Holy Knight, Variant (3.5e Prestige Class)

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One person should not be able to wield such power, Gren. One person should not be able to waylay an entire party by themselves. I don't know who they were or what they swore to, but I'll swear to this - the next time I see someone like that, I'm running the hell away.
—Krellek the Black, Mercenary Lord speaking of his encounter with an unnamed Holy Knight


The Holy Knight[edit]

Truly noble warriors seeking valor and honor on the field of battle while also striving for peace and kindness off of it, Holy Knights train tirelessly to hone their swordplay to such a level that their dominance might be unquestioned. These valiant warriors earn the respect and awe that others afford them by the strength of their swords and the resolve of their wills. Blessed with divine powers, Holy Knights strike out at evil with powerful attacks directed through their blades, sewing confusion and panic in the enemy ranks.


Entry Requirements
Race: Any, as long as they are capable of wielding a sword
Base Attack Bonus: +6
Feats: Weapon Focus (Any Sword)



Table: The Holy Knight

Hit Die: d12

Level Base
Attack Bonus
Saving Throws Special Maneuvers Known Maneuvers Readied Stances Known
Fort Ref Will
1st +1 +2 +0 +2 Holy Sword Discipline, Armored Mobility
1
1
0
2rd +2 +3 +0 +3 Subdue
1
0
0
3rd +3 +3 +1 +3 Cover
1
0
0
4th +4 +4 +1 +4 Nurse
0
0
1
5th +5 +4 +1 +4 Holy Weapon
1
1
0


Holy Knight Class Features[edit]


All of the following are Class Features of the Holy Knight.


Skill Points Per Level: Holy Knights gain 4 + Intelligence Modifier skill points per level.


Holy Knight Class Skills: The following skills are Class Skills for Holy Knights: Concentration, Diplomacy, Gather Information, Heal, Intimidate, Knowledge(Religion), Listen, Ride, Sense Motive.


Holy Sword Discipline (Ex): Holy Knights gain access to the Holy Sword Martial Discipline. This Discipline is unique and accessible only to them. The Holy Knight gains an additional new maneuver and stance readied and known from this Discipline at each level indicated on the table above. Holy Knights may add their full Class Level to their Initiator Level to determine their total Initiator Level and highest-level maneuvers and stances known. These maneuvers are recovered using the recovery method the character had prior to becoming a Holy Knight. If the character did not have a recovery method prior to becoming a Holy Knight, they recover maneuvers as if they were a Crusader with 2 maneuvers granted. The maneuvers selected as a Holy Knight must come from the Holy Sword Martial Discipline, but can replace maneuvers from any other Martial Discipline the character has access to. Once a character has been granted access to the Holy Sword Discipline, they may select maneuvers from it even after they move on from the Holy Knight class so long as they meet the maneuver prerequisites.


Holy Sword Maneuvers

Judgment Blade
Holy Sword 4
Prerequisite: 2 Devoted Spirit Maneuvers
Initiation Action: 1 Standard Action
Range: 20ft
Target: All creatures within a 10ft area
Duration: Instantaneous
Saving Throw: Special (See Text)

Holy ice falls upon the Holy Knight's foes, judging them and dealing weapon damage plus an additional 1d6 damage per Class Level. Enemies struck by this attack must make a Will Save (DC 10 + Maneuver Level + Charisma Modifier) or be Dazed for 1 round. A successful Will Save negates the Daze effect and the additional damage.
Cleansing Strike
Holy Sword 4
Prerequisite: 2 Devoted Spirit or 1 Holy Sword Maneuver(s)
Initiation Action: 1 Standard Action
Range: 20ft
Target: One creature
Duration: Instantaneous
Saving Throw: Special (See Text)

