Shovel Knight (5e Class)

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Shovel Knight[edit]

Shovel knights are an order of warriors devoted to the way of the shovel blade and code of shovelry. Entering into the way of the shovel knights means hard work, devotion, and a love for treasure.

For Shovelry![edit]

Ahh, brave adventurer, you have been granted the Knowledge to take the Knight's Oath. You have a hard adventure ahead of you, but no doubt you will succeed in your quest, be it for treasure, to rescue your lady from the curse of an amulet that possessed her, etc. Head forth and Steal Thy Shovel!

Creating a Shovel Knight[edit]

shovelKnightDig.png
YachtClubGames official artwork


Quick Build

You can make a Shovel Knight quickly by following these suggestions. First, dexterity should be your highest ability score, followed by strength. Second, choose the folk hero background. Third, choose the starting gold, and buy Plate armor, your choice of pack, a Sword and The Shovel Blade blueprints (The blueprints cost 25 gold)

Class Features

As a Shovel Knight you gain the following class features.

Hit Points

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

Proficiencies

Armor: All armor
Weapons: Simple weapons, Martial weapons
Tools: Smith's tools
Saving Throws: Strength, Dexterity
Skills: Choose three from Acrobatics, Athletics, Intimidation, Nature, Perception, Performance, and Survival

Equipment

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

  • plate and a shovel blade
  • (a) a martial weapon or (b) a simple weapon, a short bow, and 20 arrows
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • blueprints for a shovel blade
  • If you are using starting wealth, you have 6d4 x 10 gp in funds.

Table: The Shovel Knight

Level Proficiency
Bonus
Features Spell Slots
1st +2 Shovel Blade, Shovel Drop 0 spell slots
2nd +2 Flare Wand, Phase Locket, spell slots, 10 spell slots
3rd +2 Walk of Shovelry 15 spell slots
4th +2 Ability Score Improvement, Troupple Chalice, Armor of Shovelry 20 spell slots
5th +3 Dust Knuckle, Throwing Anchor, Extra Attack 25 spell slots
6th +3 Charge Handle 30 spell slots
7th +3 Walk Feature 35 spell slots
8th +3 Ability Score Improvement, Armor of Shovelry 40 spell slots
9th +4 Mobile Gear, Alchemy Coin 45 spell slots
10th +4 Treasure Sacrifice 50 spell slots
11th +4 Trench Blade 55 spell slots
12th +4 Ability Score Improvement, Armor of Shovelry 60 spell slots
13th +5 War Horn 65 spell slots
14th +5 Propelling Dagger 70 spell slots
15th +5 Walk Feature 75 spell slots
16th +5 Ability Score Improvement, Armor of Shovelry 80 spell slots
17th +6 Drop Spark 85 spell slots
18th +6 Walk Feature 90 spell slots
19th +6 Ability Score Improvement, Armor of Shovelry 95 spell slots
20th +6 Mastery of the shovel, Charge Handle, Walk Feature 100 spell slots

Shovel Blade[edit]

At 1st level, you have acquired the blueprints for your weapon of choice: The Shovel Blade. You may take these blueprints to a blacksmith and ask them to forge the weapon. or forge it yourself if you have the skill, for the cost of 25 gold for the starting blade and taking two days to forge. The Shovel Blade is a , Finesse, Versatile Martial Melee weapon that deals 1d8, or 1d10 if two handed, of slashing damage and weighs 8 lbs. This weapon also acts just a shovel would and acts as a catalyst for some of your features. If you lose the blueprints, you may draw up another set by expending 4 hours, some parchments, and ink.

Shovel Drop[edit]

At 1st level, you have learned your most versatile combat technique: The Shovel Drop. As an attack, you may jump into the air and land on enemy, shovel first. If the attack is successful, you deal an extra 1d4 of damage to the creature and the creature is knocked prone. You must have a Shovel Blade to perform this move. Also, if you drop onto an enemy with your shovel drop you can bounce up to 15 feet away to hit another target. You can only do that once per round. If you end your turn after hitting an enemy, you move to a square right outside of their space.

