Base Class: Fighter
A Knight Errant is one who has broken away from the world of their upbringing, in order to go off on their own, to test themselves, and to seek a call to adventure, at least, that is the draw of the archetype for most. More often referred to as “hedge knights”, they are so named because most of their worldly wealth is in their arms and armor, and they generally must sleep outdoors, often under a hedge. Contrary to landed knights, Knight Errants own no land, and often travel in search of employment, rather than adventure. They will attend tourneys to earn money and display their prowess in hopes of being hired and making a name for themselves. Knight Errants often join the hosts of lords and the royal processions of kings. Although they strive to be chivalrous and true knights, Knight Errants are often mistrusted and considered disreputable. The term “hedge knight” is considered especially disparaging.
Squiring
Your training as a squire grants you proficiency with your choice of one of the following skills: History, Medicine, Nature, or Survival. You also gain proficiency with one type of artisan’s tools of your choice.
History
You gain proficiency in History
Medicine
You gain proficiency in Medicine
Nature
You gain proficiency in Nature
Survival
You gain proficiency in Survival
Fighting Technique
At 3rd level, your formal training has allowed you to refine your technical skill with armor and weaponry into a proper technique. Select one of the following Fighting Techniques to represent your style and specialty. You learn a second technique at 8th level, and a third technique at 14th level.
Counterblow
While wielding a one or two-handed melee weapon, when an enemy hits you with a melee attack, you may use your reaction to make an attack roll with advantage against that enemy.
Deflect
While wielding a shield or wearing heavy armor, you may use your reaction to attempt to actively block or turn an enemy’s attack away from you. When an enemy makes an attack roll against you, make an attack roll using your strength or dexterity modifier plus your proficiency bonus. If the total of your attack roll is greater than the enemy’s, then the attack does not hit you.
Flanking Strike
While you and an ally are both within melee range, on opposite sides of a target, you may use your bonus action to allow both you and your ally to make a weapon attack against the target. Doing so requires your ally to use their reaction. If your ally has already used a reaction for the round, or chooses not to make an attack, then your attack is made at disadvantage.
Half-Draw
While wielding a ranged weapon that has the ammunition or the thrown property, you may use your bonus action to quickly fire a shot at half-draw or from the hip. You do not need to take the attack action to perform this bonus action. The normal range for the weapon is halved for this attack, and it may not be made at long range.
Half-Sword
While wielding a two-handed melee weapon, you may use your bonus action to place your main-hand either on the blade of your weapon, or further up on the pole or shaft. Doing so allows you more control over your next strike, and grants you advantage on your next attack roll on the current turn.
Pommel Strike
While wielding a melee weapon, you may use your bonus action to strike a target within range with the hilt or pommel of your weapon. You do not need to take the attack action to perform this bonus action.
Your pommel deals 1d6 plus your strength or dexterity modifier bludgeoning damage. If you are wielding your weapon in one hand, your dexterity modifier is used. If you are wielding your weapon in two hands, then your strength modifier is used.
Additional modifiers to your weapon’s attack and damage rolls (from magic items or your improvement slots) also apply to the attack and damage roll of Pommel Strike.
Shield Bash
While wielding a shield, you may use your bonus action to bash a target with the flat of your shield, or strike a target with the edge of your shield. The target must be within 5 ft. of you. You do not need to take the attack action to perform this bonus action.
Your shield deals 1d8 plus your strength or dexterity modifier bludgeoning damage. If you are bashing with the flat of your shield, your strength modifier is used. If you are striking with the edge of your shield, your dexterity modifier is used.
Additional modifiers to your shield (from magic items or your improvement slots) also apply to the attack and damage roll of Shield Bash.
Self-Sufficient
Your time on the road has taught you how to maintain and improve your own equipment, without the use of a forge or specific tools. At 7th level, you have one improvement slot which can be used to improve one non-magical weapon, shield, or armor by +1. An improvement slot represents not only an increase in the effectiveness of an item, but also the time you dedicate to regularly maintaining that item.
With an open improvement slot, you may spend a long rest assigning it to either a weapon, shield, or armor. After finishing the long rest, the chosen item gains +1. You may spend a long rest reassigning an assigned improvement slot to a different item, in which case the previously improved item loses the +1 that was granted to it by the slot. If you give someone else one of your improved items, the item will lose any improvements that have been assigned to it after a long rest, and those slots will become open again. An item needs to stay in your possession in order for you to maintain its improved quality.
At 12th level, you gain a second improvement slot and the ability to improve magic items. If you improve a non-magical item, it remains non-magical. Likewise if you improve a magic item, it continues to be a magic item. At 17th level you gain a third improvement slot. With additional improvement slots, you may choose to further improve the same item, or you may choose to improve additional items. You may not improve a single item beyond +3, and you may only assign one improvement slot per long rest.
Tactician
At 10th level, your experience in battle has granted you an increased mental fortitude. You gain proficiency in your choice of either intelligence, wisdom, or charisma saving throws.
Additionally, your knowledge of the arms and armor of battle also grants you advantage on intelligence-based skill checks relating to armor, weaponry, combat tactics, and war.
Charisma
You gain proficiency with Charisma saving throws
Intelligence
You gain proficiency with Intelligence saving throws
Wisdom
You gain proficiency with Wisdom saving throws
Well-Traveled
At 15th level, you can not only reliably survive in the wild, but also help others to do so as well. You have a good memory for maps, geography, terrain, and you cannot become lost except by magical means. Additionally, you are able to find food, fresh water, and shelter for yourself plus a number of companions up to your intelligence modifier, provided that the land offers the necessary resources.
Technique Mastery
At 18th level, your technical skill with your weapons and equipment allows you to fight more efficiently and with perfect form. Once per round, you may expend a use of this feature to take an additional bonus action on your turn. You may use this feature a number up to three times per long rest.
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Posted Oct 9, 2025I feel like this is well-rounded, well-thought out, and with a good touch of both history and practicality. Unlike 'organization' knights (such as Knight Bannerettes and the classic Knight of Whomever), this almost has a mercenary appeal of someone who is going to be at least Good/Neutral alignment (but hey, we can have Thug-Knight of That Dude Owes You Money for hire, too!) without having to stick to a bunch of strict rules. Like a Paladin with moral flexability.