Portal Knight (5e Class)

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Portal Knight[edit]

Portal knights are warriors capable of opening rifts on the material plane, allowing them to teleport great distances in a blink of an eye, making devastating attacks through these rifts. These knights study a highly specialized form of conjuration, focused on the opening of portals, small enough for quick travel on a battlefield. They train with emphasis on tactical movement, although some orders deepen their magical knowledge.

Creating a Portal Knight[edit]

When creating a Portal Knight, describe how you got your training. How and where did you learned how to combat through portals? Who was your master? How was the place in which you learn these abilities? It was an welcoming place of knowledge and companionship, or the training was harsh and brutal? Do yo have relations with former masters and colleagues?

Why did you got trained in the first place? You have been trained to protect a particular institution, organization, place or realm? Or your training serves to the training on itself, to preserve the traditions and knowledge of Portal Knights? Maybe a more important, larger than life threat or motivation surrounds the existence of this order, and have been taught to you during training.

Quick Build

You can make a Portal Knight quickly by following these suggestions. First, Strength should be your highest ability score, followed by Dexterity and Constitution. Then, choose the Soldier background.

Class Features

As a Portal Knight you gain the following class features.

Hit Points

Hit Dice: 1d10 per Portal Knight level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Portal Knight level after 1st

Proficiencies

Armor: Light armor, medium armor
Weapons: Simple weapons, martial weapons
Tools: Alchemist supplies
Saving Throws: Strength, Dexterity
Skills: Arcana and choose two from Athletics, Acrobatics, Deception, Perception, Persuasion and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a longsword and a simple weapon or (b) a greataxe or (c) a quarterstaff, a longbow and a quiver with 20 arrows
  • (a) studded leather armor or (b) chain shirt
  • (a) Alchemist's supplies or (b) Explorer's pack or (c) Adventurer's pack
  • If you are using starting wealth, you have 4d4 x 10 gp in funds.

Table: The Portal Knight

Level Proficiency
Bonus
Features Portals Portal Range
1st +2 Portals, Portal Strike 3 15 ft.
2nd +2 Portal Shield 4 15 ft.
3rd +2 Wielder Order 5 15 ft.
4th +2 Ability Score Improvement 6 15 ft.
5th +3 Extra Attack (1) 7 30 ft.
6th +3 Portal Assistance 8 30 ft.
7th +3 Order Feature 9 30 ft.
8th +3 Ability Score Improvement 10 30 ft.
9th +4 Bonus Portals (1) 11 30 ft.
10th +4 Order Feature 12 30 ft.
11th +4 Extra Attack (2) 13 45 ft.
12th +4 Ability Score Improvement 14 45 ft.
13th +5 Bonus Portals (2) 15 45 ft.
14th +5 Portal Redirection 16 45 ft.
15th +5 Order Feature 17 45 ft.
16th +5 Ability Score Improvement 18 45 ft.
17th +6 Bonus Portals (3) 19 60 ft.
18th +6 Order Feature 20 60 ft.
19th +6 Ability Score Improvement 21 60 ft.
20th +6 Portal Sharing 22 60 ft.

Portals[edit]

You are capable of creating portals that enable you to move quickly for both offensive and defensive purposes. You have a number of Portals equal to the indicated on the Portal column, recovering spent uses on a long rest. You can spend 1 use of the portal to interact with a creature or object within portal range as if you were within 5 feet of it, allowing your arms to pass through the portal. If the object weighs less than 5 pounds and can held in a single hand, you can drag it towards you. At 1st level, your portal range is equal to 15 feet, and increases to 30 feet at 5th level, 45 feet at 11th level, and 60 feet at 17th level.

Portal Strike[edit]

At 1st level, you can attack through portals you create. You can spend 1 portal to make a melee attack through the portal against a creature you can see within Portal range. This attack is made with advantage.

Portal shield[edit]

At 2nd level, when an opponent you can see attacks you, you can spend 1 portal as a reaction, subtracting a d6 from their attack roll. If this causes them to miss, they hit themselves, taking half damage of their own attack.

Wielder Order[edit]

At 3rd level, you chose an order. Choose between the Order of Weapons, Order of Fists, or the Order of Magic, detailed at the end of the class description. Your choice grants you features at 3rd, 7th, 10th, 15th, and 18th levels.

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.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Portal Assistance[edit]

At 6th level, as a reaction when an ally within Portal range of you makes a roll, you can spend 1 portal to add a d6 to their roll.