Spell Slots[edit]

At 2nd level, you have learned that relics require a magical essence to use, so you started practicing, and once you were ready to adventure you have 10 spell slots at your disposal, the more relics you get the more your spell slots increase. They increase again by 5 at every level. For Relics that give a saving throw, where unspecified, is 8+Dex+prof Bonus. You regain all of your spell slots on a long rest and half of them on a short rest.

Flare Wand[edit]

At 2nd level, you gain the relic of Flare Wand, it casts a firebolt for 4 spell slots of your available spell slots, it does 1d10 Fire damage to opponents. Takes a bonus action to use.

Phase Locket[edit]

At 2nd level, you gain the relic of Phase Locket, it allows you go and invisible for 6 seconds, at a cost of 8 of your spell slots. You cant be harmed for that 6 seconds, or one round, but you can after. It takes an action to use and enemies gain an attack of opportunity while you are activating it.

Walk of Shovelry[edit]

At 3rd level, you chose a Walk of Shovelry. Choose between Walk of the Plains, Walk of the Snow, or Walk of the Guardian. All are detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 15th, and 18th.

Ability Score Increase[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 not increase an ability score above 20 using this feature.

Troupple Chalice[edit]

At 4th level, you have acquired a Troupple chalice, a holy cup that was made the Troupple king's acolytes. Using this sacred chalice you may create an Ichor to aid you. Taking an action to drink one of these Ichors will grant you it's designated effect. You may expend two hours to craft one of the following Ichors:

Ichor of Health: A dark red Ichor that heals the body, recovering 2d6 +4 hit points.

Ichor of Defense: A dark blue Ichor that toughens the body, giving you +2 AC for 1d4 of minutes.

Ichor of Gold: A dark yellow Ichor that draws you to treasure nearby, letting you know of the presence of nearby valuables for 1d4-1 of hours (Minimum of 1).

Armor of Shovelry[edit]

At 4th level, you gain more knowledge about shovelry. You gain the blueprints to armor that you can unlock as you level up, each providing different effects to your character. You gain the blueprints to armors at 4th level, 8th level, 12th level, 16th level, and 20th level. You can only wear one armor at a time. You can also only have one armor equipped at a time.

You unlock the Conjurers coat at 4th level. This allows you to add 50 spell slots, but it makes it so that you have vulnerability to all damage. In order to make this armor, you need two days of crafting time and 400 gold. If you equip this armor, your plate turns into a bright purple.

At 8th level, you unlock more blueprints for armor. At this level, you gain the blueprints for the dynamo mail. If you perform two consecutive shovel drops, you gain a charge attack that doesn't take from your uses of it per day. It takes two days to craft this armor, and it costs 600 gold. If you equip this armor, it turns into a bright silver color.

At 12th level, you gain the blueprints for the Final guard armor. This armor allows you to drop only 12% of your wealth when you do your treasure sacrifice. The armor takes two days to build, and it costs 300 gold to make. If you equip this armor, your armor color turns into a reddish-brown.

At 16th level, you gain more blueprints for armor again. This time, you gain the Mail of Momentum, an armor that allows you to run at 40 feet per turn, but you take 10 feet to slow down, or 10 feet to go around corners, or you double all of those distances if you dash. The armor takes two days to craft, and it costs 600 gold to make. If you equip this armor, your armor turns your armor black with red tinting.

At 19th level, you gain the blueprints to make the acrobatic armor. It makes it so that you can do flips and jumps with ease, and look very flashy while doing it, but you don't get any bonuses from it. If you equip this armor, it turns it into a bright gold. This armor takes a week to make and costs 1000 gold to make.

Dust Knuckles[edit]

At 5th level, You gain the ability to use the dust Knuckles, a swift punch capable of breaking weak walls and dealing 1d6+str blunt damage to an opponent, It costs 2 of your available spell slots to use, and moves you 5 feet forward every time you use them. If you hit an enemy, they must make a DC: strength saving throw vs. your athletics check or also be pushed 5 feet in the direction you choose, and can be done only once more for another two magic. Takes a bonus action to use.

