Armor: Scale armor (Armor Class 14 + Dexterity modifier)
Weapons: Great axe, dagger, and halberd
Tools: Poisoner's kit
Skills: Choose three from Athletics, Intimidation, Perception, and Survival
Defenses:
Medium armor
Scale armor
Speed: 35 feet
Features:
Knightly Training: At 1st level, you gain proficiency in medium armor, scale armor, halberds, great axes, and daggers. You also gain proficiency in the Poisoner's kit.
Knightly Rage: At 1st level, you gain the ability to enter a knightly rage as a bonus action. While raging, you gain the following benefits:
You gain advantage on Strength checks and Strength saving throws.
You gain resistance to bludgeoning, piercing, and slashing damage.
You have a bonus to weapon damage rolls equal to your proficiency bonus.
You can use your reaction to reduce damage taken by half, once during each of your turns.
You can't cast or concentrate on spells while raging. Your rage ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage as a bonus action.
Once you use this feature, you can't use it again until you finish a long rest.
Poisonous Imbue: At 2nd level, you learn how to imbue your weapons with poison. As an action, you can touch a nonmagical weapon and expend a poisoner's kit. The weapon gains the following properties for 1 minute:
On a hit, the weapon deals an extra 1d6 poison damage to the target.
The target of the hit must succeed on a Constitution saving throw against your poisoner's kit DC or be poisoned for 1 minute.
You can use this feature a number of times equal to your proficiency bonus (minimum of once). You regain all expended uses when you finish a long rest.
Knightly Tactics: At 3rd level, you learn how to use your tactics to your advantage. As a bonus action, you can choose one creature within 30 feet of you. Until the end of your turn, that creature has disadvantage on attack rolls against targets other than you.
You can use this feature a number of times equal to your proficiency bonus (minimum of once). You regain all expended uses when you finish a long rest.
Knightly Challenge: At 6th level, you learn how to challenge your foes to a duel. As an action, you can choose one creature within 30 feet of you. The creature must accept your challenge or be charmed by you for 1 minute. While charmed in this way, the creature must use their action to attack you on their turn.
You can use this feature a number of times equal to your proficiency bonus (minimum of once). You regain all expended uses when you finish a long rest.
Knightly Commander: At 10th level, you learn how to command your allies on the battlefield. As a bonus action, you can choose a number of creatures within 30 feet of you up to your proficiency bonus (minimum of one). The chosen creatures gain advantage on attack rolls and saving throws for 1 minute.
You can use this feature a number of times equal to your proficiency bonus (minimum of once). You regain all expended uses when you finish a long rest.
Knightly Aura: At 14th level, you learn how to project an aura of courage and determination to those around you. Any creature within 30 feet of you gains resistance to all damage while you are conscious.
Knightly Champion: At 20th level, you become a champion of the people. You gain the following benefits:
Your knightly rage lasts for an unlimited amount of time.
You can use your knightly challenge and knightly commander features a number of times equal to your proficiency bonus + 1.
theres no mention anywhere of why this class naturally has a faster speed.
level 6 ability needs to state stipulations for duel to work. For example as it’s stated you can challenge a non-sentient rock and it just accepts a duel with you. Needs to state that thing needs to understand your speech or not, what happens if it’s immune to charm or not. And what the save is.
outside of those. Have fun. Seems interesting.
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Knight-Captain
Hit Dice: 1d12
Proficiencies:
Armor: Scale armor (Armor Class 14 + Dexterity modifier)
Weapons: Great axe, dagger, and halberd
Tools: Poisoner's kit
Skills: Choose three from Athletics, Intimidation, Perception, and Survival
Defenses:
Medium armor
Scale armor
Speed: 35 feet
Features:
Knightly Training: At 1st level, you gain proficiency in medium armor, scale armor, halberds, great axes, and daggers. You also gain proficiency in the Poisoner's kit.
Knightly Rage: At 1st level, you gain the ability to enter a knightly rage as a bonus action. While raging, you gain the following benefits:
You gain advantage on Strength checks and Strength saving throws.
You gain resistance to bludgeoning, piercing, and slashing damage.
You have a bonus to weapon damage rolls equal to your proficiency bonus.
You can use your reaction to reduce damage taken by half, once during each of your turns.
You can't cast or concentrate on spells while raging. Your rage ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage as a bonus action.
Once you use this feature, you can't use it again until you finish a long rest.
Poisonous Imbue: At 2nd level, you learn how to imbue your weapons with poison. As an action, you can touch a nonmagical weapon and expend a poisoner's kit. The weapon gains the following properties for 1 minute:
On a hit, the weapon deals an extra 1d6 poison damage to the target.
The target of the hit must succeed on a Constitution saving throw against your poisoner's kit DC or be poisoned for 1 minute.
You can use this feature a number of times equal to your proficiency bonus (minimum of once). You regain all expended uses when you finish a long rest.
Knightly Tactics: At 3rd level, you learn how to use your tactics to your advantage. As a bonus action, you can choose one creature within 30 feet of you. Until the end of your turn, that creature has disadvantage on attack rolls against targets other than you.
You can use this feature a number of times equal to your proficiency bonus (minimum of once). You regain all expended uses when you finish a long rest.
Knightly Challenge: At 6th level, you learn how to challenge your foes to a duel. As an action, you can choose one creature within 30 feet of you. The creature must accept your challenge or be charmed by you for 1 minute. While charmed in this way, the creature must use their action to attack you on their turn.
You can use this feature a number of times equal to your proficiency bonus (minimum of once). You regain all expended uses when you finish a long rest.
Knightly Commander: At 10th level, you learn how to command your allies on the battlefield. As a bonus action, you can choose a number of creatures within 30 feet of you up to your proficiency bonus (minimum of one). The chosen creatures gain advantage on attack rolls and saving throws for 1 minute.
You can use this feature a number of times equal to your proficiency bonus (minimum of once). You regain all expended uses when you finish a long rest.
Knightly Aura: At 14th level, you learn how to project an aura of courage and determination to those around you. Any creature within 30 feet of you gains resistance to all damage while you are conscious.
Knightly Champion: At 20th level, you become a champion of the people. You gain the following benefits:
Your knightly rage lasts for an unlimited amount of time.
You can use your knightly challenge and knightly commander features a number of times equal to your proficiency bonus + 1.
You have advantage on all saving throws.
PHB References:
Knightly Training: PHB 144
Knightly Rage: PHB 48
Poisonous Imbue: PHB 151
Knightly Tactics: PHB 74
Knightly Challenge: PHB 73
Knightly Commander: PHB 74
Knightly Aura: PHB 72
Knightly Champion: PHB 72
Level 14 ability is stronger than level 20…
level 20 the infinite duration is unbalanced.
theres no mention anywhere of why this class naturally has a faster speed.
level 6 ability needs to state stipulations for duel to work. For example as it’s stated you can challenge a non-sentient rock and it just accepts a duel with you. Needs to state that thing needs to understand your speech or not, what happens if it’s immune to charm or not. And what the save is.
outside of those. Have fun. Seems interesting.
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