Terra Knight (5e Class)

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Terra Knight[edit]

A newborn child abandoned by society. Toss away into the caves or mountain cliff. Man nor monster wanted this creature. But mother earth had different ideas.

Terra Knights, unlike any other class do not come from skill, or gifts alone. Terra embraces all forms of life and adores when she is worshiped. The ability to move mountains is no easy task, let alone to create them. But for Terra Knights, champions of the earth, and protector of its well being, can surely come close to it as any mortal can. Becoming one with Mother Earth is not only the greatest gift of all, but also the willpower to hold strong against the forces that oppose her will.

While Terra Knights often have one goal in mind, to serve the earth to their best ability. Some wish to destroy the very forces that take her precious resources for granted, while others wish to slumber until the time is right to emerge. The more corpses, the more nutrients for the soil. The more creatures, the more to tend to the beast and plants that the heavenly mother oversees. There is no true way to serve the earth, but to treat it as yourself.

Creating a Terra Knight[edit]

Quick Build

You can make a Terra Knight quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Strength or Dexterity. Second, choose the Outlander background.

Class Features

As a Terra Knight you gain the following class features.

Hit Points

Hit Dice: 1d12 per Terra Knight level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Terra Knight level after 1st

Proficiencies

Armor: Light
Weapons: Martial and Simple
Tools: None
Saving Throws: Stengeth and Wisdom
Skills: Choose two skills from: Athletics, Perception, Animal Handling, Survival, Nature,

Equipment

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

  • (a) a martial weapon and a shield or or (b) two martial weapons
  • (a) five javelins or or (b) any simple melee weapon
  • (a) a Hermit's Pack or or (b) an Explorer's Pack
  • Leather Armor
  • Pocket full of pebbles or dirt
  • If you are using starting wealth, you have 1d4 ×10 gold instead of the starter items in funds.

Table: The Terra Knight

Level Proficiency
Bonus
Features Terra Points
1st +2 Guardian Interposition, Power of Terra 1
2nd +2 Terrain Affinity 2
3rd +2 Earth Tremor 3
4th +2 Ability Score Improvement 4
5th +3 Gaea Embrace 5
6th +3 6
7th +3 Foundation Stone 7
8th +3 Ability Score Improvement 8
9th +4 9
10th +4 10
11th +4 Terra Sanctum 11
12th +4 Ability Score Improvement 12
13th +5 13
14th +5 14
15th +5 15
16th +5 Ability Score Improvement 16
17th +6 17
18th +6 18
19th +6 Ability Score Improvement 19
20th +6 20

Guardian Interposition[edit]

Selflessly interposing between your protegees and potential harm, at 1st level you can throw yourself in harms way. As a reaction, whenever a creature within 5 feet is attacked, you can cause that attack to target yourself instead.

Power of Terra[edit]

Starting at 1st level, you can find strength in your connection with the material plane. This power is represented by an amount of Terra points you have.

The amount of Terra points you have depends on your current connection with the environment. You have a maximum of Terra points equal to the amount of shown in the Terra Points Maximum column on the Terra Knight table.

Terra Die

Some abilities require you to roll a Terra die, which is a d4. The Terra die size increases as you gain levels in this class, becoming a d6 at 5th level, a d8 at 9th level, a d10 at 13th level and a d12 at 17th level.

Meditation

To gain Terra points you must meditate in a natural environment, to create connection with the earth. You must be in contact with natural ground, on a non-urban area. You also must be on the material plane to regain Terra Points trough meditation.

After meditating for 1 minute on an appropriated location, you regain 1 Terra point. This meditation can be done as part of a short rest. Each hour you spend an a non-natural location causes you to lose 1 Terra Point.

You lose all Terra points if you do not meditate during a short rest. You are not able to meditate outside of the material plane.

Natural Replenishment

If you are unable to meditate in order to regain your Terra Points, you can regain this power after a long rest. You regain Terra points equal to your proficiency bonus after completing a long rest.

Shield of Terra

Also at 1st level, you can use the power of nature to shield yourself and your allies from harm. Whenever you or an allied creature within 30 feet takes damage from an attack, you can spend 1 Terra Point to reduce the damage taken by your Terra Die + your Wisdom modifier. Doing so doesn't require any type of reaction, but you can't use this ability more than once in each turn.

