The Knight, Variant (5e Class)

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Conqueror[edit]

Conqueror who has great courage and effort. They do not have any talents at all. There is only effort. confidence, determination

Creating a Conqueror[edit]

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The man who overcomes everything for the highest goal

When creating a Conqueror, consider what motivates you to pursue this path of brave.Do you seek to rescue your kidnapped daughter, Perhaps you merely desire revenge against a noble who ruined the lives of you and your family? An The Knight is led by an intense desire or belief, so ensure to elucidate upon your motivations thoroughly.

Quick Build

You can make a Conqueror quickly by following these suggestions. First, Strength should be your highest ability score, followed by Constitution. Second, choose the soldier background. Third, choose the martial melee weapon, and the explorer's pack.

Class Features

As a Conqueror you gain the following class features.

Hit Points

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

Proficiencies

Armor: All armor, Shields
Weapons: Simple Weapons, Martial Weapons, Improvised Weapons.
Tools: Vehicles (land)
Saving Throws: Strength, Constitution, Dexterity
Skills: Choose three from Acrobatics, Athletics, History, Insight, Intimidation, Perception, and Survival.

Equipment

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

  • (a) Long Sword and Sheild or (b) Any martial melee weapon and Shield
  • (a) Plate Armor or (b) Leather armor, a longbow, and 20 arrows
  • (a) A dungeoneer's pack or (b) An explorer's pack
  • If you are using starting wealth, you have 5d4 × 10 in funds.

Table: The Conqueror

Level Proficiency
Bonus
Features
1st +2 Awakening, Parry, Movement
2nd +2 Second Wind,Relentless Endurance, Fighting Style
3rd +2 Learn and adapt, Limit Break,Counter
4th +2 Ability Score Improvement, Brave Heart
5th +3 Extra Attack, Tactics, There is nothing that cannot be destroyed
6th +3 Taunt, Power of confidence
7th +3 Studied Strike, Favored Mount
8th +3 Ability Score Improvement, This is my mind, this is my power
9th +4 From faith to power, Primary Target
10th +4 Perfect Focus, Mighty
11th +4 Guillotine Cross, Unstoppable
12th +4 Ability Score Improvement, Weakness of fear
13th +5 Judgement
14th +5 Guts, Empowered
15th +5 Menace, Sentinel
16th +5 Ability Score Improvement, Perfect Being
17th +6 Temporal Shock
18th +6 Absolute Strength
19th +6 Ability Score Improvement, Eternal Vigor
20th +6 Endless Power

Awakening[edit]

You have started to unlock your true power, shattering any limiters once present on your might. Starting at 1st level, you gain the following benefits:

Conqueror's Strength

You gain +1 to your Strength score. This bonus is increased by +1 at 7th, 9th, 13th and 17th level. Additionally, you count as one size larger for all intents and purposes, though your actual size doesn't change. You count as two sizes larger, rather than one, at 9th level, and three sizes larger, rather than two, at 17th level.

Conqueror's Speed

You gain +1 to your Dexterity score. This bonus is increased by +1 at 7th, 9th, 13th and 17th level. Additionally, you gain additional reactions equal to half of your dexterity modifier, rounded down. At 9th level, your speed increases by the amount of additional reactions granted by this feature times 5. At 17th level, you gain one additional turn in combat, rolling initiative twice.

Conqueror's Body

You gain +1 to your Constitution score. This bonus is increased by +1 at 7th, 9th, 13th and 17th level. Additionally, your hit point maximum cannot be reduced. At 9th level, you gain resistance to poison damage, and advantage against Disease, the poisoned and the envenomed condition. At 17th level, your ability scores cannot be reduced, and you become immune to effects that would cause instant death.

Conqueror's Health.

Your hit point maximum is increased by 1 every level. This bonus becomes +2 at 9th level, and +3 at 17th level, applying retroactively.

Conqueror's Vision.

You gain 30 ft of darkvision. At 5th level you gain proficiency with Perception. At 7th level you gain an additional 30 ft of darkvision. At 9th level you gain 30ft of blindsight. At 13th level your passive perception is increased by 5. At 17th level you can see through magical darkness.

Parry[edit]

To conquer, one must first attain strength, and to do so one must first survive. Starting at 1st level, when you or anything within 5ft of you is hit by a melee attack, you may use a reaction to increase the target's AC by your proficiency bonus. The AC increase is immediately lost after the attack is resolved, regardless of its results.

Movement[edit]

Speed is crucial for a conqueror, both to reach their enemies, and to run from certain doom. Starting at 1st level, you can take the Dash action as a bonus action.

