Light Knight (5e Subclass)
Light Knight[edit]
Fighter Subclass
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Somewhere, at some point, a man—unaware of his destiny—became the first Light Knight. In a moment of peril, when the darkness seemed overwhelming, he unknowingly awakened a latent power, a force granted only to those who, in their darkest hour, possess the will to harness it.
On the brink of collapse, his body broken, his spirit crushed, he felt the pull of an unseen presence—a whisper of hope. Despite the agony wracking his body, each movement a struggle, a burning determination surged through him. The pain was excruciating, but nothing mattered more than completing his mission.
In a blur, as if guided by an unknown strength, he moved with grace and precision, his armor and weapons now weightless. His body was infused with an otherworldly agility. Strikes landed with unimaginable force, as though his every action transcended the limits of reality.
When the battle ended, the power ebbed, leaving him near death—exhausted, immobile, and unsure if he would ever experience it again. He came to realize that this incredible strength had become a fleeting gift. His quest from that day forward was to reclaim this lost power, setting the path for the legendary Light Knights—warriors who unlock extraordinary potential in moments of desperation and struggle to master it.
The Light Knight is a versatile and agile warrior who uses their mastery over gravity and an innate connection to an otherworldly force to become a nearly unstoppable force on the battlefield. They blend incredible speed, unyielding resilience, and superior weapon control to outmaneuver and overpower their enemies, even when pushed to their physical limits.
- Unarmored AC
At 3rd level, when you are not wearing armor, your AC is 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and retain this benefit.
- Feather Grip
At 3rd 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
- You are considered a creature one size larger for the purposes of carrying, lifting or dragging weight.
You can't engage in two-weapon fighting while using Feather Grip.
Light Gravity Control At 7th level, Your control over gravity allows you to move effortlessly through difficult terrain. Difficult terrain doesn't hinder your movement.
- Light Foot
At 10th level, feel lighter than air. Your movement speed, jump height and jump distance increases by 10 feet, and you gain a swim and climb speed equal to your movement speed.
In addition, opportunity attacks made against you have Disadvantage.
- Silent Stability
At 15th level, you are gaining greater control over your abilities. You can't be knocked prone or pushed by non-magical means, and you gain advantage on Dexterity (Acrobatics) and (Stealth) checks.
- Weightlessness
At 18th Level, you can use a Bonus Action to summon the full extent of your power. For 1 minute, you gain the following benefits:
- You can take an additional action on each of your turns (this action can only be used to make one Attack, or to take the Dash, Disengage, or Hide actions).
- All attacks against you are mate at Disadvantage.
- You gain a flying speed equal to your movement speed and you can hover.
- Your movement doesn't provoke opportunity attacks.
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