augment your martial prowess with the ability to cast spells.

Spell Slots[edit]

The Asendent Knight Spellcasting table shows how many spell slots you have to cast your paladin spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
Table: Asendent Knight Spells Known
Level Spells Known (SK)
SK 1st 2nd 3rd 4th
3rd 3 2 -
4th 4 3 -
5th 4 3 -
6th 4 3 - -
7th 5 4 2 - -
8th 6 4 2 -
9th 6 4 2 -
10th 7 4 3 -
11th 8 4 3 -
12th 8 4 3 - -
13th 9 4 3 2 -
14th 10 4 3 2 -
15th 10 4 3 2 -
16th 11 4 3 3 -
17th 11 4 3 3 -
18th 11 4 3 3 -
19th 12 4 3 3 1
20th 13 4 3 3 1


For example, if you know the 1st-level spell Toll the dead and have a 1st-level and a 2nd-level spell slot available, you can cast Toll the dead using either slot.

You know three 1st-level paladin spells of your choice, two of which you must choose from the abjuration and evocation spells on the paladin spell list.

The Spells Known column of the Asendent Knight Spellcasting table shows when you learn more paladin spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability[edit]

Charisma is your spellcasting ability for your paladin spells. 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-->

Blade Of Light[edit]

At level 7, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.

Channal Divine Grace[edit]

At level 10, as an action you can heal worth half your total hit dice plus your charisma modifier. You must then finish a long rest to use this ability again.

Aura of protection[edit]

At level 15, hostile creatures have disadvantage on attack rolls against you, the aura lasts 1 min and can be used a number of times equal to you proficiency bonus per long rest.

Eternal Body[edit]

At level 18, when you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead. Once you use this ability, you can't use it again until you finish a long rest. Additionally, you suffer none of the drawbacks of old age, and you can't be aged magically.


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