Light Knight (5e Class)
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Light Knight[edit]
In some place, at some time, there was a man who, unknowingly, was destined to become the first Light Knight. In a moment of dire crisis, when danger loomed and darkness seemed insurmountable, he awakened a hidden power that only fate could bestow. This power was not accessible to everyone, and there was no way to know if one possessed it until faced with their most desperate hour.
The man was on the brink of losing consciousness, his body worn out and his spirit nearly broken. In his deepest despair, he felt an inexplicable presence—a force that whispered hope into his weary soul. His muscles burned with exhaustion, each movement feeling like it could be his last. The pain was unbearable, making him feel as though his skin might split apart and his body crumble. Yet, amidst this agony, there was a profound drive to achieve his goal. Nothing mattered more in that moment than completing his mission.
Suddenly, amidst the chaos of the battle, the man rose as if summoned by a hidden strength. Despite his extreme fatigue, his movements became unexpectedly agile and fluid. The world around him seemed to shift: heavy weapons and armor felt weightless, and obstacles vanished in the wake of his determination. He was acutely aware of the surreal quality of his experience, as if he were tapping into a realm beyond his usual limitations. Every strike he delivered was imbued with an extraordinary force, one that transcended the bounds of reality.
The battle was fierce and relentless, but in the end, the man succeeded in his objective. However, when the fight drew to a close, the power that had surged within him began to recede. The man fell to the ground, utterly spent and immobilized. Despite his hard-won victory, his body betrayed him, leaving him powerless and exhausted.
As he lay there, with his breath ragged and his mind drifting, a profound sense of loss washed over him. The power that had felt so vital and overwhelming now seemed fleeting. Over time, as he regained his strength, he realized that the extraordinary force he had wielded was no longer fully under his control. Only a fragment of that immense power remained accessible, and he longed to reconnect with the strength he had briefly harnessed.
From that day forward, the man devoted his life to a singular quest: to recover and master the extraordinary power he had once known. Thus began the legend of the Light Knights—individuals who, in their moments of greatest need, discover the vast potential within themselves and embark on a journey to reclaim and harness their full power.
Creating a Light Knight[edit]
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- Quick Build
You can make a <!-class name-> quickly by following these suggestions. First, <!-Ability score-> should be your highest ability score, followed by <!-Ability score->. Second, choose the <!-background name-> background. Third, choose <!-elaborate on equipment choices->
Class Features
As a Light Knight you gain the following class features.
- Hit Points
Hit Dice: 1d12 per Light Knight level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Light Knight level after 1st
- Proficiencies
Armor: All armor, Shields
Weapons: Simple Weapons, Martial Weapons, Unarmed
Tools: None
Saving Throws:
Skills:
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
Level | Proficiency Bonus |
Features |
---|---|---|
1st | +2 | <!-Class Feature1-> |
2nd | +2 | <!-Class Feature2-> |
3rd | +2 | <!-Class Feature3-> |
4th | +2 | Ability Score Improvement |
5th | +3 | Extra attack |
6th | +3 | — |
7th | +3 | — |
8th | +3 | Ability Score Improvement |
9th | +4 | — |
10th | +4 | — |
11th | +4 | — |
12th | +4 | Ability Score Improvement |
13th | +5 | — |
14th | +5 | — |
15th | +5 | — |
16th | +5 | Ability Score Improvement |
17th | +6 | — |
18th | +6 | — |
19th | +6 | Ability Score Improvement |
20th | +6 | — |
Feather Grip[edit]
At 1st level, whatever you hold feels lighter, especially weapons, you feel as if they were an extension of your body, you get the following benefits:
- Weapons that have the two-handed property can be used with one hand and maintain the benefit.
- The weapons you carry gain the finesse property
Fighting Style[edit]
Starting at 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options:
- 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.
- Tunnel Fighter
- As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.
- Unarmed Fighting
- Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier. If you strike with two free hands, the d6 becomes a d8.
- When you successfully start a grapple, you can deal 1d4 bludgeoning damage to the grappled creature. Until the grapple ends, you can also deal this damage to the creature whenever you hit it with a melee attack.
Light gravity control[edit]
At 2nd level, you gain better control over the gravity on your feet, you have no difficulties moving through difficult terrain, even while in combat.
Light Foot[edit]
You feel extremely light. At 2nd level, your movement speed increases by 10 feet, and you gain the same movement speed for climbing and swimming.
Silent Stability[edit]
You are gaining greater control over your abilities. At 3rd level, you can't be knocked prone or pushed by non-magical means, and you gain advantage on Stealth checks.
One Step Closer[edit]
At 3rd level, you are closer to your path. Choose one of the following archetypes:
[edit]
Ability Score Improvement[edit]
When you reach 4th level, and again at 6th, 8th, 10 th, 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.
One Step Closer[edit]
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<!-Class Feature->[edit]
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<!-Class Option 1->[edit]
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- <!-Class Feature->
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- <!-Class Feature->
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- <!-Class Feature->
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<!-Class Option 2->[edit]
<!-Introduce this subclass here->
- <!-Class Feature->
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- <!-Class Feature->
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- <!-Class Feature->
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Spell List[edit]
You know all of the spells on the basic spell list and additional spells based on your subclass.
- 1st Level
<!-1st level spell list->
- 2nd Level
<!-2nd level spell list->
- 3rd Level
<!-3rd level spell list->
- 4th Level
<!-4th level spell list->
- 5th Level
<!-5th level spell list->
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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