Integrity Knight (5e Class)

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Integrity Knight[edit]

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A lone man checks the skies while riding his white dragon. At one point, he sees a small village being burned by a group of goblins, and he must stop this. He lands there and activates its sword power, freezing any enemy he can see. Then he slides among them and destroy the ice sculptures as well the creatures inside them.

Meanwhile, a lot of miles at East, a woman is leading the defenses from the enemy army using the Divine Arts: she summons a lot of sphere of any color, throwing them at the enemy and making them blow up, while her sword transforms into a blade made of divine light that can slash any enemy.

Forgotten Memories and Sacred Object[edit]

The Integrity Knights got their strength by a ritual that sealed their memories, reforging their mind to make it stronger. After the ritual the new knight is extremely bond with its master, the creature which accomplished the ritual. The knight has now a new name, composed by its true name + Synthesis + its number in the list of knights, ordered by the date of the ritual. As a knight, it doesn't need the normal routine of a mortal and the only way he can die is in war. Anyway, there is a way to reverse the ritual: if the knight gets to remember something about its past, the powers will fade and it will feel the age, dying instantly if it is more than 140 years old.

The newborn knight is then provided of a Sacred Object, which usually is a weapon, created by transforming something in that weapon. This Sacred Object has some properties attributable to its original form. The knights then join their oath, following the same objective: protecting the Human Empire, name used for all the good creatures with a humanoid shape.

Creating a Integrity Knight[edit]

As result of the ritual, you don't remember who you were before becoming an Integrity Knight, but your memories could be found thanks to some special objects linked to your past. But why do you have those objects? Where did you find them? And now as a knight, what are your purposes? Do you want to find out what your past was like but losing your powers, or would you prefer dedicating your life protecting the Human Empire? Will you stand at your master's orders, or you might want to be a traitor, and keep your powers while knowing your past by defeating your own master?

Quick Build

You can make a Integrity Knight quickly by following these suggestions. First, Strenght or Dexterity should be your highest ability score, followed by Wisdom and then Charisma or Constitution. Second, choose any background.

Class Features

As a Integrity Knight you gain the following class features.

Hit Points

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

Proficiencies

Armor: All armor
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Wisdom
Skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion

Equipment

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

Table: The Integrity Knight

Level Proficiency
Bonus
Features Divine Points
1st +2 Sacred Object, Fighting Style
2nd +2 Basic Sacred Arts, Mental Strength 2
3rd +2 Archetype, Eternal Soul 3
4th +2 Ability Score Improvement 4
5th +3 Extra Attack, Power 5
6th +3 Force of Will 6
7th +3 Archetype Feature 7
8th +3 Ability Score Improvement 8
9th +4 Eternal Soul + 9
10th +4 Archetype Feature 10
11th +4 Defender of the Human Empire 11
12th +4 Ability Score Improvement 12
13th +5 Mighty Presence, Complex Sacred Arts 13
14th +5 Perfect Parry 14
15th +5 Archetype Feature 15
16th +5 Ability Score Improvement 16
17th +6 Transcend the System 17
18th +6 Archetype Feature 18
19th +6 Ability Score Improvement 19
20th +6 Lord of the Integrity Knight 20

Sacred Object[edit]

Every Integrity Knight is called this way because of a Sacred Object that integrates its personality. This usually is a weapon and it was created by transforming other objects or living beings into the actual Sacred Object, keeping some properties.

The Sacred Object can be any type of object, although it will generally be a weapon, shield or suit of armor. You can never lose your Sacred Object, and losing it will cause it to return to you at the end of your next rest.

Fighting Style[edit]

You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Precise Strike

When you attack an enemy with a weapon with the light property, you add +1 to the result of your attack.

Support

As a bonus action, you can take the Help action.

Lone Warrior

When you are within 5 feet of a hostile creature, and there's no friendly creature within 5 feet of you or your target, you can make one additional attack against that creature using your bonus action.

Engage

As a bonus action, you can engage one enemy Large of your choice within 5 feet. Until the beginning of your next turn, you can’t move, the target can’t willingly move away from you unless it first takes the Disengage action.

