Untouchable knight (variant) (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 mark.
The untouchable knight uses pure speak 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", a untouchable knight simply hates being hit and therefore put all there 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 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 Constitution. Second, choose the Soldier background. Third, choose <!-elaborate on equipment choices->
Class Features
As a untouchable knight you gain the following class features.
- Hit Points
Hit Dice: 1d8 per untouchable knight level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per untouchable knight level after 1st
- Proficiencies
Armor: None
Weapons: Simple weapons, martial weapons
Tools: Choose one musical instrument
Saving Throws: Dexterity, Charisma
Skills: Choose two from Acrobatics, Athletics, Deception, Intimidation, Sleight of Hand, Performance, Stealth
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- If you are using starting wealth, you have 5d4x10 gp in funds.
Level | Proficiency Bonus |
Features |
---|---|---|
1st | +2 | Untouchable Dance, Knightly Code |
2nd | +2 | Skilled Evasion, Defensive Fighting |
3rd | +2 | Opportune Evasion, Knightly Code |
4th | +2 | Ability Score Improvement |
5th | +3 | Extra Attack |
6th | +3 | Superior Evasion, Instinctive Evasion |
7th | +3 | Knightly Code |
8th | +3 | Ability Score Improvement |
9th | +4 | Free Movement |
10th | +4 | [[#|]] |
11th | +4 | Superior Reactions |
12th | +4 | Ability Score Improvement |
13th | +5 | Critical Evasion |
14th | +5 | Knightly Code |
15th | +5 | Uncanny Dodge |
16th | +5 | Ability Score Improvement |
17th | +6 | Counter Strike |
18th | +6 | Knightly Code |
19th | +6 | Ability Score Improvement |
20th | +6 | [[#|]] |
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.
- Whenever you take damage from a non-magical attack made with a weapon, you can roll a evasion die, which is a d4. You reduce the damage taken by the number rolled. The damage reduction increases to 1d6 at 5th level, 1d8 at 11th level and 1d10 at 17th level.
- You can use your Dexterity, rather than Strength, for attacks and damage rolls with melee weapons that lack the heavy or two-handed property.
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, the code of the sacrificer 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:
- On your turn, using a bonus action, you can take the Dodge action.
- 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 proficiency bonus, 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, your movement doesn't provoke opportunity attacks, and you gain a bonus to your movement speed equal to 5 feet x your proficiency bonus.
Opportune Evasion[edit]
Starting at 3rd level, whenever a creature 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.
Extra Attack[edit]
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
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 make
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.
Counter Strike[edit]
Starting at 17th level, when a creature makes an attack against you at disadvantage and misses, you can make an opportunity attack against that creature.
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 1d6 to the damage rolls of your opportunity attacks.
- Bonus Proficiencies
Also at 1st level, you gain proficiency with the poisoner's supplies.
- Precise Bite
At 3rd level, when you make an opportunity attack, you can choose to have Advantage on the attack. Once you use this feature, you can't do it again until the start of your next turn.
- 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.
- 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 melee 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 martial weapons with the light and finesse property, and cause damage equal to your Evasion Die. The damage caused by these weapons is force.
Using a bonus action, you can create a ethereal weapon in each of your empty hands. If the ethereal weapons leave your grasp, they disappear, needing to be summoned again.
In addition, attacks made with Ethereal Weapons ignore non-magical AC granted by armors and shield (but not natural armor).
- 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 Evasion Die.
- 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 original order of untouchable knights, these armored warriors learn how to perform complex moves even when encumbered by their metallic shells, rendering even the rare strikes that manage to hit an untouchable knight useless. They take the most out of the armors they use, being able to move in such a way to interpose the most protected parts of their bodies in front of the attack.
- Armored Knight
At 1st level, you gain proficiency with light, medium and heavy armor and with shields. In addition, you gain the benefits of your Untouchable Dance even when armored or using a shield.
- Guardian Dance
Starting at 3rd level, you learn how to use your swift movement to protect other creatures. Whenever you use Defensive Fighting, you can choose to grant advantage to any attacks made against you, and disadvantage on attacks to any creatures within half your movement speed.
In addition, any creature other than you that takes bludgeoning, slashing or piercing damage while you are in Defensive Fighting has resistance to that damage.
- Enduring Protection
Starting at 7th level, 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 grant resistance to damage to a creature using your Knight features, you can use your reaction to cause the same damage reduced to the attacker, if the attacker is within 5 feet.
Code of the Sacrificer[edit]
Sacrificers are adepts of the untouchable dance that although they avoid the pain and wounds of combat, they also embrace they inevitability, and turn their own pain and sacrifice into power. The most skilled amongst followers of the code of sacrifice will never be hurt by anyone other than themselves, and they will use this suffering to empower their strikes and defenses.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Untouchable Knight class, you must meet these prerequisites: Dexterity 13
Proficiencies. When you multiclass into the Untouchable Knight class, you gain the following proficiencies:
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