Covenknight (5e Class)

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<!-Introduction Leader->[edit]

Creating a[edit]


Quick Build

You can make a <!-class name-> quickly by following these suggestions. First, <!-Ability score-> should be your highest ability score, followed by <!-Ability score->. Second, choose the <!-background name-> background. Third, choose <!-elaborate on equipment choices->

Class Features

As a you gain the following class features.

Hit Points

Set parameter to Hit Dice per level, e.g. 1d10

Proficiencies

Armor:
Weapons:
Tools:
Saving Throws:
Skills:

Equipment

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

Table: The

Level Proficiency
Bonus
Features
1st +2 <!-Class Feature1->
2nd +2 <!-Class Feature2->
3rd +2 <!-Class Feature3->
4th +2 Ability Score Improvement
5th +3
6th +3
7th +3
8th +3 Ability Score Improvement
9th +4
10th +4
11th +4
12th +4 Ability Score Improvement
13th +5
14th +5
15th +5
16th +5 Ability Score Improvement
17th +6
18th +6
19th +6 Ability Score Improvement
20th +6

Covenknight[edit]

Natural Knowledge[edit]

Starting at 1st level, you have been trained in the knowledges of the wild. You have advantage on Intelligence (Nature) checks to recall information about fey, elementals and ancient gods of nature; on Wisdom (Survival) checks to find and detect herbs with curative or ritualistic purposes; and on checks with the Herbalist kit to prepare herbal brews.

When you reach 9th level, you also gain advantage on Wisdom (Insight) checks and Wisdom saving throws to see through deception and illusions from Corruptors, fey, undead, and shapeshifters, and still retain advantage on Intelligence checks regarding them.

Book of Shadows[edit]

At 1st level, you gain a book of shadows, a reference guide for special rites you can conjure. You learn one rite, learning an additional rite at 6th and 14th levels. The circles are 10-foot wide and require concentration to maintain.

You can use this feature a number of times equal to your Charisma modifier (minimum of once), regaining all uses after a long rest. At 17th level, you regain all expended uses on a short or long rest.

Circle of Protection

While wielding or wearing a pentagram or pentacle talisman, you can ward off evil spirits. As an Action, you create a protective field around you for 1 minute. A fey, fiend or undead creature who attempt to attack you must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier) or can't make the attack against you. This effect lasts for 1 minute.

Circle of Healing

While wielding a quartz point, you can conjure a circle of healing. Any of your choice that start its turn within the circle while below half its maximum hit points regain hit points equal to your witchfire die, and gain Advantage on Constitution checks and saves. The circle lasts for 1 minute.

Circle of Banishment

While wielding a broom or besom, you can conjure a circle of banishment. Any creature that start its turn within the circle is banished for the duration of the circle if it is from another plane. Undead creatures can't enter the circle or leave it if the circle is cast on them.

Elemental Conjuration[edit]

At 2nd level, you learn to conjure the elemental forces of nature. Choose two elements from the list of Elemental Conjurations. You may learn additional Elements as you level up, as shown in the Covenknight table. Whenever you learn a new Element, you can replace one you know with a different one.

As a bonus action, you can conjure the element on the appropriate focus. Until your next short rest ends, your focus emits elemental energy and generate an effect depending on the chosen element. This damage die increases with your level, as shown in the Witchfire column.

While you have an element, you cannot concentrate on spells. You can use this feature twice, regaining uses after a short or long rest.

Elements

Choose from the following:

Fire. – Focus: Athame (longsword, shortsword or dagger). You cause additional fire damage equal to your witchfire die when attacking using your Athame, and you can cast control flames and produce flames using Charisma as your spellcasting ability.
Water. – Focus: Any type of Goblet or Chalice. Your focus refills with water at the start of each turn. Drinking from the water while below half your maximum hit points restore hit points equal to your Witchfire Die. You can cast shape water and spare the dying.
Earth. Focus: Pentacle (Holy Symbol). As a reaction you can add the Whichfire die to your AC against an attack. You can cast mold earth and blade ward.
Air. Focus: Wand (Arcane Focus). You can forgo an attack to blow wind from the wand, forcing a creature within 30 feet to make a Strength saving throw, or be either pushed 10 feet back or knocked prone. You can cast gust and guidance.

Covenknight Coven[edit]

At 3rd level, you commit to a Covenknight Coven. Choose from:

Your chosen coven grants features at 3rd, 7th, 10th, 15th, and 18th levels.

Ability Score Improvement[edit]

At levels 4, 8, 12, 16, and 19, you can increase one ability score by 2, or two ability scores by 1 (max 20).

Extra Attack[edit]

At 5th level, you can attack twice, instead of once, whenever you take the Attack action. You can forgo one of your attacks to cast a cantrip from your Elemental Conjuration.

Empowered Conjuration[edit]

At 5th level, you can choose to empower one of your known conjurations. You can select another at 9th and 13th levels:

Fire. – You gain resistance to cold damage and immunity to the effects of extreme cold while this element is conjured. In addition, you can cast flame sphere once, without spending a spell slot or requiring material components. Once you do so, your element is dismissed and you can't conjure the element again until you finish a short or a long rest.
Water. – You gain resistance to fire damage and immunity to the effects of extreme heat while this element is conjured. In addition, you can cast lesser restoration once, without spending a spell slot or requiring material components. Once you do so, your element is dismissed and you can't conjure the element again until you finish a short or a long rest.
Earth. When you use this element's reaction, the attack's damage is halved on a hit. In addition, you can cast enhance ability once, without spending a spell slot or requiring material components. Once you do so, your element is dismissed and you can't conjure the element again until you finish a short or a long rest.
Air. You can Dash and Disengage as a Bonus Action. In addition, you can cast levitate once, without spending a spell slot or requiring material components. Once you do so, your element is dismissed and you can't conjure the element again until you finish a short or a long rest.

Witchfire[edit]

At 20th level, you are so attuned to your elements that your elements are always active. You can swap between elements using a Bonus Action on your turn.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:

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