Knight of Legends (5e Class)
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Knight of Legends[edit]
The pinnacle of humanity in strength and skill, knights are the bulwark and the spear, defending their homes and annihilating their enemies in equal amounts.
<!-Introduction Leader->[edit]
Code of Honor[edit]
Creating a Knight[edit]
You are a knight, and so honor and justice define your very being, but those words don't mean the same thing for everybody. No, to even dream of reaching the pinnacle of the path before you requires a certain strange mindset, an unbreakable oath, or some other form of limitation to replace those of your mortal flesh. What might have driven you to seek such power and skill? Who taught you to wield a weapon? Are you bound by a promise, or a mentality? What are honor and justice to you?
- Quick Build
You can make a Knight of Legends quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score, followed by Constitution and then Wisdom. Second, choose the soldier background. Third, choose a martial weapon, a shield, five javelins and the scale mail as your starting equipment.
Class Features
As a knight of legends you gain the following class features.
- Hit Points
Hit Dice: 1d8 per knight of legends level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per knight of legends level after 1st
- Proficiencies
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Dexterity
Skills: Choose four from Acrobatics, Animal Handling, Athletics, Insight, Intimidation, Perception and Religion
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a martial weapon and a shield or (b) two martial weapons
- (a) five javelins or (b) any simple melee weapon
- (a) a dungeoneer's pack or (b) an explorer's pack
- Scale mail
Level | Proficiency Bonus |
Features | Prana |
---|---|---|---|
1st | +2 | Prana, Sense Prana | 1 hit die |
2nd | +2 | Fighting Style, Superior Movement | 1 hit die |
3rd | +2 | Knight's Prowess, Redirect | 2 hit dice |
4th | +2 | Ability Score Improvement | 2 hit dice |
5th | +3 | Extra Attack, Fade Step | 3 hit dice |
6th | +3 | Supernatural Movement | 3 hit dice |
7th | +3 | Prowess Feature | 4 hit dice |
8th | +3 | Ability Score Improvement | 4 hit dice |
9th | +4 | Supernatural Movement Improvement | 5 hit dice |
10th | +4 | Valor | 5 hit dice |
11th | +4 | Kensai | 6 hit dice |
12th | +4 | Ability Score Improvement | 6 hit dice |
13th | +5 | Transcendental Movement | 7 hit dice |
14th | +5 | Clash | 7 hit dice |
15th | +5 | Prowess Feature | 8 hit dice |
16th | +5 | Ability Score Improvement | 8 hit dice |
17th | +6 | Superior Rejuvenation | 9 hit dice |
18th | +6 | Justice | 9 hit dice |
19th | +6 | Ability Score Improvement | 10 hit dice |
20th | +6 | Limit Break | 10 hit dice |
Prana[edit]
At 1st level, you have a pool of vital energy called prana. Thanks to this vital energy, you gain a number of additional hit dice equal to the amount shown on the Prana column in the Knight of Legend table.
You can use a bonus action on your turn to regain 1 hit die. Once you use this bonus action, you can't do it again until you finish a short or long rest.
- Rejuvenation
As an Action, you can roll a Knight of Legend hit die and recover hit points equal to the number rolled.
- Vigor
When you make a Constitution check or saving throw, you can roll your Knight of Legend hit die and add the number rolled to the result.
- Steady Mind
If you start your turn under the effect of a mind controlling effect (such as the charmed condition), you can spend 1 Knight of Legend hit die to end that effect.
Sense Prana[edit]
Also at 1st level, you can detect the amount of vital energy a creature possesses. As an Action, you can choose a creature you can see within 60 feet. You discover the total amount of hit dice that creature have.
You can use this feature a number of times equal to your Wisdom modifier, regaining your uses of it after a long rest.
Superior Movement[edit]
At 2nd level, you can take the Dash, Dodge or take one additional attack as a Bonus Action. You can also use this feature when you roll initiative, to gain Advantage on your initiative roll.
When you use Superior Movement, you can move an additional amount up to half your movement speed, and your movement doesn't provoke opportunity attacks until the start of your next turn. You can also take an additional Use an Object action without using an action.
When engaged in two-weapon fighting, you can use Superior Movement as part of the same bonus action used for the off hand attack.
You can use this feature once, being unable to do so again until you finish a long rest. You can use one additional time between rests at 5th (2 uses), 9th (3 uses), 13th (4 uses) and 17th (5 uses) levels.
Fighting Style[edit]
At 2nd level, 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 (PHB)
You gain a +2 bonus to attack rolls you make with ranged weapons.
- Blind Fighting (TCE)
You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
- Defense (PHB)
While you are wearing armor, you gain a +1 bonus to AC.
- Dueling (PHB)
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 (PHB)
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.
- Interception (TCE)
When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
- Protection (PHB)
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.