Bonus Portals[edit]

At 9th level, when you roll initiative, you can double your number of portals (even going above your maximum). This lasts for 1 minute, and any non-spent portals above your maximum are wasted. You can't do it again until you finish a long rest. You can use this feature twice at 13th level and three times at 17th level.

Portal Redirection[edit]

At 14th level, when you see an ally within Portal range being attacked, you can spend 1 portal as a reaction to teleport to that ally, causing the attack to be redirected at you. You gain the benefits of Portal Shield without spending a portal.

Portal Sharing[edit]

At 20th level, you can use an Action to allow all allies within 30 ft of you (including you) to make a Portal Strike without spending portals. Once you use this ability, you can't do it again until you finish a long rest.

Portal Knight Orders[edit]

Order of Weapons[edit]

The order of weapons knight uses the ability to attack through portals to infuse each weapon attack with the lingering dimensional power from the portals, in order to deal devastating damage to their opponents, cleaving through their defenses which each strike.

Energy Boost

At 3rd level, attacks that go through the portal (such as Portal Strike or a Portal Shield) cause additional 2d6 force damage.

Range Extension

From 7th level onward, your portal range increases by 15 feet.

Bypass Resistance

At 10th level, your melee weapon attacks ignore any damage resistance.

Critical Strike

At 15th level, when you score a critical hit with an attack that goes through the portal inflicts the target with 2 levels of exhaustion.

Dual Strike

At 18th level, when you hit a creature with a Portal Strike, you can make another attack against a separate enemy within Portal range.

Order of Fists[edit]

These knights infuse their fists with the extra-planar energy that allows them to travel through space, making devastating attacks while quickly moving from target to target. They are notorious for making precise strikes that send destructive waves through the bodies of their enemies.

Dimensional Punch

At 3rd level, your unarmed strikes cause 1d8 bludgeoning damage, or 1d10 if both of your hands are free. This increases to 1d10 and 1d12 at 15th level.

In addition, whenever you have advantage on an unarmed strike due to your Portal Strike, you roll three dice, rather than two.

Precise Strikes

Also at 3rd level, your unarmed strikes are critical hits on a 19-20. This increases to a 18-20 at 15th level.

Portal Precision

At 7th level, your critical range is reduced by 1 when you make a Portal Strike with an unarmed attack (a 19-20 becomes a 18-20 for example).

In addition, your unarmed strikes are considered magical, for the purposes of overcoming resistances and immunities to non-magical damage.

Regen

At 10th level, when you score a critical hit with an unarmed strike made against a hostile creature, you regain 1 portal. You regain 2 portals, at 15th level.

Critical Increase

At 15th level, you roll the damage dice thrice, rather than twice, with critical rolls from unarmed strikes made through portals.

Dimensional Brand

At 18th level, when you hit a creature with a Portal Strike, you place a planar mark on that creature, that lasts until the end of your next turn. The brand lasts until it is consumed by a successful strike or or until the end of your next turn. When a creature makes an attack against the branded creature, the attack has advantage.

Order of Magic[edit]

Knights from the order of magic pursue a deeper understanding of the conjuration school of magic, delving deep into invocation spells. They use their enhanced arcane power in tandem with their combat abilities, making them unpredictable foes to face in battle.

Spellcasting

Starting at 3rd level, you gain the ability to cast spells. Your number of spell slots and cantrips, number of spells known and progression is the same as the Eldritch Knight spell progression. You can choose spells and cantrips from the Wizard spell list, but only from the conjuration school or that have "touch" as its range.

Constitution is your spellcasting ability for your Order of Magic spells. You can use an Arcane Focus as a spellcasting focus for your Order of Magic spells.

Portal Trick

Starting at 7th level, you can spend 1 portal when you cast a spell that has "touch" range at a creature within the Portal range. You don't need to spend portals if the spell is a cantrip. You don't teleport when using a portal in this way.

Portal Magic

At 10th level, you can spend 1 portal to cast a spell through the portal. When you do so, the spell origin is considered to be the position of the portal. You don't teleport when using a portal in this way.

Arcane Boon

At 15th level, choose a 4th level conjuration spell from the wizard spell list. You can cast that spell once, not requiring a slot. You can't do it again until you complete a long rest.

In addition, you learn two conjuration or touch cantrips from any spell list.

Dimensional Attack

At 18th level, when you use Portal Magic, you can cast that spell as a Bonus Action.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Portal Knight class, you must meet these prerequisites: Strength 13 or Dexterity 13, Constitution 13.

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies: Light armor, medium armor, simple weapons, martial weapons, arcana, alchemist's supplies.

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