Bright Knight (5e Class)

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Bright Knight[edit]

<!-Introduction Leader->[edit]

Creating a Death Knight[edit]

Class Features

As a Bright Knight you gain the following class features.

Hit Points

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

Proficiencies

Armor: All armors, shields,
Weapons: simple and martial weapons
Tools:
Saving Throws: Intelligence, Constitution
Skills: Choose 2 from: Arcana, Investigation, Perception, and Athletics.

Equipment

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

Table: The Bright Knight

Level Proficiency
Bonus
Features —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 Sacred Runes, Chivalry
2nd +2 Spellcasting 2
3rd +2 Knightly Order, Blessed Mount 3
4th +2 Ability Score Improvement 3
5th +3 Armored Knight 4 2
6th +3 4 2
7th +3 4 3
8th +3 Ability Score Improvement 4 3
9th +4 Knightly Order Feature 4 3 2
10th +4 4 3 2
11th +4 Bright Strikes, Knightly Order Feature 4 3 3
12th +4 Ability Score Improvement 4 3 3
13th +5 4 3 3 1
14th +5 4 3 3 1
15th +5 Knightly Order Feature 4 3 3 2
16th +5 Ability Score Improvement 4 3 3 2
17th +6 4 3 3 3 1
18th +6 4 3 3 3 1
19th +6 Ability Score Improvement 4 3 3 3 2
20th +6 Knightly Order Feature 4 3 3 3 2

Sacred Runes[edit]

Starting at 1st level, you learn how to use ancient divine words to enhance your equipment, granting you protection and increasing your martial prowess.

Engraving the Runes

Each rune must be engraved and activated on a suit of armor, shield, weapon or another piece of equipment, which can be done over the course of 2 hours. This can be done during a long rest, or split in time, over the course of two short rests.

Each piece of equipment must be within your reach during the whole ritual, and upon finishing your cause the runes to be magically imbued, causing them to glow with divine power.

The power of the runes is dispelled if you distance yourself more than 30 feet from them. Only you can benefit from the sacred runes.

Runes Known

You learn three runes of your choice, that are detailed on the Sacred Runes List below. Once you activate a rune, you must spend a short or a long rest before being able to use it again.

You learn more runes as you gain levels in this class, as shown in the Runes Known column on the Bright Knight table.

Runic Activation

On your turn, you can activate a single sacred rune focusing on the power on the rune. Doing so requires concentration (as if were a spell) and each rune effect lasts for 1 minute after active, or until you lose concentration.

Starting at 10th level you can have two runes active at the same time, and three runes at 18th level.

At 18th level, you no longer need to concentrate to keep the runes active.

Rune DC

Some runes require the target to make a saving throw to resist its effects. The save DC is calculated in the following manner:

Sacred rune save DC = 8 + your proficiency bonus + your Wisdom modifier.

Chivalry[edit]

At 1st level, being called a knight is more than just a title for you. You have advanced trained in mounted weapons and horseback riding, and gain the following benefits:

Knightly Weapons

Knightly weapons are any one-handed melee weapons that lack the light or finesse properties, and polearms (glaive, halberd, pike, quarterstaff, or spear).

The damage die of a Knightly Weapon you wield in one hand is always 1d8, regardless of its usual damage (with the exception of the lance).

Horseback Riding

You are extremely apt at fighting while mounted. You have advantage on Wisdom (Animal Handling) and Charisma (Persuasion) checks to interact and control beasts and use them as mounts.

Holy Ordering

You know how to speak, read and write in Celestial.

Spellcasting[edit]

By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does.

Preparing and Casting Spells

The Bright Knight table shows how many spell slots you have to cast your spells. To cast one of your bright knight spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of bright knight spells that are available for you to cast, choosing from the Bright Knight spell list. When you do so, choose a number of bright knight spells equal to your Wisdom modifier + half your bright knight level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 5th-level bright knight, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of bright knight spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Wisdom is your spellcasting ability for your bright knight spells, since their power derives from your connection with the gods. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a bright knight spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Spellcasting Focus

You can use a weapon or a shield engraved with a Sacred Rune as a spellcasting focus for your bright knight spells.

