Base Class: Fighter
Fighter Subclass: Order of Silence
“Magic is as beautiful as it is perilous. We do not fear it — but we do not trust it, either. That is why we stand between the mage and the world, and sometimes… between the mage and themselves.”
— Felidae the Silent, First Watcher of the Order
The Silent Oath
The Order of Silence is a secretive martial brotherhood sworn to the stillness between sound. Its origins lie in the aftermath of a great calamity, when a conclave of mages unleashed a catastrophe that silenced an entire valley. Amidst the devastation, a handful of survivors realized that silence itself was a shield against unchecked power.
From that revelation grew an oath: to guard those who wield great magic — and, if need be, to strike them down should their power consume them. Since then, the Order of Silence has bound itself to spellcasters of extraordinary potential. Each knight is assigned a ward: a mage, sorcerer, or seer whose gifts could alter nations. The knight stands as both protector and warden, guardian and executioner.
To outsiders, the order appears as loyal retainers or bodyguards. But those who know its truth understand: the oath of silence is not a vow of obedience, but of vigilance.
Knights of Stillness
Silent Knights are trained in deep cloisters, where their initiation begins with a vow of restraint. For days, they meditate in utter silence, learning to hear the world’s resonance — the hum of tension, the echo of intent. In this stillness, they discover the strength to resist temptation, the clarity to act without hesitation, and the resonance to wield thunderous backlash when silence is broken.
A knight’s Silent Beacon is more than a battlefield tool: it is the outward sign of their bond to their ward. Within its radius, spells falter, voices fail, and the knight becomes the still point in the chaos of battle.
Order of Silence Features
| Fighter Level | Feature |
|---|---|
| 3rd | Beacon of Silence, Quiet Nobility |
| 7th | Heroic Intercession |
| 10th | Bastion of Stillness |
| 15th | Crashing Quiet |
| 18th | Eternal Resonance |
The Mage’s Shadow
For every knight of silence, their assigned ward is both charge and burden. Some knights grow close to their mages, becoming confidants and stalwart companions. Others remain distant, grimly aware that their hand may one day deliver the final blow.
This duality — guardian and executioner — defines the Order’s philosophy. Magic is a gift, but it is also a danger. If their ward falls into corruption, silence is the last mercy they can give. Felidae, the First Watcher, embodied this truth when he slew his own master after the mage sought dominion through forbidden spells. His sorrow forged the oath that binds every Silent Knight since.
Roleplaying a Silent Knight
When you play a member of the Order of Silence, consider the nature of your bond with your ward:
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Protector or Watcher? Do you see your charge as a comrade to defend with your life, or a dangerous asset you’re sworn to monitor?
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Silent Companion. Are you stoic and wordless, letting silence speak for you, or do you temper stillness with measured wisdom?
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The Hidden Sword. How do you feel about the possibility that you may one day be forced to kill the one you are sworn to guard?
The Order of Silence is a martial path steeped in paradox. You are a fortress and a guillotine, a bastion of stillness and a storm waiting to break.
DM’s Note: The Order in Your World
The Order of Silence can be woven into any campaign where powerful magic exists. Kings and archmages alike may request their service — or fear it. Some view them as noble guardians, others as grim inquisitors who curb the freedom of mages.
Their presence creates natural story hooks:
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A Silent Knight assigned to protect (or monitor) a PC caster.
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A rogue Silent Knight hunting down a mage who fled their oversight.
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A schism within the order, as some knights grow too loyal to their wards, while others grow too zealous in seeking corruption.
Beacon of Silence
Beacon of Silence.
At 3rd level, you can cast Silence as an action without expending a spell slot.
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When you cast Silence, choose a number of allies within 20 feet of you upon using this feature equal to your Wisdom modifier (minimum 1). Each chosen ally immediately gains temporary hit points and benefits from either defensive or offensive stances while interacting with the Beacon (5 at 3rd level, 10 at 7th, 15 at 11th, 20 at 15th).
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Chosen allies’ movement is increased by half their speed when moving directly toward the center of the Silent beacon.
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Chosen allies are not deafened and may cast spells normally while inside the Silence.
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Your fighter always benefits from the aura effects, regardless of temporary hit points.