A large spiritual holy sword appears from the ground under the target, slicing through their soul, dealing weapon damage. A creature struck by this attack must make a Fortitude Save (DC 10 + Maneuver Level + Charisma Modifier) or take an additional 1d6 damage for a number of rounds equal to the Holy Knight's Class Level. A successful Fortitude Save negates the damage over time effect.
Hallowed Bolt
Holy Sword 5
Prerequisite: 3 Devoted Spirit or 2 Holy Sword Maneuvers
Initiation Action: 1 Standard Action
Range: 30ft
Target: All creatures within a 10ft area
Duration: Instantaneous
Saving Throw: Special (See Text)

A blast of lightning strikes from the air onto the Holy Knight's foes, forming a blade of light under them that bursts upward, dealing weapon damage plus an additional 1d8 Positive Energy damage per Class Level. Creatures struck by this attack must make a Will Save (DC 10 + Maneuver Level + Charisma Modifier) or be Silenced for 1 round. A successful Will Save negates the Silence effect and the additional damage.
Knight's Pride
Holy Sword 5
Prerequisite: 3 Devoted Spirit or 2 Holy Sword Maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: Self
Duration: Stance

This stance allows a Holy Knight to focus on dispatching their foes as quickly as possible. While in this stance, Holy Knights gain a bonus to all Difficulty Checks (DC) involving their Holy Sword Maneuvers equal to their Class Level.
Divine Ruination
Holy Sword 6
Prerequisite: 4 Devoted Spirit or 3 Holy Sword Maneuvers
Initiation Action: 1 Standard Action
Range: 50ft Line
Target: All creatures in range
Duration: Instantaneous
Saving Throw: Special (See Text)

A blast of holy light rages in a line starting from the Holy Knight, dealing weapon damage plus an additional 2d6 Positive Energy damage per Class Level to all creatures caught in its path. Creatures struck by this attack must make a Will Save (DC 10 + Maneuver Level + Charisma Modifier) or be Confused for 1 round. A successful Will Save negates the Confusion effect and the additional damage.
Northswain's Strike
Holy Sword 7
Prerequisite: 5 Devoted Spirit or 4 Holy Sword Maneuvers
Initiation Action: 1 Standard Action
Range: 20ft
Target: One creature
Duration: Instantaneous
Saving Throw: Special (See Text)

A gleaming red sword appears from under the target slicing through their soul, attempting to slay them outright. A creature struck by this attack must make a Fortitude Save (DC 10 + Maneuver Level + Charisma Modifier) or have their current HP fall to 0 and be knocked unconscious. If the intended victim succeeds their Saving Throw, they instead take weapon damage. Creatures that successfully resist this attack cannot be affected by it again for 24 hours. Creatures immune to Death effects are immune to this attack.



Armored Mobility (Ex):The Holy Knight gains 5ft increased movement speed and no longer takes movement speed penalties from wearing Heavy Armor.


Subdue (Ex): A 2nd level Holy Knight may opt to deal non-lethal damage with any damaging action they initiate without taking a penalty.


Cover (Ex): A 3rd level Holy Knight may, as a Standard Action use Cover to provide protection to all allies within reach. Allies adjacent to the Holy Knight receive the effect of being in 1/2 Cover, and any damage they receive is split with the Holy Knight. Allies that move out of adjacent range of the Holy Knight lose the benefit of Cover.


Nurse (Ex): A 4th level Holy Knight who heals themselves or an ally may choose to either increase that healing effect by their Initiator Level or remove one status effect of their choosing from the target.


Holy Weapon (Su): A 5th level Holy Knight treats any weapon they hold as if it had the Holy Property.



Holy Knights in the World[edit]


Valor and Honor: If Clerics are the Hand and Paladins are the Shield, then Holy Knights are the Sword. They speak of noble ideals and treat those they encounter with respect and kindness, but they become absolute forces of wrath and justice if provoked into battle. Veteran warriors and those who have faced their like before know not to get within range of a Holy Knight without being prepared to endure their assaults. They are at their most effective when they are facing down small groups of enemies. Because they lack any kind of healing abilities, they most often use their Holy Sword Techniques to keep foes off-balance and disarrayed.





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