Mental Strength[edit]

Your mind has been reforged to be focused on fighting the forces of evil. Starting at 2nd level, whenever you need to make a saving throw against the charmed or frightened condition, or against effects that cause psychic damage, you have advantage on the save.

In addition, you have advantage on contested Wisdom (Insight) checks against Charisma (Deception) or (Persuasion) made by a creature whose alignment is evil (NE, CE or LE).

Basic Divine Arts[edit]

Every Integrity Knight knows the basics of the Divine Arts. Your ability to use Divine Arts is fueled by an amount of divine points you have. You have four divine points when you gain this feature at 2nd level, and gain more as you progress in levels as an Integrity Knight, as shown on the Divine Points column on the Integrity Knight table. You regain all your Divine Points spent after completing a short or a long rest.

To use a divine art, you must be carrying or wielding your Sacred Object, that it is used as a focus for your divine arts. Your divine art ability is Wisdom. Whenever a divine art calls for a saving throw or attack roll, use the following formulas:

Art save DC = 8 + your proficiency bonus + your Wisdom modifier

Art attack modifier = your proficiency bonus + your Wisdom modifier

Generate Element Projectile

You choose a damage type from acid, cold, fire, lightning or thunder. As a bonus action, you can spend 1 divine point to hurl a magical projectile made out of that element. The projectile can be shaped in the form of a sphere, a knife or an arrow.

Make a ranged spell attack using the projectile. On a hit, the projectile causes 1d4 + your Wisdom modifier damage from the chosen type. You also cause additional 1d4 damage, with the type depending on the projectile shape: bludgeoning (sphere), slashing (knife) or piercing (arrow).

As you gain levels, you create more projectiles whenever you use this feature: 2 projectiles (5th level), 3 projectiles (11th level) and 4 projectiles (17th level). You make a separate attack for each projectile, and you can attack multiple targets or the same one with them.

Transfer Durability

As an action, you can spend 1 divine point to touch a creature or object, and restore a number of hit points equal to 2d10 + your Wisdom modifier. You also lose one hit die when you do so.

You can also spend one additional divine point to use this ability as a bonus action.

Generate Element Bubble

You choose a damage type from acid, cold, fire, lightning or thunder to create a bubble around you, which protects you. As an action, you can spend any amount of divine points. The bubble has 5 hit points per divine point instead.

Whenever you take damage from the chosen type, the bubble's hit point is reduced, instead of yours. If the damage reduces the bubble to 0 hit points, any remaining damage is carried out to you.

In addition, while the bubble is active, you have advantage on saving throws against effects that cause damage exclusively from the chosen type. This doesn't protect you from effects that cause multiple types of damage.

Generate Luminous Element - Adhere

You can spend 1 divine point to cause an adherent form of luminosity to attach to an object. The object will shed bright light in a 20-foot radius, and dim light for another 20 feet. This light is magical, and can be suppressed or dispelled by effects that suppress or dispel magic. Otherwise the light will bright for 8 hours.

Fighting Path[edit]

At 3rd level, you chose a Fighting Path. Choose between Path of Violence, Path of Resister or Path of the Priest, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 10th, 15th and 18th.

Eternal Soul[edit]

The Integrity Knight is called to hunt the malevolent ones forever. Starting from 3rd level, you no longer age, neither can be magically aged.

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.

The number of attacks increases to three when you reach 11th level in this class.

Power[edit]

Starting at 5th level, your power know no bounds. You can use your bonus action and spend 1 divine point to increase your muscular strength. If you do so, for the next minute you are considered a creature of one size larger, and have advantage on your Strength checks.

Force of Will[edit]

Starting at 6th level, you can focus your will of defending the Human Empire to success in an action apparently impossible. When you are reduced to 0 hit points, you can use your reaction to make an Attack with advantage against the closest enemy, right before going unconscious. That attack inflicts a critical hit with a result of 17-20.

In addition, after using this ability, you have advantage on death saving throws. Moreover, when you succeed three death saving throw after using this feature, you regain 1 hit point.

You can use this last feature a number of times equal to your proficiency bonus, and can't do it again until you finish a long rest.

