Divine Knight (5e Class)

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Divine Knight[edit]

Once thought lost to time and exterminated for their heresy, Divine knights were believed to be the ancient protectors of Devils and Angels. Their superior skill with a blade and deadly sword skills display their true combat prowess, though not to be taken lightly once a Divine Knight has chosen a path and master they commit for life.

Training for a Divine Knight takes several years of mastering a blade before they are allowed to learn any sword skills, each skill after masterfully honed represents an element to bend to their will. Deadly in close quarters combat and ranged magical strikes, these knights are a formidable foe to any unlucky enough to encounter them. Bound by the laws of Good and Evil, Divine Knights who follow Angels are always Lawful Good as their counterparts for Devils are always Lawful Evil.

Creating a Divine Knight[edit]

When creating your Divine Knight, ask yourself what path you believe is your true calling. Do you swear fealty to the Lords of Hell to accomplish what you desire, or perhaps you have sworn fealty to the Archangels of Heaven to right the wrongs of the world? Your choice will help shape your character's end goal and is detrimental to what you believe.

Quick Build

You can make a Divine Knight by following these suggestions. First, make Wisdom or Charisma your highest ability score, depending on whether you want to focus on serving the Archangels (Wisdom) or Devils (Charisma). Your next highest score should be Strength, followed by Constitution to enhance the power of some of your class features. Second, choose the Acolyte (Archangels) or Initiate (Devils) background.

Class Features

As a Divine Knight you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light Armor, Medium Armor,
Weapons: All melee weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose three skills from Athletics, Deception, History, Insight, Intimidation, Perception, or Religion.

Equipment

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

  • (a) Breastplate or (b) Studded leather
  • (a) A one-handed martial weapon and shield or (b) A two-handed martial weapon
  • (a) A shortbow and 20 arrows or (b) Two handaxes
  • (a) A dungeoneer's pack or (b) An explorer's pack
  • If you are using starting wealth, you have 5d4x10 Gold Pieces in funds.

Table: The Divine Knight

Level Proficiency
Bonus
Features Sigil Damage Faith / Restraint
1st +2 Primordial Circle - -
2nd +2 Enhance Energy, Harness Element 1d4 1
3rd +2 Primordial Circle 1d4 1
4th +2 Ability Score Improvement 1d6 1
5th +3 Extra Attack 1d6 2
6th +3 Primordial Circle 1d6 2
7th +3 Primordial Shield 1d8 2
8th +3 Ability Score Improvement 1d8 2
9th +4 Outlandish Physiology 1d8 3
10th +4 Primordial Circle 1d10 3
11th +4 Elemental Strike 1d10 3
12th +4 Ability Score Improvement 1d10 3
13th +5 Planar Resistance 1d12 3
14th +5 Primordial Circle 1d12 4
15th +5 Primordial Shield 2d8 4
16th +5 Ability Score Improvement 2d8 4
17th +6 Piercing Energy 2d10 4
18th +6 Primordial Circle 2d10 4
19th +6 Ability Score Improvement 2d12 5
20th +6 Elemental Mastery 2d12 5

Choose your destiny[edit]

Starting at 1st level, you must choose to brand yourself with the Sigil of Light, Sigil of Darkness or the Sigil of Chaos.

Your choice grants you features at 1st, 3rd, 6th, 10th, 14th and 18th levels.

Sigils[edit]

Each sigil gives enhancements and detrimental effects based on your choice, once chosen the effects cannot be altered or reversed;

Sigil of the Light
  • You are resistant to Radiant.
  • You gain proficiency in the Insight skill.
  • You are vulnerable to Necrotic damage.
Sigil of Lilith[edit]
  • You are resistant to Necrotic damage.
  • You gain proficiency in the Deception skill.
  • You are vulnerable to Radiant damage.
Sigil of Chaos[edit]
  • You gain expertise in one skill of your choice.

Sword Mastery[edit]

Starting at 2nd level you begin to learn various sword skills by harnessing the power of your sigil. Choose one sword skill to learn based on the Mastery Level chart above. Once your choice has been made it cannot be reversed under any circumstance unless by a wish spell.

Sword Skills[edit]

At 2nd level you begin to hone in on how to utilize various sword technique taught by the masters of old.

  • Spell Attack = Proficiency + Intelligence (Sigil of the Archangels) / Charisma (Sigil of Lilith)
  • Spell Save DC = (8 + Proficiency + Intelligence/Charisma Modifier)
Divine Knight Sword Skills
Mastery Level Sword Skill Sigil Description Effect
1 Hellfire Blade Sigil of Lilith You plunge your sword into the ground and attempt to envelop your target in Hellfire. As an attack action, make a ranged spell attack against a creature you can see within 15ft. On a successful hit you deal your sigil die as fire damage. Target must make a save against your spell save DC or be inflicted with Hellfire. Hellfire - Target takes 1d6 fire damage per turn that stacks an additional die up to your proficiency bonus.
1 Lightsworn Slash Sigil of Faith As you ready your sword, you slash downwards causing your target to become Weakened. As an attack action, make a ranged spell attack against a creature you can see within 15ft. On a successful hit you deal your sigil die as thunder damage. Target must make a save against your spell save DC or be inflicted with Weakened. Weakened - Target deals half damage to you for a number of rounds equal to your proficiency bonus.
1 ' Sigil of Chaos You plunge your sword into the ground and attempt to envelop your target in Hellfire. As an attack action, make a ranged spell attack against a creature you can see within 15ft. On a successful hit you deal your sigil die as fire damage. Target must make a save against your spell save DC or be inflicted with Hellfire. Hellfire - Target takes 1d6 fire damage per turn that stacks an additional die up to your proficiency bonus.
4th fire shield
5th immolation

Ability Score Improvement[edit]

When you reach 4th, 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. You can't increase an ability score above 20 using this feature. Alternatively instead of increasing an ability score, you may pick a feat.