Throwing Anchor[edit]

At 5th level you gain the relic of Throwing Anchor, you lob a purple anchor into the air which pulls you with it to land up to 20 feet in front of you dealing 1d6 damage to the opponent in question. You roll an attack with strength mod to hit. It costs 5 of your available spell slots. Takes an action to use.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 16th level

Charge Handle[edit]

At 6th level, you gain the ability to do a heavy strike with your shovel blade for 2d10 slashing damage. you can only use this ability 3 times a day because of how tiring it is to perform. This becomes 4d10 at level 20. A long rest is required to use this Feature again.

Ichor Improvement[edit]

At 8th level, you have learned of new improved Ichors that can aid you. You may expend four hours to craft one of the following improved Ichors:

Ichor of Vigor: A red Ichor that restores the body's vitality, recovering 4d6 +8 hit points.

Ichor of Courage: A blue Ichor that inspires courage and toughness, giving you +4 AC and +2 initiative for 1d4 of minutes.

Ichor of Wealth: A yellow Ichor that heightens your treasure finding senses, letting you know the location of items worth 8 gold or less within a 15 ft radius of you.

Mobile Gear[edit]

At 9th level, You gain the relic of Mobile Gear, you drop a ridable gear, upon getting on it, you will advance 60 feet in one direction per turn, until you hit a solid object. at a cost of 6 spell slots, enemies caught up in the gear will take 1d8 damage, they have a reaction to try to avoid your gear Dex save. This takes an action to use, and a bonus action to get on.

Alchemy Coin[edit]

At 9th level, you gain the relic Alchemy Coin, What is there to say about this relic. It costs 8 of your available spell slots and deals 1d10 damage, if that kills the opponent, the dm will decide how much the creature's worth was, turning them into that amount of gold. Its big and slow, enemies get a reaction to it. DC: Dex Vs your acrobatics check. Takes a turn to use.

Treasure Sacrifice[edit]

At 10th level, once per day you may sacrifice a portion of your gold to successfully recover from dying instead of rolling your death saves. You may sacrifice either 25% of your wealth or an object or objects worth an equal amount. The coins or items can be taken by the enemy and lost for good, but may also be left at the end of the fight should no one attempt to claim them. As a bonus, you also recover health equal to your hit die times half your level (rounded down).

Trench Blade[edit]

At 11th level, you gain the ability of Trench blade, you dig deep down into the earth to uncover shallowly buried treasure or objects, you do so in one stoke. ability can only be used 2 times a day. Long rest required to use this feature again.

War Horn[edit]

At 13th level, You gain the relic of war horn, you blow into the horn to make a mighty loud sound, any opponent within 20 feet gets deafened for 1d4 minutes, and takes 4d6 thunder damage. It uses 20 spell slots. It takes an action to use.

Propelling Dagger[edit]

At 14th level, You gain the relic of Propelling Dagger. This dagger propels you forward up to 60 feet dealing 2d6 to anyone in your path. Upon hitting an enemy, they are knocked back 5 feet. This relic uses 4 of your available spell slots. Takes an attack action to use.

Drop Spark[edit]

At 17th level, You are able to cause a spark by swiping your shovel across the ground, If you hit an opponent with the spark they take 1d12 damage. Unlimited uses, but cant be spammed, you can do it once, after 2 of your turns in combat. Counts as a bonus action, the opponent must make a save dc of 14 to avoid it. Has a range of 20/60.

Mastery of the Shovel Blade[edit]

At 20th level, you gain mastery of your shovel blade, the blade gets bigger and stronger. It now deals 2D12 for a normal strike and You can the following features 2 more times a day; Charge Handle and Trench Blade.

Walk of the Plains[edit]

The Walk of the Plains is the most common and true form of Shovel Knight. This path is intended for those who wish to stay true to the Code of Shovelry and prefer the calm forests and plains.

Treasure Finder

At 3rd level when selecting this subclass, you have studied popular methods of treasure burial, hiding, and finding. You have advantage when searching for treasure and can easily distinguish whether or not an object is a mimic. Gain advantage on telling whether an object is a mimic or not.