Eternal Soul +[edit]

Your Lord granted you a higher level of immortality for the services you gave it. Starting at 9th level, you no longer need to eat nor drink, but you can do so if you want.

Moreover, your body may die, but your soul won't. When you die, your spirit appears ready to fight, in the space you died. The spirit has the same properties of a Avenger celestial summoned by the summon celestial, lasting for 1 hour. The spell is cast at a level equal to half your Integrity Knight level (rounded down). You control the Avenger Celestial.

After the hour passes, the celestial disappear, allowing your spirit to finally pass to the other side. The celestial also disappear if you are resurrected.

Once you use this feature, you can't benefit from it again for the next 7 days.

Defender of the Human Empire[edit]

Starting at 11th level, when you find humanoid creatures whose alignment is true neutral or better in difficulty during a fight, your oath impose you to help them. When you start your turn and you or a non-evil humanoid you can see within 60 feet is at half its maximum hit points or lower, or under the conditions stunned, paralyzed, prone or incapacitated, you gain the following benefits:

  • Your movement speed increases in 10 feet for each creature under those conditions.
  • Once per turn, you cause additional damage equal to 1d6 for each creature under those conditions.
  • Your movement towards any creature under those conditions ignore difficult terrain.

Complex Sacred Arts[edit]

Starting at 13th level, you learn how to empower your basic divine arts, and learn new and more powerful ones. In addition, you can choose the following additional damage types when using your sacred arts: necrotic, radiant or psychic.

Generate Element Projectile

When you create an element projectile, you can spend 3 divine points as an Action to launch your projectiles in 60-foot cone. Doing so causes 8d6 damage from the chosen type.

Transfer Durability

As an action, you can spend 3 divine point to cause up to six creatures or objects within 60 feet, and restore a number of hit points equal to 2d10 + your Wisdom modifier. You also lose up to six hit dice when you do so.

Alternatively, you can spend the target's hit dice, instead of your own, if the target is willing.

Generate Element Bubble

You can cast your regular element bubble as a reaction. In addition, you can spend 3 divine points to gain resistance against the damage type instead, for 1 hour.

Generate Luminous Element - Adhere

You can spend 3 divine points to cause a stronger form of luminosity to attach to an object. The object will shed bright light in a 60-foot radius, and dim light for another 60 feet.

This light is magical, and can be suppressed or dispelled by effects that suppress or dispel magic. Otherwise the light will bright for 1 hour.

If any the bright or dim light area of this effect overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled.

As a bonus action, you can spend 3 divine points to focus the light of this object on the eyes of a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for 1 minute.

Generate Aerial Element

As a bonus action, you can spend 3 divine points to create a little air bubble that flies in a location at your choice within 60 feet from you. A creature in the area must succeed on a Dexterity saving throw, or takes 4d8 damage, or half as much on a success.

Then, the bubble explodes with a radius of 10 feet must succeed on a Dexterity saving throw, taking 2d8 damage eon a failed save, or half as much on a success.

The damage types are the same as you can control with Generate Element Projectile.

Inspect Creature Information

As a bonus action, you can spend 3 divine points to discover the following data about a creature you can see: its current hit point total and all its immunities, resistances, and vulnerabilities, basic emotional state, condition immunities and how their ability scores are in relation to yours (only know if they are higher, lower or equal, not the exact number).

Deep Freeze

As an action, you can spend 6 divine points and choose one creature under the effect of your Inspect Creature Information. The target must make a Constitution saving throw. On a failed save, it is restrained. A creature restrained by this effect must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails saves three times, it is frozen and subjected to the petrified condition for 1 minute. The successes and failures don’t need to be consecutive; keep track of both until the target collects three of a kind.

If the creature is physically broken while frozen, it suffers from similar deformities if it reverts to its original state.

You can't use Deep Freeze again until you finish a long rest.

Mighty Presence[edit]

Starting at 13th level, your enemies has heard of you as a slayer and are terrorized by you. You add your Wisdom modifier to your Charisma (Intimidation) checks.

