Path of the Knight (5e Subclass)
Path of the Knight[edit]
Ironclad warriors devoted to the protection of a ideal, individual or realm, barbarians who follow the path of the knight use their rage to shield others with their own body, acting as a living shield to those incapable to defend themselves.
- Bonus Proficiency
When you choose this path at 3rd level, you gain proficiency in one of the following skills of your choice: Animal Handling, History, Insight, Performance, or Persuasion. Alternatively, you learn one language of your choice.
In addition, you become proficient in heavy armor.
- Raging Steed
Starting at 3rd level, whenever you are on top of a controlled mount, your mount also gain the benefits of your rage, until it is reduced to 0 hit points, dies, is knocked unconscious or until you are no longer mounting or controlling it.
- Iron Sentinel
Also at 3rd level, you gain the ability to enter in rage while wearing heavy armor.
While you are wearing heavy armor and are raging, you can force an attack targeted to a creature within 5 feet of you to target you instead, using your reaction.
In addition, you can use your bonus action to change places with a willing creature within 5 feet of you. If you end your movement within 5 feet of a hostile creature, you can take the Shove action against that creature as part of the same action.
- Bastion
At 6th level, you can use your body to protect your allies from harmful effects. Whenever a creature takes damage from a failed Dexterity saving throw while within 5 feet of you, you can choose to take also take the damage. When you do so, both you and the target gain resistance to the triggering damage.
In addition, any friendly creature within 5 feet of you gain advantage on Dexterity saving throws against effects you are able to see.
- Diligent Warden
At 10th level, you are always aware of your surroundings to better protect your allies. You can no longer be surprised and can take the Search action as a bonus action.
In addition, when you roll initiative, you can choose to move up to twice your movement speed towards an allied creature you are able to see. If there's an hostile creature within 5 feet of an ally, you can also make an melee attack against that creature.
- Interception
Starting at 14th level, when you or a creature you can see within 5 feet of you take damage from a melee attack, you can use your reaction to intercept that attack. You reduce the damage by an amount equal to your weapon's damage (with all the modifiers). If you reduce the damage to 0 or more, any excess damage is taken by the attacker.
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