Additionally, so long you are dashing you can move and run along vertical surfaces and across liquids on your turn without falling during the move, and you can ignore difficult terrain.

Second Wind[edit]

No creature is invulnerable, and you are no exception, but a momentary breather can greatly prolong your life during a fight. Starting at 2nd level, you can use a bonus action to regain hit points equal to 1d12.

You can use this feature a amount of times equal your proficiency bonus + Constitution modifier, you must finish a short or long rest before you can use it again

Relentless Endurance[edit]

You have no gifts, and yet you adamantly refuse death's embrace time and time again. Starting at 2nd level, when you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead.

You can use this feature a amount of times equal your proficiency bonus until you finish a long rest.

Fighting Style[edit]

At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield

Interception

When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

Learn and adapt[edit]

Your path is a bloody one, and there is no better teacher than the battlefield. Starting at 3rd level, you gain the following beenfits:

Evasion

You gain a +1 bonus to your AC, to a maximum of half of your proficiency bonus, whenever you are hit by an attack. This bonus is reduced by 1 at the start of your turn.

Prediction

You gain a +1 bonus to your attack rolls, to a maximum of your proficiency bonus, whenever you miss an attack. This bonus is reduced by 1 when you hit an attack.

Destruction

You gain a +1 bonus to your damage rolls, to a maximum of your proficiency bonus, whenever you reduce the hit points of a creature or object. This bonus is reduced by 2 when you fail to do so with an attack.

Limit Break[edit]

Many are unwilling to push themselves too far, afraid of the consequences, but your path has no room for this fear, whether you like it or not. Starting at 3rd level, you may break your limits for 1 minute as a bonus action, gaining the following benefits:

  • Your AC increases by your proficiency bonus.
  • You gain resistance to all damage, except psychic damage.
  • You double your proficiency bonus with Constitution checks and saving throws.
  • The bonuses granted by Awakening are doubled.

You may break your limits a number of times equal to your proficiency bonus + your consitution modifier, regaining all uses after a long rest. This ability, however, is extremely taxing on the body, and you gain 1 level of exhaustion once its effects wear out.

Counter[edit]

The best defense is a good offense, one that can stop your foes on their tracks. Starting at 3rd level, whenever a creature within 5 ft of you targets you with a melee attack, you can make a melee attack against them as a reaction. If this attack hits, you deal damage as normal, and they gain disadvantage on their attack roll.

Ability Score Improvement[edit]

When you reach 4th level, and again at 6th, 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. You can't increase an ability score above 20 using this feature.

Brave Heart[edit]

Your path will put you against countless foes, many much stronger than you, forcing you to give up or find the courage within yourself to continue. Starting at 4th level, you gain advantage against the Frightened and Charmed conditions. In addition, when a creature attempts to enter, control or influence your mind, they take 2d6 psychic damage.

Extra Attack[edit]

Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action. The number of attacks increases to three at 11th level.

Tactics[edit]

While it is possible to overcome many things alone, it is undeniably easier to do so with allies. Starting at 5th level, you gain advantage on attack rolls against creatures if at least one of your allies is within 5ft of it, provided that ally is not incapacitated.

There is nothing that cannot be destroyed[edit]

If it exists, you can break it. Starting at 5th level, your attacks are treated as magical for the purposes of ignoring resistances and immunities.

Taunt[edit]

You have faced so many odds by yourself that you know how to draw the attention of your foes. Starting at 6yh level, as a bonus action you can force all creatures within 30 feet of you to make a wisdom saving throw against a DC of 8 + your Proficiency bonus + your Charisma modifer. A creature that fails this save has disadvantage on all attacks and ability checks it performs, so long the target isn't you, and spends twice as much movement when moving in any direction other than yours. This feature lasts for 1 minute, and the affected creatures can make the saving throw again at the start of each of their turns.

You can use this feature a number of times equal t oyour proficiency bonus, regaining all uses on a long rest.

Power of confidence[edit]

Confidence, when used properly, makes an immense difference in combat. Starting at 6th level, you gain +1 to your AC, attack rolls, damage rolls and saving throws. This bonus increases to +2 at 10th level, +3 at 16th level and +4 at 20th level.

Studied Strike[edit]

Not all foes are the same, and some require more of your attention than others. Starting at 7th level, you can spend a bonus action to focus on a target that you can see, concentrating on it like a spell. For the next minute you gain a bonus to your attack rolls and saving throws equal to your proficiency bonus against that target, but disadvantage on all attack rolls, ability checks and saving throws against any other creature.

