Base Class: Ranger
Knights are known for their endeavors and chivalry, protecting the land and the peasantry from bandits, monsters and ruffians alike. A knight errant is a roving member of this band, travelling the land in search of exploits of grandeur and heroics. As a knight errant, you have taken it upon yourself to rove the hills, plains, mountains and forests of your homeland and beyond in search of grande adventure, chivalrous opportunity, and perhaps even the kiss of a fair maiden… if one may be so lucky. This breed of ranger is unlike the typical survivalist or hunter: while you are trained well by both upbringing and experience to know your way around the wildnerness and other environs, you have also mastered the chivalrous arts, including martial prowess, equestrian sports and chivalry of the highest degree.
Knight of the Round Table
Your knightly training has brought you greater understanding of the battlefield than most. You can take a second Fighting Style feat, in addition to that granted by the Ranger class.
Level 3: Oath of Chivalry
You gain Proficiency in the Persuasion skill. If you are already Proficient, you instead gain Expertise. Additionally, you can learn one language of your choice.
Level 3: Wandering Warrior
Your experience in combat against numerous and varied foes has taught you several unorthodox maneuvers, which you can deploy in battle. When you make an attack roll, you can use one of the following abilities once per turn, which you must declare before the attack is made. You can use this feature a number of times equal to your Proficiency Bonus per short rest, and you do not expend uses of this ability if the target of the attack is under the effects of your Hunter’s Mark spell.
- Shove of Chivalry. On a hit, the target must make a Strength saving throw. On a failure, it is pushed back 5ft. and has the Prone condition.
- Hit and Run. Regardless of the attack’s success, you ignore attacks of opportunity from the target until the end of this turn.
- Keen Eye. You gain a bonus to the attack roll equal to your Wisdom modifier. If the target is wearing heavy armor, you also have advantage on the attack roll.
Level 7: Master at Arms
You can stow one weapon which you are wielding as a bonus action, and draw a new weapon as part of the same bonus action. You cannot use this feature to draw or stow weapons which have the Heavy property.
Level 7: Swift Archer
If you have drawn a Ranged weapon this turn, you have advantage on your first attack roll with that weapon until the start of your next turn.
Level 7: Skilled Equestrian
You can mount or dismount a horse or other similar creature which is friendly to you as a bonus action, and your mounts gain 10ft. of movement while you are mounted. If you move 20ft. or greature while mounted and make a melee weapon attack, that attack deals two additional damage die of the weapon’s damage on a hit.
Level 11: Knightly Experience
Your wandering has brought you yet more experience. When you complete a short or long rest, you can choose one of the following benefits. This effect lasts until you change it over another short or long rest.
- Knight of Flowers. You can cast Charm Person once, without expending a spell slot. Once you cast this spell in this way, you cannot do so again until you complete a short rest. You have advantage on all Charisma (Persuasion, Intimidation and Performance) checks.
- Tourney Champion. Your weapon attacks deal additional damage equal to your Wisdom modifier, and you deal a critical hit on a roll of 19 or 20.
- Green Knight. You can cast Pass without Trace once, without expending a spell slot. Once you cast this spell in this way, you cannot do so again until you complete a short rest. You have Advantage on all Wisdom (Nature, Survival, Perception) checks. If you roll lower than a 10 on a skill check for one of these skills, you can treat the roll as a 10.
Green Knight
You can cast Pass without Trace once, without expending a spell slot. Once you cast this spell in this way, you cannot do so again until you complete a short rest. You have Advantage on all Wisdom (Nature, Survival, Perception) checks. If you roll lower than a 10 on a skill check for one of these skills, you can treat the roll as a 10.
Knight of Flowers
You can cast Charm Person once, without expending a spell slot. Once you cast this spell in this way, you cannot do so again until you complete a short rest. You have advantage on all Charisma (Persuasion, Intimidation and Performance) checks.
Tourney Champion
Your weapon attacks deal additional damage equal to your Wisdom modifier, and you deal a critical hit on a roll of 19 or 20.
Level 15: Order of Chivalry
When you cast a Ranger spell that targets yourself, you can target up to 3 other creatures within 10 ft. If this spell requires concentration, your concentration on this spell cannot be broken by taking damage.
Previous Versions
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