Untouchable Knight (5e Class)

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Untouchable Knight[edit]

You are a knight from the clan of untouched knights, an untouchable knight simply refuses to be hit in there life time as it is a great show of shame and they would much rather die than let a blow leave a scar.

The untouchable knight uses pure speed and complex dance like movements to dodge every attack and would much prefer a companion be hit then themselves.

The Untouchable knight is from a clan called "the clan of Untouched Knights", an Untouchable Knight simply hates being hit and therefore puts all their energy into avoiding a blow with very little energy spent on damaging their opponents. The greatest shame an Untouchable Knight can have is a scar from battle(for DM's: a scar is given when an opponent rolls a natural 20 with a slashing or piercing weapon.) for it is a sign of weakness that will usually get the scar bearer kicked out of the clan and left on the streets.

Creating a untouchable knight[edit]

Why is your untouchable knight adventuring? were you kicked out from your kingdom into the streets for bearing a scar? did you choose to leave?

Quick Build

You can make a Untouchable Knight quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Charisma and then Constitution. Second, choose the Soldier background. Third, choose light crossbow and dagger, then choose the performance and stealth skills.

Class Features

As a untouchable knight you gain the following class features.

Hit Points

Hit Dice: 1d6 per untouchable knight level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per untouchable knight level after 1st

Proficiencies

Armor: None
Weapons: dagger, hand crossbow.
Tools: Choose one musical instrument
Saving Throws: Dexterity, Charisma
Skills: Choose three from Acrobatics, Deception, Intimidation, Sleight of Hand, Performance, and Stealth

Equipment

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

  • (a) two daggers or (b) one hand crossbow and one dagger
  • suit.
  • If you are using starting wealth, you have 5d4x10 gp in funds.

Table: The untouchable knight

Level Proficiency
Bonus
Features opportune strike:
1st +2 Untouchable Dance, Knightly Code 1d4
2nd +2 Skilled Evasion, Defensive Fighting 1d4
3rd +2 Opportune Evasion, Knightly Code 1d4
4th +2 Ability Score Improvement 2d4
5th +3 sly dodge 2d4
6th +3 Superior Evasion, Instinctive Evasion 3d4
7th +3 Knightly Code 3d4
8th +3 Ability Score Improvement 3d4
9th +4 Free Movement 4d4
10th +4 4d4
11th +4 Superior Reactions 5d4
12th +4 Ability Score Improvement 5d4
13th +5 Critical Evasion 6d4
14th +5 Knightly Code 6d4
15th +5 Uncanny Dodge 7d4
16th +5 Ability Score Improvement 7d4
17th +6 7d4
18th +6 Knightly Code godlike dodge 8d4
19th +6 Ability Score Improvement 8d4
20th +6 9d4

Untouchable Dance[edit]

Starting at 1st level, you master the signature style of an untouchable knight: the untouchable dance, a fighting style that requires its user to keep himself moving while avoiding strikes. You gain the following benefits while you are not wearing armor or wielding a shield:

  • Your AC equals 10 + your Dexterity modifier + your Charisma modifier +1.
  • when an attacker within 10ft of you misses you'r AC by 3 or higher you can make an opportunity attack against the attacker with any light one handed weapon, this strike has a bonus to the damage as shown on the opportune strike column .
  • On your turn, using a bonus action, you can take the Dodge action.
  • when you make a second strike with a one handed light weapon it does not take a bonus action(you still can only make one second attack on your turn)

You can't benefit from this feature if you are unable to move.

Knightly Code[edit]

Also at 1st level, you can choose to dedicate yourself to a code, that also determines your style of combat. You can choose between the code of the serpent, the code of the knight, and the code of the ghost, all described at the end of this class description.

Your choice of code give you features at 1st level, and again at 3rd, 7th, 14th and 18th levels.

Skilled Evasion[edit]

Starting at 2nd level, you gain the ability to quickly evade strikes or effects with ease. You can use this feature in the following manners:

  • just before you move in a way that would provoke opportunity attacks you can choose to not provoke opportunity attacks till the start of your next turn.
  • When making a Dexterity saving throw, you can give yourself advantage on the roll against effects you are able to see.
  • When you are attacked by a weapon attack, natural weapon or unarmed strike, you can impose disadvantage to that attack.

You can use this feature a number of times equal to 1 + your dexterity bonus(minimum of 1 use), and regain your uses after completing a short or long rest.

Defensive Fighting[edit]

Also at 2nd level, at the start of your turn, you can choose to start a defensive fighting. When you do so, all attacks you make and all attacks made against you until the start of your next turn have disadvantage.

In addition, for the remainder of your defensive fighting, you have a +5 to your speed.

Opportune Evasion[edit]

Starting at 3rd level, whenever a creature would provoke opportunity attacks from you, you can choose to use your reaction to take the Dodge action instead of making the attack.

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.

Sly doge[edit]

Beginning at 5th level, if you take damage that would bring you to zero hit points but not kill you outright, you can choose it to instead bring you to a number of hit points equal to your level(if your current hit points are a number lower than half your level you instead take no damage). you can use this ability once and regain all uses at the end of a long rest.

In addition no attack against you can scar, or remove a limb of yours while you'r conscious.

Superior Evasion[edit]

At 6th level, when you use your Skilled Evasion to impose disadvantage to a single attack, or to gain advantage on a Dexterity save, if the attack hits or the save fails, you take only half damage, rather than full damage.

In addition, when you roll initiative and have no uses of Skilled Evasion, you regain one use.

Instinctive Evasion[edit]

Also at 6th level, you can use Skilled Evasion against spell attacks. You also can use Skilled Evasion to gain advantage on Dexterity saves against effects you aren't able to see.