If you stop concentrating on your target, this feature ends early. If you use this feature again on a different target, this feature ends on your previous target.

Favored Mount[edit]

You can't always rely on allies, as they leave you or die in the battlefield, so you split your soul for an eternal friend. Starting at 7th level, you can perform an 8 hours ritual to create a bond with a creature or vehicle at least one size larger than you. Once the bond is complete, the creature or vehicle become an extension of yourself... with you becoming an extension of it should it have any consciousness... and you gain the following benefits:

  • Mounting or dismounting your bond costs only 5 feet of movement, rather than half of your speed.
  • While you are riding your bond, you may redirect any spells, attacks or effects that target it, forcing them to target you instead.
  • While you are riding your bond, you may share any effects you are affected by with them.
  • While in combat, you can have your bond act in your initiative, immediately after or before you.
  • If your bond has no consciousness, it will obey you and only you, though you may order it to obey other creatures. Magical and non-magical effects cannot control your bond, and it will always attempt to return to you unless ordered otherwise.
  • If your bond has consciousness, it will not be capable of disobeying your commands, though it may act in any way it desire, provided their actions do not conflict with any command you give it. Magical and non-magical effects cannot control your bond, provided they don't originate from you, and it will always know your exact location.

If your bond dies, you can bring them back to life during a long rest, spending 1 hour and 500 GP worth of herbs and incense. Your bond ends if you bond to another creature or vehicle, or if you perform an 8 hours ritual to end your bond.

This is my mind, this is my power[edit]

The only thing greater than your physical prowess is the very power contained by your belief in yoruself. Starting at 8th level, you can deal 1d8 additional damage with every attack you perform, with the damage varying according to your alignment. If your target has an alignment that is opposite to yours, the damage is increased to 2d8 instead.

Alignment Good : Radiant

Alignment Neutral : Force

Alignment Evil : Necrotic

From faith to power[edit]

If gods grow in power through faith, you should be able to do the same. Starting at 9th level, you gain a number of faith points equal to your charisma modifier, and may spend any amount of faith points to empower attack rolls, damage rolls, ability checks and saving throws you make. For every faith point spend you can add +1 to your attack roll, +2 to your damage roll, +2 to your ability check or +1 to your saving throw. The type of any damage granted by this feature depends on your alignment, as shown below:

Alignment Good : Radiant

Alignment Neutral : Force

Alignment Evil : Necrotic

If the DM determines that a creature believes in you sufficiently to be considered a follower, your faith points are increased by 1. If the DM determines that a creature lost sufficient belief in you to no longer be considered a follower, your faith points are decreased by 1.

You regain a number of faith points equal to your charisma modifier after a short rest, and all faith points after a long rest.

Primary Target[edit]

By now your fame precedes you, causing you to stand out. Starting at 9th level, hostile creatures within your reach have disadvantage on all attacks made against creatures other than you. Additionally, all ranged attacks made against friendly creatures within your reach are made at disadvantage.

Perfect Focus[edit]

Many are limited by the extension of their body, but you expanded it through the horizons of your mind. Starting at 10th level, you gain the following benefits:

  • You can add your intelligence to your attack and damage rolls.
  • You can add your wisdom to your AC and saving throws. Wisdom is treated like dexterity for the purposes of armor limits.
  • You can add your charisma to your DCs and ability checks.

Mighty[edit]

You don't just stand out, your presence crushes those near you. Starting at 10th level, if a creature is within your weapon's reach or range, they will have disadvantage on attack rolls against you.

Guillotine Cross[edit]

You no longer fight, you execute. Starting at 11th level, you gain the following benefits:

  • If you hit a prone creature with an attack, it becomes a critical hit.
  • Your critical hits against prone creatures deal triple damage.
  • When you kill an enemy, all creatures that can see you become frightened of you until the end of your next turn.

Unstoppable[edit]

You will reach them, always. Starting at 11th level, you ignore difficult terrain, your speed is not reduced when climbing or swimming, and your standing long and high jump distance is equal to your running long jump and high jump distance. Additionally, you can move through a creature's space, forcing them to make a contested athletics check or be knocked prone.

Weakness of fear[edit]

Your presence elicits fear, and this fear cripple your foes. Starting at 12th level, whenever you hit a creature that is frightened, your attack becomes a critical hit.

Judgement[edit]

You are a judge, and your ruling is deadly. Starting at 13th level, when you reduce a creature to 0 hit points or less, you can make one additional attack.