In addition, during your turn, you can use an Action to try to frighten your enemies. Make a Charisma (Intimidation) check, contested by the Wisdom (Insight) of any creature of your choice within 30 feet. On a failure, the chosen creatures are frightened by you until the end of your next turn. A creature who succeeds the check is immune to this effect for the next 24 hours.

Any attack you make against creatures frightened by this feature cause additional psychic damage equal to your Wisdom modifier on a hit. In addition, whenever cause psychic damage to a creature frightened by this feature with an attack, the duration of the condition extends to until the end of your next turn.

Perfect Parry[edit]

Starting at 14th level, you gain the ability to make a perfect counterattack, disrupting your enemy attack. If a creature within 5 feet makes an attack against you or another creature within 5 feet of you, you can use your reaction to make one weapon attack against the attacker. You make this attack immediately before theirs. If the attack hits, the target's attack automatically misses, in addition to the attack’s normal effects.

Transcend the System[edit]

Starting at 17th level, you are independent from your lord, which is confident in you. You can no longer be charmed or frightened.

In addition, while you're at 0 hit points, you aren't knocked unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. You also still die due to failing death saving throws.

Lord of the Integrity Knight[edit]

At 20th level, you're the strongest Integrity Knight and the others see you as a god. You gain the following benefits:

  • All good aligned creatures within 30 feet can add your Wisdom modifier to the damage of their weapon attacks.
  • You can contact another Integrity Knight at will, as if using a spell sending, to have quick contacts between cities and lands.
  • You gain proficiency in Charisma and Constitution saving throws.

Fighting Paths[edit]

Path of Violence[edit]

The Lords of the knights who follow this path are devoted to fight, they do not deal with the enemy, they just think that the ones who threaten the Human Empire must perish, this is the only way one can bring order and peace on this land. Your strategy is simple: defeat the enemy before it defeats you. Your strikes must come before theirs. Your attack must break through their defenses before theirs. Your victory must come before theirs.

Meteoric Strength

Since the moment you choose the Path of Violence at 3rd level, your attacks increase their power. Once during each of your turns when you hit a creature with a weapon attack, you can also deal 1d4 damage to that target, or 1d8 if you had advantage on the attack. When you reach 10th level in this class, the damage increases to 1d6 (1d10). You can spend Divine Points to roll one additional die per point spent, up to a maximum points equal to your proficiency bonus.

Avenger on the Battlefield

Starting at 7th level, you can no longer bear to see anyone losing their life before your eyes. Each time a friendly creature takes damage, if you are able to see the creature that caused the damage, you can place an avenging mark upon that creature. Your attacks against the marked creature have advantage. Once you hit the marked creature with an attack, the mark disappear.

You can use this feature a number of times equal to your proficiency bonus, and regain your uses after completing a long rest. You regain one use of this feature whenever an ally is reduced to 0 hit points.

Overwhelming Might

Your experience on the battlefield made you able to carry a mountain on your shoulders. At 10th level, your Strength score increase by 2, up to a maximum of 20.

In addition, you are considered a creature of one size larger for the purposes of carrying, lifting and dragging weight.

Will-Powered Attack

Starting at 15th level, if you have advantage on an attack roll, you can forgo that advantage to make a devastating strike against the opponent. If you do so, you cause additional 2d10 damage with that attack on a hit.

You can do so no more than once per turn.

Warrior Focus

Starting at 18th level, you can take the Ready action using a bonus action on your turn. In addition, when you ready an action, you can maintain that action prepared for 1 minute.

You can't have more than one action prepared at the same time.

Path of Resister[edit]

The Resister is one who goes against their enemy but try not to hurt them. It wants to try first to convince them that it cannot be beaten, the enemies are to weak to fight with it and they must surrender. With this purpose, an Integrity Knight who act as a Resister has a great defenses and is very hard trying to kill him.

Meteoric Resistance

Since the moment you choose this path at 3rd level, your skin begins a process of endurance that allow you to absorb part of the damage. While not wearing armor, your AC equals 10 + your Constitution modifier + your Wisdom modifier. You can use a shield and retain this benefit.

