Base Class: Fighter
Purple Dragon knights are warriors who hail from the kingdom of Cormyr. Pledged to protect the crown, they take the fight against evil beyond their kingdom’s borders. They are tasked with wandering the land as knights errant, relying on their judgment, bravery, and fidelity to the code of chivalry to guide them in defeating evildoers.
A Purple Dragon knight inspires greatness in others by committing brave deeds in battle. The mere presence of a knight in a hamlet is enough to cause some orcs and bandits to seek easier prey. A lone knight is a skilled warrior, but a knight leading a band of allies can transform even the most poorly equipped militia into a ferocious war band.
A knight prefers to lead through deeds, not words. As a knight spearheads an attack, the knight’s actions can awaken reserves of courage and conviction in allies that they never suspected they had.
This is a updated class revision of the classic Purple Dragon Knight and not intended to replace licensed content. Certain features were amplified to better get the feel for the class identity.
Variant Rule: Knight Origin
3rd-level Banneret Knight feature
Purple Dragon knights are tied to a specific order of Cormyrean knighthood.
If a player chooses to take this subclass, Your DM could grant the player the Feat Inspiring Leader signify the theme of this character.
Your knight origin can be from sample list provided below
Knight Origin
| d6 | Origin |
|---|---|
| 1 | A knight from my order saved my life on the battlefield. To this day, I swore a oath of service to repay the debt. |
| 2 | You were born into a order of knights who collect and guard draconic lore. |
| 3 | You married into a nobility through either diplomacy or as a reward in battle. |
| 4 | A true dragon grew fond of you, therefore granting you a mark that allowed you to join a knighthood of your choosing. |
| 5 | A local noble was impressed by your impression, you have been invited to join their ranks or start your own knighthood |
| 6 | You are the last member of a old order. You fight on to preserve their memory in one way or another |
Emissary of the Knights
3rd-level Banneret Knight feature
You gain proficiency in the Persuasion skill. If you are already proficient in it, you gain proficiency in one of the following skills of your choice: Animal Handling, Insight, Intimidation, or Performance.
In addition, If you fail a Charisma check, you can use your reaction to reroll the check, as Knights of high standing are expected to conduct themselves with grace. You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
Knight Tatics
3rd-level Banneret Knight feature
You have become a master of battle tactics and learn how to best direct allies and distsract foes in combat. You may use the Help action as a bonus action. If your ally attacks the target of your help action before your next turn, the first attack roll is made with advantage and the creatures takes additional damage equal to 1d6 + your Charisma modifier.
When you reach certain levels in this class, the damage becomes: by 1d8 at 10th level and by 1d10 at 18th level.
Rallying Cry
7th-level Banneret Knight feature
Your class features have been improved by your knight training. You gain additional uses of your Second Wind and you gain additional benefits when you perform it:
- You can perform the Second Wind feature as a bonus action or as a reaction when you take damage.
- You gain a additional use of your Second Wind at 7th level and 15th level.
- When you use your Second Wind feature, you can choose any number of allied creatures within 30 feet of you. Each one regains hit points equal to 1d10 + your fighter level + your Charisma modifier, provided that the creature can see or hear you.
Inspiring Surge
10th-level Banneret Knight feature
When you use your Action Surge feature, you can choose a number of allies equal to your Charisma modifier (minimum of 1) within 60 feet of you. That creature can make one weapon attack with its reaction, provided that it can see or hear you.
Bulwark
15th-level Banneret Knight feature
When an ally within 60 feet of you fails a saving throw you can use your reaction to allow them to reroll that saving throw with a bonus to the roll equal to your Charisma modifier (minimum of 1).
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Legendary Knight
18th-level Banneret Knight feature
You have become the legendary Knight of stories. You gain additional benefits:
- When you take the Attack action on your turn, you can replace each of your attacks with the Help action, in addition to performing the action as a bonus action.
- You can add your Charisma modifier (minimum of +1) to the damage of your weapon attacks.
- You gain a bonus to your AC equal to your Charisma modifier (minimum of +1)
- At the start of your first turn of each combat, your walking speed doubles, which lasts until the end of that turn. This bonus is also granted to your mount.
Previous Versions
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6/10/2021 11:33:48 PM
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7/16/2021 11:18:39 PM
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