Extra Attack[edit]

Starting at 5th level, you may take the attack action twice instead of once whenever you take the Attack action on your turn.

Elemental Hurler[edit]

Beginning at 5th level, you begin to. Whenever you add Elemental damage with your Harness Element feature, you gain reach with that attack. All the damage caused is from the same type of your Primordial Circle chosen element.

Primordial Shield[edit]

At 7th level, whenever you take damage from an elemental attack, you can protect yourself by absorbing that energy. Whenever you take damage from acid, cold, fire, lightning, thunder, necrotic or radiant, you can reduce that damage by half.

You can use this feature a number of times equal to your proficiency bonus, and regain your uses after a long rest. You can also spend your Harness Energy as a bonus action to recharge this ability.

Starting at 15th level, whenever you reduce damage in that manner, your Harness Energy recharges.

Outlandish Physiology[edit]

At 9th level, you become immune to poison and disease and to poison damage.

Elemental Strike[edit]

Starting at 11th level, whenever you hit a creature with an attack with a weapon made as part of your Attack action, that creature takes 1d8 additional damage from the type you have affinity with.

Planar Resistance[edit]

At 13th level, you become resistant to the damage type you have affinity with.

Piercing Energy[edit]

Starting at 17th level, your elemental attacks related to the damage type you have affinity with ignore immunity to damage.

Elemental Mastery[edit]

Starting 20th level, whenever you hit a creature with an attack with a weapon made as part of your Attack action, you deal additional damage equal to your Charisma modifier. The damage type is the same from the one you have affinity with.

Sigils of Light and Dark[edit]

Sigil of the Archangels[edit]

Blazing Trail

At 1st level when you choose this circle, you move trough the battlefield like fire on a dry land. When you roll initiative, you can add your Charisma modifier to the roll.

Additionally, while you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Charisma modifier. You can use a shield and still gain this benefit.

Fiery Personality

At 1st level, your abrasive temperament is the fuel for your flame powers. As a bonus action, you can conduct your inner flames trough a weapon you are wielding. You can use your Charisma, instead of Strength or Dexterity, when making attack and damage rolls with this weapon, if it lacks the heavy or two handed property. Doing so causes wood weapons to burn and be destroyed by your touch, and metal weapons to heat, causing the damage caused by your modifier to be fire, instead of the normal damage for that weapon.

Immolation

Starting at 3rd level, when you cause fire damage with your Harness Element feature, you set your target on fire. On the start of each of your turns, the target takes additional 1d6 fire damage. This damage lasts for a number of turns equal to your proficiency bonus, ending earlier if your target use its action to put the fires off or if it uses water to douse the flames.

Burning Hate

At 3rd level, your passions feed the flames you control. Whenever you take damage from an attack or after failing a save, you can choose to let your weapon ignite in flames, recharging your Harness Element.

You can use this feature a number of times equal to your proficiency bonus, and regain all expended uses when you finish a short or long rest.

Melting Cut

Starting at 6th level, the flames of your blade make it easier for you to cut trough your opponents flesh and protections. Whenever you deal fire damage with a weapon attack, you score a critical hit on a roll of 19 or 20 on the d20.

Inferno

At 10th level, whenever you use your Immolation feature, you can also target any creatures of your choice within 5 feet of your target.

Fiery Surge

At 14th level, whenever you roll initiative, you can force creatures of your choice in a 30-foot radius to make a Dexterity saving throw, or take fire damage equal to your level in this class.

Controlled Explosion

At 18th level, when you deal you deal additional damage with your Harness Element feature, you can choose to deal the same amount of damage against another creature within 10 feet. You can use this feature a number of times equal to 1 + your Charisma modifier (minimum of twice) and regain your uses of this feature after a short or a long rest.

Sigil of Lilith[edit]

Earthen Toughness

Starting at 1st level, you gain a number of hit points equal to 1, plus 1 for each level you gain in this class.

In addition, you add your Constitution modifier, instead of your Dexterity, to your AC.

Bone Shattering

At 1st level, whenever you deal damage to a creature with a weapon attack, you can choose to convert that damage into bludgeoning damage, instead of the normal damage for that weapon.

Stone Armor

At 3rd level, when you roll initiative, instead of harnessing the elemental energy to a weapon, you can choose to protect a creature with it. Choose one creature, including yourself, that you can see within 30 feet and who is in contact to the ground. Earth and stone from the area raise and engulf that creature, forming a barrier that grants it a number of temporary hit points equal to your Harness Element dice.

Whenever you recharge your Harness Element, you can choose to give these temporary hit points to a creature, as a bonus action. You must choose in the turn in which you have recharged, or else the armor is formed around you.

Elemental Channeling

At 6th level, you can use your bonus action to channel the power of the earth elemental on a creature you touch. For 1 minute, the touched creature becomes resistant to bludgeoning, piercing and slashing damage.

Once you use this ability, you cannot use it again until you finish a short or long rest.

Spiked Armor

At 10th level, whenever the Stone Armor reduce damage from a melee weapon attack, the attacker takes piercing damage equal to the damage reduced.

Vital Defense

At 14th level, whenever a creature you can see within 30 feet takes a critical hit, you can cause it to become a normal hit instead, as a reaction.

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

Shared Protection

At 18th level, whenever you use your Stone Armor or Elemental Channeling feature to protect another creature, you are also affected by it.

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