Free Movement[edit]

At 9th level, your body can hardly be restrained. You ignore the effects of non-magical difficult terrain, and have advantage on checks and saves against any effect that would restrict your movement.

Superior Reactions[edit]

When you reach the 11th level, in combat, you regain the use of a spent reaction at the start of each turn.

Critical Evasion[edit]

Starting at 13th level, all critical hits made against you are turned into normal hits.

In addition, whenever a creature makes an attack against you and rolls a 1, you can instantly make an attack against it. The attack is a critical on a hit.

Uncanny Dodge[edit]

At 15th level, when you are hit by an attack, you can use your reaction to reduce the damage taken by half.

godlike dodge[edit]

Starting at 18th level you have become unimaginably good at avoiding a strike, when an attack hits you or you fail a saving throw to avoid being hit by a spell you can choose for the attack to miss or for you to succeed on the saving throw. you can use this ability once and regain all uses at the end of a short/long rest.

Knightly Code[edit]

Code of the Serpent[edit]

Mimicking the sinuous and unpredictable movement of snakes, those who adopt the code of the serpent slither away from strikes, and advance with great speed, darting forward with agile lunges, striking like a snake head.

Serpent Strike

Starting at 1st level, when you are wielding a weapon with the light or finesse property in one hand, you can exploit the openings given by your enemies. You can make opportunity attacks against creatures that enter your reach.

In addition, you add an extra 1d4 to the damage rolls of your opportunity attacks.

Bonus Proficiencies

Also at 1st level, you gain proficiency with the poisoner's supplies and the stealth skill if you don't already have it.

Precise Bite

At 3rd level, when you make an opportunity attack, you can choose to have Advantage on the attack. you can use this feature an amount of times equal to your proficiency + 1 and regain all uses at the end of a long or short rest.

Reptile Senses

Also at 3rd level, you can spend a use of your Skilled Evasion to give yourself advantage on a Wisdom (Perception) check you make, or to take the Search action using a bonus action.

slimy

at 3rd level you have become very snakelike and can slip out of somebody's grasp very easily, you have advantage on checks to escape a grapple and can use your dexterity modifier to avoid being grappled instead of your strength modifier.

Evasion

Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Deadly Bite

At 14th level, your attacks with one handed light weapons score critical hits on a roll of 19-20. In addition, whenever you score a critical hit, you regain one use of Skilled Evasion.

Code of the Ghost[edit]

Using their mystical dance to connect themselves to the aether, the knights from the code of the ghost are able to trespass the barriers between planes, sliding through the ethereal plane to avoid strikes, move in between spaces without walking and ultimately releasing themselves from the grasp of their physical bodies, achieving ultimate freedom with their dances.

Ethereal Weapons

Starting at 1st level, your connection with the ether allow you to draw from it to create weapons. Ethereal weapons are +1 magical weapons with the light and finesse property's, they cause 1d4+1 damage. The damage caused by these weapons is force.

Using a bonus action, you can create an ethereal weapon in each of your empty hands.one minute after the ethereal weapons were summoned they vanish, needing to be summoned again, you can summon your ethereal weapons an amount of times equal to your proficiency bonus +1 and regain all uses at the end of a long rest.

In addition, your ethereal weapons are near invisible and can't be seen in dim light or darkness by creatures without dark vision, while attack a creature without dark vision in dim light or darkness you have advantage on attacks made against them.

Quick Jaunt

At 3rd level, you can momentarily assume your ethereal form, escaping an attack and setting a counter attack up. Whenever a creature within 5 feet makes an attack against you and misses, you can cause force damage to that creature equal to your level + your constitution modifier. doing this does not take your reaction and can be done three times, you regain all uses at the end of a long rest.

Ghostly Step

At 7th level, when you use your Skilled Evasion, you can choose to become slightly incorporeal until the start of your next turn, or until you make an attack or cast a spell. While in this form, you have a flying speed of 10 feet, you can hover, and attack rolls have disadvantage against you. You can also move through creatures and objects as if they were difficult terrain, but you take 1d10 force damage if you end your turn inside a creature or an object.

Ghost Strike

Starting at 14th level, you can become ethereal just before hitting a creature with an attack, passing through physical protections. When you use your Ghostly Step, your next attack made until the end of your next turn is made against an AC of 10, regardless of your target's actual AC.

Code of the Knight[edit]

The code of the knight replicates the skills of a knight by parrying and blocking every attack that comes their way.

knightly skills

At 1st level, you gain proficiency with short swords, light armor, and the persuasion skill.

Parry

Starting at 3rd level, you have master the way of parrying a strike: whenever an attack were to hit you, you can give yourself a bonus to your AC equal to your proficiency bonus potentially turning the hit into a miss, this bonus to AC lasts until the start of your next turn.

full parry

starting at 3rd level, you have become able to protect your ally's as well: when you successfully parry an attack you can give all creatures in a 10ft radius other than you (of your choice) resistance to one type of non magical damage choosing from the following: bludgeoning, slashing, or piercing damage until the start of your next turn or until you die. once you reach 5th level you can give resistance to two types of damage instead of one.

Enduring Protection

Starting at 7th level you have become skilled in blocking an attack but not fully avoiding it, whenever you use any of your Skilled Evasion abilities, you gain resistance to bludgeoning, piercing and slashing damage until the start of your next turn.

Warden Rebuke

At 14th level, when you use you successfully parry an attack you can make the attack take damage equal to how much they would have dealt. you can use this ability a number of times equal to your proficiency bonus.


Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Untouchable Knight class, you must meet these prerequisites: Dexterity 15, charisma 13, can not have proficiency in any martial or simple weapons other then: daggers, crossbows and short swords(rapiers may be an exception, DM's choice).

Proficiencies. When you multiclass into the Untouchable Knight class, you gain the following proficiencies:dagger, light crossbow, dexterity saving throws, performance.

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