Illuminated Warrior[edit]

At 2nd level, you have been blessed by the power of the celestial gods, and protected by them. You can twice your Wisdom modifier to your Wisdom saving throws and Wisdom checks.

Blessed Mount[edit]

Knightly Order[edit]

Runic Blessing

Starting at 3rd level, whenever a rune is active, you gain the benefits of the runic blessing related to your chosen archetype. In addition, the runic activation causes your melee attacks to deal additional 1d4 radiant damage on a hit.

Armored Knight[edit]

Starting at 5th level, your rigorous training with heavier armor turn you more effective in fighting with them, using the extra weight to empower your strikes. While wearing heavy armor, you can add twice your Strength modifier on damage rolls with Knightly Weapons, and your armor don't imposes any disadvantage to your Dexterity (Stealth) checks.

In addition, whenever you make an attack with a Knightly Weapon as part of your Attack action, you can use a bonus action to make another attack with a Knightly Weapon.

Finally, whenever you are on top of a controlled mount, you add twice your proficiency bonus on attack rolls using a Knightly Weapon, and the movement speed of the controlled mount increases in 10 feet.

Bright Strikes[edit]

At 11th level, you add your Wisdom modifier to the damage rolls of your weapon attacks and Bright Knight spells.

Sacred Runes List[edit]

Rune of Immolation

This rune must be engraved on a weapon, and can be activated as a bonus action. While active, once per turn when you hit a creature with the engraved weapon, the target is engulfed in flames, and the target gain 1 flame stack. At the start of each turn, the target takes 1d4 fire damage for each flame stack it has.

At the end of its turn, the target can make a Constitution saving throw, ending all flame stacks on a success. Alternatively, the creature or another creature within 5 feet of her can use its action to douse the flame, ending all the flame stacks.

Rune of Storm

This rune must be engraved on a weapon, and can be activated as a bonus action. Whenever you hit a creature with this weapon, a spark of sacred lighting burst from the weapon. The target takes lighting damage, instead of the normal damage for that weapon.

In addition, the target can take reactions until the end of your next turn.

Rune of the Immortal Servant

This rune must be engraved on a weapon, and can be activated as a bonus action. Once per turn when you hit a creature with this rune, you cause additional 1d4 radiant damage, and regain an amount of hit points equal to the damage caused by the attack.

Rune of the Divine Might

This rune must be engraved on a weapon, and can be activated as a bonus action. Whenever you hit a creature Large sized or smaller with a weapon engraved with this rune, the target must succeed on a Strength saving throw or be knocked prone.

Rune of Vengeance

This rune must be engraved on a weapon, and can be activated as a bonus action. When you are hit by a creature with a melee weapon attack, you can use a reaction to make an attack with the runic weapon against that creature.

Rune of Radiant Rebuke

This rune must be engraved on a suit of armor or shield, and can be activated as a reaction if you are wearing the armor or wielding the shield. When you are hit by a melee attack, the attacker takes radiant damage equal to your proficiency bonus.

Rune of Protection

This rune must be engraved on a suit of armor or shield, and can be activated as a reaction if you are wearing the armor or wielding the shield. When you take damage from a melee attack, the damage is reduced by an amount equal to your proficiency bonus.

Rune of Bravery

This rune must be engraved on a suit of armor or shield, and can be activated as a reaction if you are wearing the armor or wielding the shield. For the duration, you gain +5 on all your saving throws made to resist the Frightened condition.

Rune of Resilience

This rune must be engraved on a suit of armor or shield, and can be activated as a reaction if you are wearing the armor or wielding the shield. You gain resistance to poison damage and advantage to resist the poisoned condition for the duration.

Rune of Brightness

This rune must be engraved on a suit of armor or shield, and can be activated as a reaction if you are wearing the armor or wielding the shield. Your armor or shield shines, granting disadvantage on melee attacks made against you.

