gain a permanent summon of a knight, of any size, gender, race etc. each with their own stories and such to tell, you can choose to have the ghastly knight speak or not speak if you choose for them to speak, then it will be in the language of deep speech. This also psychically links them to the person, allowing them to sense if that person is ever in danger, takes damage or distressed in anyway. When this occurs, this knight gets a general idea where the other person is and is compelled to find and/or help them and will that will be it's only objective.
while the knight can't actually die, it does have hit points and an armor class and it can be put into a form of being incapable of using actions or movement etc., Once the knight has fallen (after 3 failed saving throws or permanent-death effect), they will be put in a resting state until the owner of the knight can help them or another ally can. if no one helps it, the Knight will revive itself after 5 of the owners turn.
In addition to this, the knight gains loyalty charges equal to their proficiency bonus which is reset on each long or short rest. The knight can expend a loyalty charge as a reaction to use any of the following maneuvers:
"Always by your side":
The knight can use its movement up to their full movement to stand in front of and guard the owner and provide cover from an incoming attack, taking the damage instead. If the owner is smaller than the knight, they are fully visually blocked from the attacker, breaking line of sight if applicable. This ability can only be used on a damage dealing attack that targets an ally in range. the knight will always start any sort of combat initiation in front of the owner using a reaction will instantly put the knight in front of the owner if the knight moved, though the knight also can use its movement to reach the owner. any spells or ranged attacks the owner does while behind the knight will work even if behind the knight. you gain this the moment you unlock this feat and at level 1
Swift save:
If the summoner/owner would need to make a dexterity saving throw, the knight will use movement up to their full movement to protect and move the owner up to 10 feet away. Doing so if the owner is still in range of the effect they make their saving throw with advantage (otherwise they are unaffected if they are moved outside of the area of the effect). In doing this maneuver, the knight must now make the dexterity saving throw themselves with disadvantage. This unlocks at level 7
Riposte:
as a reaction, the knight can parry an attack the knight adds 5 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon. if the knight would parry this attack to save or protect the owner via "Always by your side" or being next to them in general, the knight will heal for 1d10. This unlocks at level 3
"On your Accord":
if the owner causes an enemy to fall prone, charmed, sleep, stunned, the Knight will use a follow up, causing a free action, this follow up will emit a hex on any of those enemies reducing the AC of those enemies by 2. at level 10 this follow up becomes stronger allowing for the Ac reduction and to gain an extra 1d6 of necrotic damage to any attack dealt to the enemy. the duration of the hex is the duration of the crowd control used and will be dispelled if the controlled enemy removes any of these crowd controls. This unlocks at level 5
Knight armor class and hp:
the knight has the same AC as the owner until level 10
the knight has an AC of what ever the owner has plus another 3 so for example if the owner has 13 AC the knight will have 16 AC. this unlocks after level 10
the knights HP modifier is the owners health but doubled so if the owner has 15 health, the knight will have 30 health. if the health number is decimal, round down or up to the nearest ten so if it would be 7.5 it would be 8 if it is 7.4 it would be 7
Previous Versions
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4/26/2024 10:01:54 PM
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Coming Soon
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