Exiled Knight (5e Class)
Exiled Knight[edit]
The Exiled Knight is a warrior shrouded in tragedy and perseverance. Cast out from their homeland for reasons of political intrigue, betrayal, or crime, they have honed their survival instincts and unmatched blade skills to navigate a hostile world. The Exiled Knight's blade never leaves their side, a symbol of their unbroken will and readiness to defend themselves against any threat.
Exile’s Journey[edit]
Exiled from society, yet still bound by personal honor, Exiled Knights are warriors of great skill who carve their own path in an unforgiving world.
Creating an Exiled Knight[edit]
Exiled Knight by [Artist Name], [source link] |
When creating an Exiled Knight, consider their exile's cause and their driving goal. Are they seeking redemption, revenge, or something else entirely? What keeps them moving forward despite the odds?
- Quick Build
You can make an Exiled Knight quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score, followed by Constitution. Second, choose the Soldier or Outlander background. Third, choose a longsword and chain mail as your starting equipment. ```
Let me know if you’d like this extended to include the other sections like traits, features, and subclasses!
Class Features
As a Exiled Knight you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Exiled Knight level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Exiled Knight level after 1st
- Proficiencies
Armor: Light armor, medium armor, and shields
Weapons: Simple weapons and martial weapons
Tools: One type of artisan’s tools or gaming set of your choice
Saving Throws: Strength, Constitution
Skills: Choose two from Athletics, Intimidation, Insight, Survival, and Perception
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) A longsword or (b) A battleaxe
- (a) A shield or (b) Two handaxes
- (a) Chain mail or (b) Leather armor and a longbow with 20 arrows
- (a) An explorer’s pack or (b) A dungeoneer’s pack
- If you are using starting wealth, you have 5d4 × 10 gp in funds.
Level | Proficiency Bonus |
Features |
---|---|---|
1st | +2 | Blade Bond |
2nd | +2 | Survivor’s Resilience |
3rd | +2 | Fighting Style: Exiled Techniques |
4th | +2 | Ability Score Improvement, Subclass Feature |
5th | +3 | Extra Attack |
6th | +3 | Resilient Defense |
7th | +3 | — |
8th | +3 | Ability Score Improvement |
9th | +4 | — |
10th | +4 | Advanced Fighting Techniques |
11th | +4 | — |
12th | +4 | Ability Score Improvement |
13th | +5 | — |
14th | +5 | Subclass Feature |
15th | +5 | — |
16th | +5 | Ability Score Improvement |
17th | +6 | — |
18th | +6 | Unstoppable Warrior |
19th | +6 | Ability Score Improvement |
20th | +6 | Exile’s Mastery |
Class Features[edit]
Exile’s Endurance[edit]
At 1st level, you gain the ability to endure extreme physical hardships. When you are not wearing heavy armor, you can add your Constitution modifier to your AC.
Blade Bond[edit]
At 2nd level, you develop a mystical bond with your weapon. If your bonded weapon is lost or destroyed, you can perform a one-hour ritual to bond with another weapon. Your bonded weapon cannot be disarmed unless you are incapacitated.
Survivor’s Instinct[edit]
At 3rd level, you gain proficiency in Survival and an additional language of your choice.
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.
Resilient Defense[edit]
At 6th level, you can use your reaction to halve the damage of an attack that hits you. You must be able to see the attacker to use this ability. You can use this feature a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Advanced Fighting Techniques[edit]
At 10th level, you gain a special combat technique. Choose one of the following:
- **Riposte:** When a creature misses you with a melee attack, you can use your reaction to make a melee weapon attack against it.
- **Defensive Stance:** When you take the Dodge action, you can impose disadvantage on attack rolls made against one ally within 5 feet of you until the start of your next turn.
- **Whirlwind Attack:** When you take the Attack action, you can make one additional attack against all creatures within 5 feet of you. You can use this feature a number of times equal to your Dexterity modifier (minimum of once), and you regain all expended uses after a long rest.
Unstoppable Warrior[edit]
At 18th level, you become a relentless force on the battlefield. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can use this feature once per long rest.
Exile’s Mastery[edit]
At 20th level, you achieve mastery over your exile’s path. You gain the following benefits:
- When you make a weapon attack roll and roll a 1 or 2, you can reroll the die and must use the new roll.
- You gain advantage on saving throws against being charmed or frightened.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Exiled Knight class, you must meet these prerequisites: Strength 13 and Constitution 13.
Proficiencies. When you multiclass into the Exiled Knight class, you gain the following proficiencies: light armor, medium armor, simple weapons, and martial weapons.
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