Chocobo Knight (5e Class)

From D&D Wiki

Jump to: navigation, search
Stub Logo.png This page is incomplete and/or lacking flavor. Reason: Almost no class page is in a finished state when it is first posted. For guidance, see the 5e Class Design Guide.

You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

Chocobo Knight[edit]

The Chocobo Knights in the past were all Moogles a small race rarely found in the multiverse. Because of their small size it made them ideal riders of the large feathered birds they raised called Chocobos. The secret to raising a chocobo was in the feeding of Gysahl Greens a plant that was at one point only grown by Moogles. The Moogles have since passed on their knowledge to other small races such as Gnomes, Halflings, and what remains of the Moogle race. The Chocobo Knight combines the power of the chocobo along with their magical and martial skills to be a dominate foe to face. Together they are a capable force that even those within their same order fear facing each other in combat. Chocobo Knights are masters of mounted combat and can use most weapons effectively. They are gutsy, some times overly brave, and often are the first in combat the cry of their Chocobos heard loud and clear.


Creating a Chocobo knight[edit]

to make a Chocobo knight your character must be of size category small.

Choco knight.jpg

Quick Build

You can make a Chocobo knight quickly by following these suggestions. First, strength should be your highest ability score, followed by wisdom Second, choose the sailor or outlander background. Third, choose glaive or lance.

Class Features

As a chocobo knight you gain the following class features.

Hit Points

Hit Dice: 1d6 per chocobo knight level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per chocobo knight level after 1st


Armor: all armor, shields
Weapons: all mellee weapons
Tools: saddle kit
Saving Throws: wisdom strength
Skills: choose 2, athletics, intimidation, nature, survival, insight, medicine


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

  • (a) a martial weapons and shield or (b) two martial weapons
  • (a) leather armor or (b) chain mail
  • 2 simple weapons
  • a dungeoneers pack
  • If you are using starting wealth, you have 3d4*6 in funds.

Table: The chocobo knight

Level Proficiency
Features —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 Chocobo Rider , Animal Handling
2nd +2 Fighting Style , Spell Casting 2
3rd +2 Chocobo Breed 3
4th +2 Ability Score Improvement 3
5th +3 Extra Attack 4 2
6th +3 4 2
7th +3 Choco Charge 4 3
8th +3 Ability Score Improvement 4 3
9th +4 4 3 2
10th +4 Chocobo Breed Feature 4 3 2
11th +4 4 3 3
12th +4 Ability Score Improvement 4 3 3
13th +5 Chocobo Master 4 3 3 1
14th +5 4 3 3 1
15th +5 Chocobo Breed 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, Chocobo Stampede 4 3 3 3 2
20th +6 4 3 3 3 2

Chocobo Rider[edit]

Starting at 1st level, you gain the use of a Chocobo companion. You may summon this companion during a long rest as long as you have access to a Chocobo feather. You can find the statistics for this creature at the end of this class section.

Your Chocobo remains until it either reaches 0 hit points or you summon another one during a long rest. As long as you are mounted on your chocobo you have advantage against being dismounted. Additionally, you can redirect damage that would be dealt to you to your Chocobo.

Animal Handling[edit]

Additionally at 1st level, you gain expertise in animal handling skill if you do not already know it. If you do know the Animal Handling skill double your proficiency bonus when using the skill instead.

Fighting Style[edit]

At 2nd level. you adopt a 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.


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


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. The weapon must have the two-handed or versatile property for you to gain this benefit.


By 2nd level, you have learned to draw on the power of your Chocobo to cast spells. You can prepare a number of spells from the Chocobo knight spell list equal to your wisdom modifier + half your level in Chocobo knight each day. Your spell save dc is 8 + wisdom modifier + proficiency bonus, and your spell attack modifier is proficiency bonus + wisdom modifier. You must use your Chocobo as a spellcasting focus without it you cannot cast spells. Any time you cast a spell that targets only your self you may have that spell also target your Chocobo. If the spell requires concentration damage you or your chocobo take will cause you to make a concentration check.

Chocobo Breed[edit]

at third level, you begin to notice your Chocobo's pigment begin to change what breed is your Chocobo.

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]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 14th level in this class.

Choco Charge[edit]

at 7th level, you can as a bonus action have your Chocobo charge at least 20 ft. toward an enemy in a straight line and deal 1d6 damage and knock the enemy prone unless they make a dc 14 strength saving trow.

Chocobo Master[edit]

at 13th level, your Chocobo can fly at a speed of 40 feet.

Chocobo Stampede[edit]

at 19th level you can summon an ethereal stampede of Chocobo to knock over any enemies with a 30 ft. radiance around you they must succeed on a dc 14 saving or be knocked prone.

Chocobo Breed[edit]

Red Chocobo

at third level, your Chocobo gains resistance to fire, and while you are mounted on it you have resistance to fire.

at 10th level, your Chocobo can cast fireball at third level your Chocobo must finish a long rest before it can use this feature again.

at 15th level, your Chocobo can change their attacks damage to fire.

Green Chocobo

at third level, while mounted you and your Chocobo cannot incur opportunity attacks by moving away from an enemy.

at 10th level, your Chocobo can cast plant growth at third level your Chocobo must finish a long rest before it can use this feature again.

at 15th level, your Chocobo can change their attacks damage to poison.

Black Chocobo

at third level, your Chocobo gains resistance to necrotic damage, and when you are mounted on it you gain resistance to necrotic damage.

at 10th level, your Chocobo can cast Fear at third level your Chocobo must finish a long rest before it can use this feature again.

at 15th level, your Chocobo can change their attacks damage to necrotic.

White Chocobo

at third level, your Chocobo empowers you, you gain a extra first level spell slot.

at 10th level your Chocobo can cast lightning bolt at third level your Chocobo must finish a long rest before it can use this feature again.

at 15th level, your Chocobo can change their attacks damage to lightning.

Chocobo knight Spell List[edit]

You know all of the spells on the basic Chocobo knight spell list.

1st Level

healing word, shield of faith, feather fall, jump, shield

2nd Level

enhance ability, prayer of healing, enlarge/reduce, flaming sphere, gust of wind

3rd Level

clairvoyance, mass healing word, revivify(Chocobo only), water walk, fireball, haste, water breathing, fly

4th Level

freedom of movement, fire shield, wall of fire, polymorph, ice storm

5th Level

greater restoration, mass cure wounds, cone of cold, dream



Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites: have a Chocobo, and a wisdom of 13 or greater, your character must be of size category small. Proficiencies. When you multiclass into the Chocobo knight class, you gain the following proficiencies: athletics, nature, saddle kit

(0 votes)

Back to Main Page5e HomebrewClasses

Home of user-generated,
homebrew pages!