You are a member of the company of knights sworn to the protection, defense, and eminence of the realm. You serve the kingdom faithfully and fully, willing to give your blood for your cause or your comrades-in-arms without thought or hesitation. This class is designed to be chosen by multiple players in a group (including all players) functioning as a troop of soldiers, or more accurately a cavalry of knights. Like members of the Round Table, you function best as a unit.
Magical weapons you may encounter during the campaign will not be useful to your character since your initial weapon cannot be discarded, but magical armor or other implements (rings, belts, pendants, and so on) will have the usual effect.
As a Knight of the Crimson Heart, you serve the realm. The realm is any kingdom or seat of power of your choosing within the campaign, or as designed by the Dungeon Master. Crimson Knights may be played by a single player within a company, but the class is designed to be played by multiple players to work as a military unit, perhaps to enforce the law, perhaps to infiltrate an opposing realm, or as a juggernaut of elite soldiers to rid the world of the enemies of the realm. You may also have allegiance to a god or gods according to your alignment, but your primary allegiance is to the realm. Crimson Knights are unique in some respects, but are remarkable because they are both melee fighters and magic users.
Your magic is attuned to your weapon, as are you, and both your magical abilities and your weapon’s power will increase with every passing day, leading to those times when your powers swell anew. But, the loss of your weapon may be catastrophic. Crimson Knights choose their primary weapon (any metal bladed martial melee weapon such as a longsword, great axe, or scimitar) and their pillar of the seven schools of magic (abjuration, conjuration, divination, enchantment, evocation, necromancy, or transmutation) upon setting foot on their chosen path. Any alteration of either of these choices will have detrimental effects to their ongoing advancement.
Public Mod Note
(firehawk2324):
Moved from Dungeon Master's Guild
A thoughtful reader alerted me to a mistake in the hit point calculations and I corrected that in the updated .pdf file. I also fixed some typos and incorrect info, and clarified some of the class features.
Crimson Knights choose their primary weapon (any metal bladed martial melee weapon such as a longsword, great axe, or scimitar) and their pillar of the seven schools of magic (abjuration, conjuration, divination, enchantment, evocation, necromancy, or transmutation) upon setting foot on their chosen path. Any alteration of either of these choices will have detrimental effects to their ongoing advancement.
No illusions?
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"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Weirdly or curiously, when I introduced this class with some friends to do a little campaign testing, no one picked Illusion as their magic class. When I asked why they said they felt it was "too defensive" or "too passive" and if they were playing a knight, they felt compelled to pick the other classes. (Shrug) So I left it out. Easy to include it in your campaign if you wanted to, or swap Necromancy for Illusion. Incidentally, the spellbooks for the knight combine all spells regardless of class, but by school. Spells are remixed into 5 levels instead of 9.
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I made a free downloadable class to try out, if you're of a mind to try new things:
https://www.dmsguild.com/product/212933/Knight-of-the-Crimson-Heart
You are a member of the company of knights sworn to the protection, defense, and eminence of the realm. You serve the kingdom faithfully and fully, willing to give your blood for your cause or your comrades-in-arms without thought or hesitation. This class is designed to be chosen by multiple players in a group (including all players) functioning as a troop of soldiers, or more accurately a cavalry of knights. Like members of the Round Table, you function best as a unit.
Magical weapons you may encounter during the campaign will not be useful to your character since your initial weapon cannot be discarded, but magical armor or other implements (rings, belts, pendants, and so on) will have the usual effect.
As a Knight of the Crimson Heart, you serve the realm. The realm is any kingdom or seat of power of your choosing within the campaign, or as designed by the Dungeon Master. Crimson Knights may be played by a single player within a company, but the class is designed to be played by multiple players to work as a military unit, perhaps to enforce the law, perhaps to infiltrate an opposing realm, or as a juggernaut of elite soldiers to rid the world of the enemies of the realm. You may also have allegiance to a god or gods according to your alignment, but your primary allegiance is to the realm. Crimson Knights are unique in some respects, but are remarkable because they are both melee fighters and magic users.
Your magic is attuned to your weapon, as are you, and both your magical abilities and your weapon’s power will increase with every passing day, leading to those times when your powers swell anew. But, the loss of your weapon may be catastrophic. Crimson Knights choose their primary weapon (any metal bladed martial melee weapon such as a longsword, great axe, or scimitar) and their pillar of the seven schools of magic (abjuration, conjuration, divination, enchantment, evocation, necromancy, or transmutation) upon setting foot on their chosen path. Any alteration of either of these choices will have detrimental effects to their ongoing advancement.
A thoughtful reader alerted me to a mistake in the hit point calculations and I corrected that in the updated .pdf file. I also fixed some typos and incorrect info, and clarified some of the class features.
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
Weirdly or curiously, when I introduced this class with some friends to do a little campaign testing, no one picked Illusion as their magic class. When I asked why they said they felt it was "too defensive" or "too passive" and if they were playing a knight, they felt compelled to pick the other classes. (Shrug) So I left it out. Easy to include it in your campaign if you wanted to, or swap Necromancy for Illusion. Incidentally, the spellbooks for the knight combine all spells regardless of class, but by school. Spells are remixed into 5 levels instead of 9.