Guts[edit]

Your bloody path has elicited death's caress time and time again, but your resilience defies her calls. Starting at 14th level, you add your proficiency bonus to your death saving throws, and you regain 1 hit point when you are stabilized. Additionally, if you were to instantly die as a result of a spell or effect, and your hit points are greater than 0, you drop to 0 hit points instead.

Empowered[edit]

Prowess itself is not enough, sometimes you need to draw power from within. Starting at 14th level, you may draw a surge of power from within your body, gaining one additional action until the end of your turn. Immediately after you take this action, you must make a DC 10 Constitution saving throw, gaining 1 level of exhaustion on a failure. The DC increases by 5 immediately after your saving throw, regardless if you succeeded or failed.

You can use this feature once per turn. The DC of this feature is reduced by 5 when you finish a short rest, to a minimum of 10, and reset to 10 when you finish a long rest.

Menace[edit]

Your experience taught you how to make the best use of your tools in the simplest form possible. Starting at 15th level, you deal one additional damage die with your attacks. You may change the damage type of this additional damage to the same damage type of your alignment, as shown below:

Alignment Good : Radiant

Alignment Neutral : Force

Alignment Evil : Necrotic

Sentinel[edit]

While you are your own source of power, there are others whose value is far too great for you. Starting at 15th level, when an ally within your movement speed is targeted by an attack, you may use a reaction to move in their direction. IF you end this movement within 5ft of the target, you become the new target of the attack.

Perfect Being[edit]

No matter the enemy, they will all fall to you. Starting at 16th level, when you roll initiative you gain a number of points equal to the highest CR you are facing (minimum of 1). You may use these points to grant a bonus to your AC, attack rolls, damage rolls, ability checks or saving throws until the end of combat. You can arrange the points however you want, but an individual bonus granted by this feature cannot be greater than your proficiency bonus, and you cannot rearrange these points after arranging them.

Temporal Shock[edit]

Time is power, and freezing one's mind with shock buys you so much time. Starting at 17th level, when you score a critical hit against a creature you can force them to make a wisdom saving throw against a DC of 8 + your proficiency bonus + your strength modifier, becoming shocked for 1 minute on a failure. A shocked creature is unable to score critical hits, and cannot benefit from any effect that would allow it to score a critical hit, but may repeat this saving throw at the start of each of their turns.

Absolute Strength[edit]

You have trained your body and mind beyond all limits, and now you can condense both to manifest unparalleled power. Starting at 18th level, your strength score is increased by 2, to a maximum of 26, and you can ignore any effect that would prevent something from being moved, grappled or restrained. Additionally, no size difference or effect can cause you to automatically fail a grapple or athletics check, and you can grab anything that is ethereal as if it was physical.

Eternal Vigor[edit]

At 19th level, You cease to age past the physical prime of your race. You become immune to any effects that age you magically.

You are immune condition and While making a Death Saving Throw, you won't be knocked unconscious and can continue fighting.

Endless Power[edit]

You learnt how to condense all of your built up power within your body and mind, and now you understand how to release it all for a temporary moment of divinity. Starting at 20th level, once per long rest you can choose to remove your limits for 1 minute. During this time, you gain the following benefits:

  • You regain all hit points, your current and maximum hit points are doubled, and you regain 20 hit points at the start of each turn if you have at least 1 hit point remaining.
  • You lose all levels of exhaustion, and no effect can give you exhaustion.
  • You gain advantage on all attack rolls, ability checks and saving throws.
  • You gain 120ft of truesight, and 60ft of tremorsense.
  • Your movement speed double, and your movement does not provoke opportunity attack nor trigger any effects reliant on movement unless you wish it to.
  • You gain immunity to non-magical damage, and resistance to magical bludgeoning, slashing and piercing damage.
  • Your critical range increases by 3, and your critical strikes automatically leave creatures shocked.
  • Any effect that would cause you to die or be desintegrated is suppressed.
  • Any harmful conditions that would affect you are suppressed.
  • You regain all faith points, and double the amount of faith points you have. Critical strikes restore an amount of faith points equal to your charisma modifier.

Once Endless Power ends, you must succeed a DC 20 constitution saving throw or become unconscious for 1d7 days. Regardless if you succeed or not, you lose access to all class features provided by this class, with the exception of proficiencies and hit points, until you regain the use of this ability.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Conqueror class, you must meet these prerequisites: Strength 15

Proficiencies. When you multiclass into the Conqueror class, you gain the following proficiencies: Light armor, Medium armor, Heavy armor, Shields, Simple and Martial Weapons.

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