- Thrown Weapon Fighting (TCE)
You can draw a weapon that has the thrown property as part of the attack you make with the weapon.
In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
- Two-Weapon Fighting (PHB)
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
- Unarmed Fighting (TCE)
Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.
At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.
Redirect[edit]
At 3rd level, as a reaction when a creature hits you with a melee attack, you can spend 1 use of your Superior Movement to force the target to make a second roll.
If the second roll misses you, you can choose one creature within 5 feet to be targeted by the first roll of that attack.
Knight's Prowess[edit]
At 3rd level, you choose a Knight's Prowess. Choose between Precision Edge, Crushing Might, Pinpoint Accuracy, and Indomitable Resilience all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th level and 15th level.
- Prowess Points
You gain 2 prowess points when you choose your prowess. You use prowess points to fuel your Prowess Secrets. The amount of points you have increase to 3 at 7th level and 5 at 15th level. You recover your prowess after a short or long rest. You can use your hit dice to regain 2 prowess per dice spent.
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.
Fade Step[edit]
At 5th level, when you use Supernatural Movement to Dash, you can spend 1 additional use to use fade step. When you do so, you can teleport 2 feet for each 1 feet of movement on your turn.
Supernatural Movement[edit]
At 6th level, you can walk through walls and on the surface of the water as if it were solid ground, and your movement speed increases by 10 feet.
Supernatural Movement Improvement[edit]
At 9th level, whenever you spend a use of your Superior Movement, you gain a flying speed equal to your movement speed, until the end of your turn.
In addition, you can use your Supernatural Movement to give yourself Advantage on any Dexterity check or save you make, as a reaction.
Valor[edit]
At 10th level, you add your Wisdom modifier (minimum 1) to all your saving throws.
In addition, you can spend 1 hit die as a reaction and add the number rolled to the result of the save.
Kensai[edit]
At 11th level, once per turn when you miss an attack, you can reroll that attack with Advantage.
Transcendental Movement[edit]
At 13th level, you can spend 2 uses of your Supernatural Movement at once to take two Actions, instead of one.
In addition, whenever you use your Superior Movement, your movement speed increases in 10 feet per uses of Superior Movement spent.
Clash[edit]
At 14th level, when a creature makes a melee weapon attack against you while you are wielding your weapon, you can clash against that creature using a reaction. While clashing, both your weapons are linked together as each one push against each other.
Your opponent is considered to be grappled, and it can't use that weapon to make attacks. On your turn, you can either release the clash or use one of your attacks to make a contested Strength (Athletics) check.
If you win, you hit that creature with an attack, causing additional damage equal to the damage of that creature's melee weapon attack.
You can use this feature a number of times equal to your Constitution modifier (minimum 1) and regain your uses after finishing a long rest.
Superior Rejuvenation[edit]
At 17th level, you add your Constitution modifier to the hit points recovered when using rejuvenation.
In addition, when you start your turn stunned, poisoned, paralyzed, or affected by a disease, you can spend one or more hit dice to remove one condition per die spent.
Justice[edit]
At 18th level, when a friendly or non-hostile you can see is reduced to 0 hit points by a hostile creature, you can use a reaction to enact justice against that creature.
You can take a turn using this reaction. In this turn, you can only attack that hostile creature, and your movement must end closer to that enemy than when you started.
Once you use this feature, you can't use it again until you finish a long rest.
Limit Breaker[edit]
At 20th level, you can use an Action to limit break.
- You regain 1 hit die at the start of each turn, and whenever you reduce a creature to 0 hit points.
- If you are reduced to 0 hit points, you remain conscious until your Limit Break state ends.
- You regain 1 use of your Supernatural Movement whenever you start your turn with 0 uses.
After 1 minute, your limit break ends. The first time you use a Limit Break you suffer no harmful effects, but every additional time you use a Limit Break, you suffer 1 level of exhaustion after the duration ends.
Prowess[edit]
Precision Edge[edit]
The prowess of the Precision Edge trains the knight's focus, enabling them to deliver a perfect cut. Precision edge warriors can cut through bone and metal with their swords, ignoring the protection of their enemies and dismembering enemies with deadly precision.
- Sharpened Focus
Starting at 3rd level, you can use your prana to enhance your precision and focus, making extremely precise cuts. You can spend your hit die to add to your attack rolls and damage rolls with melee weapons that cause slashing damage.
In addition, you can spend 1 hit die to take the Search action using a Bonus Action, adding the number rolled to the result of the check.
Prowess Secret: Cloud Splitter
Also at 3rd level, you can spend your prowess points as an Action to make a single highly focused deadly swing with a weapon that deals slashing damage. You force all creatures in 10-foot by 60 feet line to make a Dexterity saving throw, or take slashing damage equal to 3d6 plus 1d6 per prowess point spent.