In addition, when you take damage, you can use your reaction to roll a d10 and reduce the amount of damage taken by the number rolled. When you reach 10th level in this class, the die changes to a d12. You can spend Divine Points to roll one additional die per point spent, up to a maximum points equal to your proficiency bonus.

You can use this reaction to attempt protect an ally that takes damage within 30 feet. Using this reaction, you can move up to your movement speed in a straight line towards the ally. If you end your movement within 5 feet of it, you take the damage in its place, reducing it by your meteoric resistance die.

Guard

Starting at 7th level, you can your bonus action to assume a guard. When you do so, the next time a creature within 30 feet hit you with a weapon attack until the start of your next turn, you can force that creature to reroll the attack, using the new result.

Diamond Skin

You was hit by such a lot of attacks your skin is now as resistant as diamond. At 10th level, your Constitution score increase by 2, up to a maximum of 20.

Physical Absorption

Starting at 15th level, you gain resistance to non-magical bludgeoning, piercing and slashing damage.

Ultimate Defense

At 18th level, whenever you assume guard, you get a special reaction that you can take once on every creature's turn, except your turn. You can only use that special reaction to use your Guard reaction, and you can't use it on the same turn that you take your normal reaction.

Path of the Priest[edit]

There are some Integrity Knights who can use more complex Divine Arts by channeling the power of the Ancient Gods which is in the air. They can use this Divine Arts to create literally anything - attack spells, defense spells, healing spells, objects... If they can imagine it, it can be created.

Spellcasting
Priest Spellcasting
Integrity Knight
Level
Cantrips
Known
Spells
Known
—Spell Slots per Spell Level—
1st 2nd 3rd 4th
3rd 2 3 2
4th 2 4 3
5th 2 4 3
6th 2 4 3
7th 2 5 4 2
8th 2 6 4 2
9th 2 6 4 2
10th 3 7 4 3
11th 3 8 4 3
12th 3 8 4 3
13th 3 9 4 3 2
14th 3 10 4 3 2
15th 3 10 4 3 2
16th 3 11 4 3 3
17th 3 11 4 3 3
18th 3 11 4 3 3
19th 3 12 4 3 3 1
20th 3 13 4 3 3 1

When you reach 3rd level, you have begun to augment your martial prowess with the ability to cast divine spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the cleric and paladin spell lists.

Cantrips. You learn two cantrips of your choice from the Cleric spell list. You learn an additional Cleric cantrip of your choice at 10th level.
Spell Slots. The Priest Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.
Spells Known of 1st-Level and Higher. You know three 1st-level spells of your choice from the Cleric or Paladin spells lists.
The Spells Known column of the Priest Spellcasting table shows when you learn more spells of 1st level or higher. Each of these must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
Whenever you gain a level in this class, you can replace one of the spells you know with another spell of your choice from the Cleric or Paladin spell lists. The new spell must be of a level for which you have spell slots.
Spellcasting Ability. Wisdom is your spellcasting ability for your Priest spells, since you harness your divine magic through conviction and dedication to protecting your pious wards. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Priest spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Spellcasting Focus. Your sacred object can be used as a spellcasting focus for your Priest spells.
Advanced Knowledge

Starting at 3rd level, you gain proficiency in Arcana and Religion. You can spend 1 sacred art to gain advantage whenever you make a check with those skills.

Powerfull Spells

Starting at 7th level, you learn how to empower your spells. When you cast a Priest spell that causes radiant damage or restore hit points, you add your Wisdom modifier to the total rolled.

Divine Wisdom

At 10th level, your Wisdom score increase by 2, up to a maximum of 20.

Magical Defense

Starting at 15th level, whenever you cast a Divine Art or a Spell, you gain a bonus to your AC equal to the level of the spell or to the amount of Divine Points spent. This bonus last until the start of your next turn.

Choosen by the Gods

After all this years passed by strengthening Sacred Arts, the gods have noticed you. Starting at 18th level, when you start your turn and have no Divine Points left, you regain 2 divine points.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Integrity Knight class, you must meet these prerequisites: Strength 13, Wisdom 13.

Proficiencies. When you multiclass into the Integrity Knight class, you gain the following proficiencies: Light armor, medium armor, simple weapons, martial weapons

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