- This is a class feature that replicates the effects of silence, not a spell, therefore it cannot be dispelled or counter spelled
Stance Toggle (Once per turn, on your turn).
On your turn, you may toggle between Defensive and Offensive stances.
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Defensive Stance:
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Allies with temporary hit points gain an AC bonus equal to half your Wisdom modifier (rounded up) while within the silent beacons 20 ft radius. Toggling to Defensive can refresh temporary hit points for allies in the aura a number of times equal to half your wisdom modifier. If a chosen ally is not inside the silent beacon's radius when you switch stances, their temp hp does not refresh
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If no allies are present within the radius, you gain this AC bonus for yourself.
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Offensive Stance:
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Allies with temporary hit points trigger Thunder Echo at the end of their turn: 1d4 thunder damage to the creature hit per attack landed as long as the target is within the 20 ft radius of your beacon (These echoes trigger a number of times per turn up to half the fighters Wisdom modifier rounded up)
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Thunder echoes damage dice increases with level starting at 1d4 at level 3 and increasing to 1d6 at level 7, 1d8 at level 11, and 1d10 at level 15
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If no chosen allies use the thunder echo effect, you trigger Thunder Echo on your own attacks.
- if you are incapacitated you drop this effect immediately and must use another charge of this feature.
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Silence Repositioning (Bonus action, Once Per Turn).
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You can move the Silent beacon up to 60 feet in any direction, as long as it remains within 60 feet of you.
Quiet Nobility
Starting at 3rd level, your discipline and tact allow you to excel in social situations. Whenever you make a Charisma (Persuasion) check, you gain a bonus to the check equal to your Wisdom modifier.
Your oath also causes you to gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).
Heroic Intercession
7th-level Order of silence feature
You gain the benefits of the Interception Fighting Style, even if you do not normally have access to it. This feature does not require a shield to function.
When a creature makes an attack roll targeting an ally, you can use your reaction to move up to half your speed in a straight line toward either the attacking enemy or the ally, without provoking opportunity attacks.
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Targeting an ally. If you move adjacent to the ally, you may use Interception as normal to reduce the damage of the triggering attack.
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Targeting an enemy. If you move adjacent to the enemy, you may immediately deal damage equal to the Interception roll (1d10 + your Wisdom modifier) to that enemy. In addition, this automatically triggers one instance of Thunder Echo from your Silent Beacon against that enemy.
- This ability stacks with the protection fighting style if you have it, imposing disadvantage on the attacking enemy in offensive cases as well.
- you may only use this reaction in response to an ally getting attacked.
You can use this feature a number of times equal to your Wisdom modifier (minimum 1). You regain all expended uses after a long or short rest.
Bastion of Stillness
Bastion of Stillness
At 10th level, you gain a bonus equal to half your wisdom modifier to all mental saving throws (INT/CHA/WIS) while inside the radius of your silent beacon, friendly creatures you target with your silent beacon upon use also gain this bonus as long as they are inside the silent beacon radius
Crashing Quiet
15th-level Order of Silence feature
When you manifest your Silent Beacon, it erupts with destructive force before settling into stillness.
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Initial Crash. When you cast your Silent Beacon, each creature of your choice within its radius must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier). On a failed save, a creature takes 5d8 thunder damage, or half as much on a success. This damage increases to 7d8 at 17th level.
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Aura of Silence or Thunder
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Crashing Aura. Your Beacon thrums with violent resonance. On a bonus action, instead of moving your aura, you can make it crash with the thundering resonance. All creatures in the Beacon’s radius take 2d8 thunder damage (Constitution save for half). Increases to 3d8 at level 17
- Allies chosen by the initial use of beacon of silence are immune to the damage used by this feature.
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Eternal Resonance
18th-level Order of Silence feature
Beacon Mastery. The radius of your Silent Beacon increases to 30 feet. In addition, allies you chose when activating the Beacon are always considered within its aura, even if they move outside the radius, until the Beacon ends.
Resonant Retribution. When you or a chosen ally within the Beacon take damage from an attack, the attacker immediately suffers Thunder Echo as though it were struck by a successful attack roll. This can only occur once per creature per turn.
Endless Stillness. Your Silent Beacon can no longer be ended early by any effect. You can now maintain it indefinitely until you choose to dismiss it or are incapacitated.







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