At 5th level, when you use this ability to protect a creature, you reduce the damage of two attacks made as part of the same action, without spending additional points. At 11th level, you reduce the damage of three attacks made as part of the same action.

Terrain Affinity[edit]

At 2nd level, you have a particularly strong link with a specific environment. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark.

You regain twice as much Terra points you would normally regain when resting or meditating on the chosen environment.

At 9th level you can choose one additional environment to gain your terrain affinity.

Earth Tremor[edit]

At 3rd level, if you haven't moved on your turn, you can stomp the ground, causing a earth tremor. Every creature within a 10-foot radius must succeed on a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier) or be knocked prone. Your movement speed is reduced to 0 until the end of this turn.

Until the end of your next turn, the area of the earth tremor becomes difficult terrain to all creatures, except you.

Starting at 5th level, you can choose to expend one Terra die when using this feature. Any creature that fails its save and is knocked prone takes bludgeoning damage equal to the number rolled.

You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses at the end of a long rest.

Gaea Embrace[edit]

At 5th level, you can feel the blessing of the earth engulf your body, giving you endurance and strength. You become immune to poison and to the poisoned condition.

In addition, you can choose to manifest the power o Gaea in one of two forms.

Gaea's Might

You can add your Terra die to your damage rolls for melee attacks or ranged attacks with thrown weapons.

Gaea's Protection

Whenever you take damage, you can roll your Terra die and reduce the damage by the amount rolled on the die.

Foundation Stone[edit]

At 7th level, if you haven't moved since your last turn, you gain resistance to slashing, piercing and bludgeoning damage. This resistance lasts until you move.

Terra Sanctum[edit]

Starting at 11th level, you can raise a sanctum of Gaea. You can spend 10 Terra Die to cast druid's grove. Once you cast this spell, you can't do it again until you finish a long rest.


Blessing[edit]

Blessing of Wrath[edit]

Terra knights who receive the blessing of wrath are filled with the rage of the nature, the primal savagery of its sons, and use this fury to protect natural lands and its inhabitants.

Rotten Strike

Terra can give life and also destroy it, and so can you with its borrowed strength. At 2nd level, when you hit a creature with a melee attack, you can choose to not add your ability modifier to the damage roll. If you do so, the target must succeed on a Constitution saving throw (DC 8 + your proficiency bonus + your Constitution modifier) or suffer 1 level of exhaustion.

Extra Attack

At 6th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.

Primeval Acolytes[edit]

Primeval acolytes are Terra Knights who develop a more personal and strong connection with the nature, receiving magical powers from it. They act as protectors of natural sites and grooves, and usually are the sentinels of druidic circles.

Primeval Acolyte Spellcasting
Terra Knight
Level
Cantrips
Known
Spells
Known
—Spell Slots per Spell Level—
1st 2nd 3rd 4th
3rd 2 3 2
4th 2 4 3
5th 2 4 3
6th 2 4 3
7th 2 5 4 2
8th 2 6 4 2
9th 2 6 4 2
10th 3 7 4 3
11th 3 8 4 3
12th 3 8 4 3
13th 3 9 4 3 2
14th 3 10 4 3 2
15th 3 10 4 3 2
16th 3 11 4 3 3
17th 3 11 4 3 3
18th 3 11 4 3 3
19th 3 12 4 3 3 1
20th 3 13 4 3 3 1
Spellcasting
When you reach 3rd level, you learn how to use spells in battle.
Cantrips
You learn two cantrips of your choice from the druid spell list. You learn an additional druid cantrip of your choice at 10th level.
Spell Slots
The Path of the Primeval Acolyte Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. you regain all expended spell slots when you finish a long rest.
Spells Known of 1st Level and Higher
You know three 1st-level druid spells of your choice. The Spells Known column of the Primeval Acolyte spellcasting table shows when you learn more druid spells of 1st level or higher.
Whenever you gain a level in this class, you can replace one of the druid spells he know with another spell of your choice from the druid spell list. The new spell must be of a level for which you have spell slots.
Spellcasting Ability
Wisdom is your spellcasting ability for the Primeval Acolyte spells, since you gained this power through your connection with nature. You use your Wisdom whenever a spell refers to his spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Elemental Shield

Starting at 2nd level, you can use your Shield of Terra whenever an allied creature takes acid, cold, fire, lighting, thunder or poison damage. In addition, the protected creature gain resistance to the damage type until the start of your next turn.

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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