Archetypes[edit]

Holy Executioner[edit]

Penitence

Starting at 1st level, you can show your devotion to your god by giving yourself a hindrance in exchange for a blessing. Whenever you finish a long rest, you can choose one penitence of your choice, that lasts until the end of your next long rest, but ends earlier if you remove the hindrance.

Penitence of Blindness. You put blindfolds, trusting in your other senses and in the guidance of your god instead. You are blinded, but gain blindsight up to a range of 5 feet. You also can clearly see invisible creatures and objects within 50 feet.
Penitence of Truth. You can't make Charisma (Deception) checks. Doing so, however, make you more aware to lies, granting you advantage on Wisdom (Insight) checks.
Penitence of Self Flagellation. You don't score critical hits on a roll of 20. However, when you hit a creature with an attack, you can choose to cause a critical hit. If you do so, you also take the additional critical hit damage, that can't be reduced by any means.
Holy Shackles

Starting at 2nd level, you can restrain the magical capabilities of creatures using your divine power. As a bonus action, you can choose a creature you can see within 30 feet and bind it with the holy shackles for 1 minute. This ends earlier if the target is dead or incapacitated. For the duration, the shackles have the following effects:

  • You have advantage on saving throws against spells cast by the bound creature.
  • You have advantage on Wisdom checks contested against the creature and in all Charisma (Intimidation) checks made against it.
  • Any cantrip cast by the target have its range reduced to touch.
  • The creature have disadvantage on concentration checks.

Once you use this feature twice, you can't use it again until you complete a short or a long rest.

God's Bidding

At 11th level, your constant struggle turns the pain into a close friend. When you are reduced to 0 hit points but is not killed outright, you can spend 1 hit dice to regain a number of hit points equal to the number rolled plus your Constitution modifier (minimum of 2 hit points).

You can't use this feature again until you finish a short or a long rest. You can use this feature twice at 17th level.

At 17th level, you can spend any amount of hit dice when using this feature.

Shining Voice

At 17th level, your time spent in quiet devotion and praying grant you wisdom. Whenever you make an ability check in which you don't add your proficiency bonus, you can spend spend a spell slot to add twice your proficiency bonus in checks with it, and you can use your Wisdom modifier to this check, instead of the normal ability.

In addition, whenever you interact with a creature that can understand your speaking, you can spend a number of hit dice up to half your Bright Knight level and add the total to the result of a Charisma, Intelligence or Wisdom check made to interact with such creature. Once you use this feature, you can't do it again until you finish a short or a long rest. If you use this feature in a Charisma (Deception) check, you can't use it again until you finish a long rest.

Bearer of Radiance[edit]

Prayer of Enlightenment

Starting at 1st level, you can spend 1 hour praying for knowledge to your god, which counts as light activity. When you do so, you learn temporarily how to cast a spell of your choice, from any spell list and from a level you have spell slots.

Once you use this ability, you can't use it again until you finish a long rest. You can use this feature twice between rests at 6th level and three times at 14th level.

Radiant Healing

Starting at 2nd level, you can can harvest part of the power of a destructive spell and convert it into healing. Whenever you cause fire or radiant damage with a spell of 1st-level or higher that has only one creature as target and the duration of instantaneous, you can cause the target to regain hit points, instead of taking damage, equal to half the damage that would be caused.

You don't need to make attacks, nor the creature is required to make a saving throw. If the spell has another effect, your radiant healing doesn't. Undead creatures can't regain hit points with this spell.

Runic Blessing

Starting at 3rd level, you gain the following runic blessing:

Holy Surge

At 11th level, you can use your bonus action to spend a spell slot of 3rd level or higher to infuse your allies with a boost of divine energy. You can choose up to five creatures you can see within 30 feet to benefit from the holy surge. The chosen creatures gain advantage on their next ability checks, attack rolls or saving throws, and gain temporary hit points equal to your Bright Light level.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the death knight class, you must meet these prerequisites:

Proficiencies. When you multiclass into the death knight class, you gain the following proficiencies:

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