- Severing Intent
Starting at 7th level, whenever you deal slashing damage with a weapon attack or unarmed strike, you ignore immunity to slashing damage. Additionally, weapons you use that deal slashing damage are considered magical for the purposes of overcoming resistance to slashing damage.
- Aura Blade
Also at 7th level, when you wield a weapon that deals slashing damage, you gain an additional 5 ft. of reach with that weapon.
- Blademaster's Focus
At 15th level, when you roll initiative, you gain 1 focus die, a d8. You can use that focus die to use your Sharpened Focus feature without spending hit dice. The focus die is lost after 1 minute, if not spent.
You regain your Focus Die if you score a critical hit.
Crushing Might[edit]
- Overwhelming Power
At 3rd level, your physical strength and power is unmatched. You can add your Prana die to your Strength (Athletics) checks and saves.
In addition, whenever you hit a Large or smaller creature with an attack using a bludgeoning weapon, you can add your hit die and force the target to make a Strength saving throw. The target takes damage equal to the roll (regardless of succeeding or failing the save) and is either pushed 15 feet back or knocked prone (choose one).
Prowess Secret: Titanic Swing
At 3rd level, when you hit a creature with a weapon that deals bludgeoning damage, you can spend any amount of Prowess to cause additional damage equal to 1d6 per point spent. The target must also succeed on a Strength save or is pushed 5 feet back per point spent and is knocked prone. The damage is maximized against objects and constructs.
- Staggering Strike
At 7th level, once per turn when you hit a creature with an attack that causes bludgeoning damage, that creature can't take reactions until the start of your next turn.
- Smashing Intent
Starting at 7th level, whenever you deal bludgeoning damage with a weapon attack or unarmed strike, you ignore immunity to bludgeoning damage. Additionally, weapons you use that deal bludgeoning damage are considered magical for the purposes of overcoming resistance to bludgeoning damage.
- World Shaker
At 15th level, when you hit a creature with a melee weapon attack, you can cause a shockwave to force all creatures of your choice in a 10 feet radius to make a Strength saving throw. On a failed save, they are knocked prone and have their movement speed reduced to 0 until the end of your next turn.
Once you use this feature, you must roll initiative before you can use it again. You can also spend 2 prowess to make another use of this feature.
Pinpoint Accuracy[edit]
- Keen Sight
Starting at 3rd level, you can spend 1 hit die and add the result to the roll of any check you make that rely on sight. When you do so you ignore dim light and gain darksight of 60 feet.
In addition, when you make an attack roll with a piercing weapon, you can add 1 hit die to the result. Doing so cause you also to ignore half or three quarters cover and the disadvantage granted for shooting at close quarters or at long range.
Prowess Secret: Spiked Tempest
At 3rd level, you can use an Action and spend your prowess die to make one attack per prowess point spent.
- Dragon's Eye Accuracy
At 7th level, when you use keen sight to improve your eyesight, you also gain blindsight up to a range of 60 feet.
In addition, if you miss a ranged attack, you can reroll that attack using a Bonus Action.
- Piercing Intent
Also at 7th level, whenever you deal piercing damage with a weapon attack or unarmed strike, you ignore immunity to piercing damage. Additionally, weapons you use that deal piercing damage are considered magical for the purposes of overcoming resistance to piercing damage.
- Trespassing Strike
At 15th level, once per turn when you hit a creature with an attack that causes piercing damage, a target in a straight line between you and the target and within 5 feet of your target must succeed on a Dexterity saving throw, or also take the damage of that attack.
Indomitable Resilience[edit]
- Combat Shield
Starting at 3rd level, you can use shields effectively as weapons without any detriment to your defense. Shields on your hands are considered light melee weapons you are proficient with, that cause 1d6 damage on a hit.
The damage type is generally bludgeoning, but accordingly to your DM, your shield may have spikes (causing piercing damage) or blades (causing slashing damage) on it.
- Adamantine Body
At 3rd level, whenever you use Vigor on a Constitution saving throw, the damage is halved if you fail the check, or reduced to 0 if you succeed.
Also, as a reaction when you or another creature within 5 feet of you take damage, you can use a hit die and reduce the damage taken by the number rolled + your Constitution modifier.
Prowess Secret: Rebuke
At 3rd level, whenever you take or reduce damage from an attack, you can spend your prowess to cause damage to that attacker, if you are within 5 feet of it. The attacker takes damage from the shield's type equal to 2d8 per prana spent.
- Shield Bash
At 7th level, when wielding a shield, you can use a bonus action to Shove an opponent. You can also attempt to shove a creature that moves within 5 feet of you, using a reaction.
A failure with 1 on a shove attempt by your target cause that target to also be stunned.
- Defensive Reflexes
At 15th level, you can use a reaction to reduce the bludgeoning, piercing and slashing damage taken by you to half.
If wielding a shield, you can use this reaction to also reduce the damage taken by failed Dexterity saving throws to half.
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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