Knight of the Order of the Union (5e Subclass)

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Knight of the Order of the Union

Fighter Archetype

Everything comes down to balance. One may never accomplish anything truly worth accomplishing without it. Therefore, the multiverse itself may not progress until it is no longer just that: a multiverse. As long as planar opposites are separated, the world is constantly tilting to one side or the other, and it's inevitable that, unless we remedy the patchwork layout of it, it will fall.
—Edward Drale, knight of The Order

Knights of the Order of the Union, also known as "Planar Knights" or Union Knights, are members of an chivalric order that have been created on the demiplane-city of union, formed by floating islands in the astral sea, surrounded by a twilight void. This city is also called the City of Portal, due to the quantity of permanent gates to other planes, which make the city of a neutral territory where members of multiple planes can interact - and specially trade - peacefully.

Planar knights embody the ideal this city represents, the harmony brought by the balance, and the refusal to be a player in the constant struggle for power by powerful entities on these planes. Union knights are balance keepers, and fight against any entity or group that attempts to disrupt the harmony created on that city. Outside union, these knights carry this purpose with them where they go, and are advocates for peaceful solution and negotiation, but aren't afraid to draw weapons when stability is under threat.

In combat, union knights use their ability to shift between planes of existence, honed through hard sessions of training and study, to move quickly between enemies on the battlefield, and evading strikes at the last second.

Union sentinels, the elite police force in union, consider the Planar Knights an incubator of Sentinels, and support the order, drawing many recruits to their ranks from veteran knights, which creates amicable relations between the two organizations.

Planar Knowledge

At 3rd level, you have studied deeply the planes. You have advantage on Intelligence checks made to recall information about the planes.

In addition, you learn how to speak, read and write in two of the following languages: abyssal, celestial, deep speech, infernal, primordial or sylvan.

Aethereal Gate

At 3rd level, you can use your aethereal energy to summon small gates, which you can use to make attacks or pass through. As a bonus action, you can open a pair of portals, one in an unoccupied space within 5 feet of you, and another within 30 feet, in an unoccupied space you can see.

You or any creature of your choice can take a 5 feet step to enter on the nearest portal and exit the farthest portal. This movement doesn't provoke opportunity attacks. If you have no movement left to exit the portal, you are forcefully shunned from it on an unoccupied space within 5 feet of the exit portal, taking 1d10 force damage and being knocked prone.

Alternatively, you can choose to not pass through the portal, and instead make an attack through it. The attack is made as if you were in the space occupied by the exit portal.

When you use this feature, your energy is depleted. You must use your bonus action to recharge this energy.

Blink

Starting at 3rd level, you can quickly move in and out the material plane, traveling quickly through the ethereal plane. When a creature make an attack against you, you can roll a d20 using a reaction.

On a roll of 11 or higher, you vanish from your current plane of existence and appear in the Ethereal Plane (or on the Material Plane, if you are currently on the Ethereal Plane). At the start of your next turn, you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from. If no unoccupied space is available within that range, you appear in the nearest unoccupied space (chosen at random if more than one space is equally near).

While on the Ethereal Plane, you can see and hear the plane you originated from, which is cast in shades of gray, and you can’t see anything there more than 60 feet away. You can only affect and be affected by other creatures on the Ethereal Plane. Creatures that aren’t there can’t perceive you or interact with you, unless they have the ability to do so.

You can use this ability a number of times equal to your proficiency bonus modifier and regain your uses after finishing a long rest.

Ethereal Jaunt

At 7th level, you learn to step through the Ethereal Plane. As a bonus action on your turn, you can cast the Etherealness spell with this feature, without expending a spell slot, but the spell ends at the end of the current turn.

Once you use this feature, you can’t use it again until you finish a short or long rest. You gain one additional use between rests at 15th level and an additional one at 18th level.

Shadow walk

At 10th level, you gain the ability to step from one shadow into another, traveling through the shadow plane. When you are in dim light or darkness, as a bonus action, you can teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness.

Dimensional Gates

When you reach the 15th level, your power over portals increase. You can spend one use of your Indomitable feature to cast blink or dimension door

In addition, you can spend two uses of your Indomitable feature to cast far step, teleportation circle or arcane gate without spending spell slots.

Planes Master

At 18th level, you have full mastery over planar travels. You can spend three uses of your Indomitable feature to cast one of the following spells: etherealness, plane shift or astral projection.

When you cast astral projection using this feature, you can only target yourself. You don't need to use any material components for spells you cast with this feature.

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