Grail Knight (Warhammer)

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Grail Knight[edit]

"He seemed like an immortal, divine paladin, a faultless living legend, and strength majesty and faith radiated from him like the heat from an inferno." -- The arrival of a Grail Knight.

<!-Introduction Leader->[edit]

Creating a Grail Knight[edit]

A_mighty_Grail_Knight-_2017-05-28_11-35.JPG
a Grail Knight

When creating a Grail Knight it is important to keep in mind what your character was, almost as much as what they are. A Grail Knight is former Questing Knight, who themself is a former Knight of the Realm, giving up their status of nobility in order to go on a spiritual journey for the Grail.

Quick Build

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

Class Features

As a you gain the following class features.

Hit Points

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

Proficiencies

Armor: heavy armor, shields
Weapons: martial melee weapons, simple melee weapons
Tools:
Saving Throws: Strength, Constitution
Skills: Religion, Athletics,

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

<!-Class Feature->[edit]

<!-Class feature game rule information->

<!-Use semi-colons for subheaders->

<!-Subclass Feature->[edit]

<!-At <!-insert level-> level, you chose a <!-insert name of subclass feature i.e. path, archetype, discipline, etc.->. Choose between <!-list the subclass options->, <!-all/both-> detailed at the end of the class description. Your choice grants you features at <!-insert the level when subclass features begin-> and again at <!-list all the levels the class gains subclass features->.->

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.

<!-Class Feature->[edit]

<!-Class feature game rule information->


<!-Class Option 1->[edit]

<!-For subclasses introduce this class option here->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Option 2->[edit]

<!-Introduce this subclass here->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

Spell List[edit]

You know all of the spells on the basic spell list and additional spells based on your subclass.

1st Level

<!-1st level spell list->

2nd Level

<!-2nd level spell list->

3rd Level

<!-3rd level spell list->

4th Level

<!-4th level spell list->

5th Level

<!-5th level spell list->

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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Back to Main Page5e HomebrewClasses<!- melee and/or ranged fighters with magic less than or equal to an eldritch knight. Fighter variants and mashups are the most common homebrew classes-><!-greatly religious and/or heroic class primarily using weapons with a hint of spellcasting or similar features->