Troupple King's Blessing

At 7th level, you have received the Troupple king's blessing for staying loyal to the Path of the Plains. Instead of crafting Ichors, you may now instead search for Troupples who will grant you a random Ichor, which can be determined by your DM or rolled for on a die dependent on which ichors you can access. This only takes one hour instead of the regular 2. At 20th, you can use them three times.

Troupple Kings armor blessing

At 15th level, you gain the ability to use the ichors twice before its depleted, which makes for a total of 4 uses.

Walk of the Snow[edit]

The Walk of Snow is a path based on the power of the cold and miserable tundra. This path is intended for those who are strong and live for the cold harsh winters.

Snow Trudger

At 3rd level when selecting this subclass, you are used to cold miserable wastelands and all they bring with them. You have resistance to cold damage and are no longer burdened by tough terrain.

Snow Shovel

At 7th level, you have modified your shovel blade to larger more powerful, Snow Shovel. This blade is similar to the shovel blade except, it now has the heavy feature rather than finesse, weighs 12 lbs, and deals 1d12 slashing damage at the base, and add 1d6 instead of a d4 for your shovel drop. When you reach level 20, your regular shovel hit becomes 4d8, and your drop will do a d8.

Snow blessing

At 15th level, You gain the ability to do frost damage with your shovel blade, for an additional d8 damage to your shovel stikes.

Walk of the Guardian[edit]

The Walk of the Guardian, while sounding to be true to the Code of Shovelry, is a dark path that only those who stray from Shovelry walk. This path is intended for those who do not wish to abide by the Code of Shovelry and would rather serve their own wants and desires in the dark of night.

Shovel Blast

At 3rd level, you gain may, using your shovel blade as a catalyst, fire a powerful orb of dark energy. This orb has a range of 30 ft. and deals 1d8 of necrotic damage. This takes a bonus action.

Meteor blast

At 7th level, you gain the ability to call 1 meteorite from the heavens above to stike your foe, if you hit or miss, you may also shovel drop onto it to cause it to break hurling flaming rocks towards the enemy. The meteor does 1d8 the rocks do 1d4. At level 20, the meteors do 2d8, and the rocks do 2d4. This takes an action.

Guardian's blessing

At 15th level, you gain the ability to persuade enemies. If you have persuasion as a skill already, you gain expertise in the skill.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Shovel Knight class, you must meet these prerequisites: 13 Strength and 15 Dex.

Proficiencies. When you multiclass into the Shovel Knight class, you gain the following proficiencies: Armors: All Armors

Editor's notes[edit]

Hey I loved the class, but it was unfinished, I hope you don't mind that I took it upon myself to make it complete. Can't wait for my playtest of the class. Thanks for setting the groundwork for my edits, I didn't change anything you had, I just added to it. -Akimoto Kumiko

Hey, wanted to say Loved the class as well bro! This is an awesome idea, and I've been play testing it with a group of friends for a couple of months now, and I wanted to say that It works awesome! I did make a few changes to the artifacts cost and your total spell slots, to make it more like the game, but I did make sure to balance it with Higher costs. I did want to say that I might come back sometime in the near future to add more armors, because I do love the final guard and the ornate plate, but I think that it would be cooler to have it so that you unlock more armors as you level past 10 to make those levels more fun. Or, you could take the levels that you used to give them spells at and have the be able to unlock an armor there. It looks good bro! These are only ideas to make it more like the game, hope you have fun! Edit: Added the armor. I think it works well, with the testing I have done. I have also added a few more things. I added a little bit of damage to the walk of the snow so that it will be more of a focused attack class. I was also wondering if we should add the amiibo special moves. This is the link. https://yachtclubgames.com/sk-amiibo-manual/ -DaRedMeep

Hey, I was looking through this class, and can’t wait to test it out. The only change I made was slightly buff the walk of the snow 15th level ability, as just a d4 for 15th level seemed a little underpowered. Again, can’t wait to test all this out -B


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