Knight Errant Conclave (5e Subclass)

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Knight Errant Conclave[edit]

Ranger Conclave

marta-dettlx-tpussaint-knight.jpg
Toussaint Knight-Errant by Marta Dettlaff

Wandering trough the world, riding a horse and clad in armor, the figure of a errant knight is a popular one in myths and legends. There are many tales of these wandering warriors, devoted to protect the innocent, rescue princess from high towers, and risking their lives to face powerful witches and wrathful dragons. Rangers who join the conclave of the errant knights sworn a vow to protect their realms from the threats imposed by monsters of all natures - including those who enact villainy in mundane manners, such as ravaging hordes of barbarians, tyrants and corrupt nobleman.

Errant knights follow a strict code of honor, and value truthfulness, honesty and courage above all things. They are often mistaken as paladins, due to their strict moral code and fearless nature, but they resort to honed instincts and careful research and training on the beasts they oppose, instead of using devotion as the source of their strength. Fortress devoted to the training of errant knights often double as libraries and schools, devoted to teach both morals, the art of war and the details on the monsters behavior, weaknesses and powers.

Some of them are religious, although this is hardly a hard requirement, but it is not uncommon that those rangers bear the symbols of gods of heroism and goodness, such as Heirouneous and Kord. The devotion to Bahamut is also very common, and some say that this ranger conclave was first created by a priest of the Platinum Dragon, a silver dragon disguised as a human, who first created this conclave specifically to protect villages tormented by chromatic dragons. Others follow a more secular devotion, motivated by a sense of duty towards their realms or their conclave.

Conclave Spells

You gain conclave spells at the ranger levels listed:

Ranger Level Spells
3rd heroism
5th find steed
9th haste
13th find greater steed
17th banishing smite
Brave Warden

At 3rd level, your senses are sharp and your courage undefeated. You gain the following benefits:

  • You can't be frightened or surprised while you are conscious.
  • You have proficiency in the Perception skill. If you are already proficient with it, you add twice your proficiency bonus in checks with it.
  • You are proficient with Heavy Armor.
Shield Guardian

Also at 3rd level, you valiantly protect the innocent from the horrors of the world. While wielding a shield, you can use a reaction to impose disadvantage on the attack roll of one creature other than you that you can see within 5 feet.

If you cause an attack to miss using this ability, you can use your bonus action on your next turn to make a melee weapon attack against the attacker.

Smite Foe

At 7th level, you can deliver a powerful strike to vanquish the evil. When you hit a creature with a melee weapon attack, you can choose to cause additional 2d6 damage. Whenever you use this ability, all damage caused by this attack ignore resistance or immunity to non-magical damage. The damage increases to 3d6 at 11th level, and 4d6 at 15th level.

You can use this energy a number of times equal to your Wisdom modifier (minimum of once), but you can do so no more than once on a turn. You can't use it again until you finish a long rest.

In addition, you can spend a use of this feature as an action to regain a 1st-level spell slot. At 15th level, you can regain a 2nd-level spell slot. You can only cast your Errant Knight spells with these spell slots.

Mighty Charge

At 11th level, once in each of your turns when you move at least 10 feet before making an attack, you force the target to make a Strength saving throw. On a failed save, the target is pushed 10 feet back and knocked prone.

In addition, if you move at least 20 feet before making a Mighty Charge, you cause additional 1d6 damage, plus 1d6 for each additional 10 feet moved.

Finally, you can take the Dash action as a bonus action on your turn.

Mythical Knight

At 15th level, you become a legendary bastion of the weak. You gain the following benefits:

  • When you use your reaction to impose disadvantage on an attack against a creature, that creature have a bonus of +2 to its AC until the start of your next turn. This ends earlier if that creature is no longer within 5 feet.
  • When you use your reaction to impose Disadvantage on an attack, the Attacker takes bludgeoning damage equal to 1d4 + your Wisdom modifier.
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