Tuesday, April 21, 2015

The Knight : A new class for the 5th Edition D&D Game.

Knight

Resplendent upon horseback and fighting alongside his faithful retinue of troops, the knight rallies his forces to charge and lay waste to his enemy.  

Knights are noble warriors to were bred to wage war in the name of his noble house. Knights are trained to fight in heavy armor and are known to be able to withstand a punishing amount of damage.

Warriors and Nobles

Knights combine their combat training with that of battlefield tactics to conduct medieval warfare. Cavaliers train in battlefield tactics and lead a retinue of men to lay waste to enemy forces. Warlord are commanders who have specialized knowledge in the Art of War and employ various strategies to aid in the conquest of entire states.

Leaders and Commanders

Knights are also warriors who are accustomed to courtly politics. While certainly not as scheming or as savvy as a courtier, a knight can hold his own in political intrigues.

Quick Build
You can build a knight quickly by following these suggestions. First put your highest ability in Constitution, followed by Charisma. Second, choose the Noble background.

Class Features
As a knight, you gain the following class features.

Hit Points
Hit Dice: 1d12 per knight level
Hit Points at 1st level : 12 + your Constitution modifier
Hit points at Higher Levels: 1d12(or 7) + your Constitution modifier per knight level after 1st.

Proficiencies
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None

Saving Throws: Constitution, Charisma
Skills: Choose two from Animal Handling, Athletics, Persuasion, Insight, History, Religion

Equipment
You start with the following equipment, in addition to the equipment granted by your background:

  •  Lance, longsword and a martial melee weapon your choice.
  • A suit of medium armor
  • An explorer’s pack
Weapon of Choice
Choose a melee weapon. It becomes your weapon of choice.
When fighting with a lance, longsword, bastard sword, greatsword or your weapon of choice, you may substitute your Constitution modifier for your Strength modifier for attack and damage rolls.

Armor Training
You do not suffer a 10 feet movement penalty if you do not meet the Strength score to wear a heavy armor.

Stamina
Due to the superior training that he gets, the Knight has extraordinary fortitude which comes in the form of  a pool of Stamina Points, a combination of his pool of endurance and willpower. A knight has a pool size of level x 5 stamina points which function as temporary hit points but gets expended when a knight uses his powers. This pool of stamina points fully recharge after a long rest.

At higher levels, the Knight can expend his stamina to perform various battlefield manuevers.

Knight’s Charge
At 2nd level, at a cost of 5 Stamina points, a Knight can perform a Knight’s Charge as an action. The Knight performs a move followed by a melee weapon attack against an enemy. This attack is performed at an advantage if the Knight moves at least 20 feet this turn  before connecting with the enemy.  On a hit, the damage of this attack is increased by one weapon dice.

House Armor
Also at 2nd level, your house commissions a set of full plate for you free of charge if you do not have already own a set of full plate armor.

Knightly Role
At 3rd level, you choose an area of specialization. Choose the role of the Cavalier or the Warlord. Your choice grants you features at 3rd level, 7th level, 11th level and 15th level.

Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability acores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Combat Training
Beginning at 5th level, your weapon attacks inflicts an additional die of damage.

Expert Parry
Also beginning at 5th level, after witnessing an opponent’s attack roll against you, you may perform a reaction to raise your AC by your Charisma modifier until the beginning of your next turn.

Courtly Diplomacy
At 6th level, your training grants you an advantage when making any Persuasion checks when dealing with courtly matters.  You also gain advantage on History checks to obtain information on heraldric symbols and important noble families in your campaign.

Staunch Guardian
At 9th level, when an enemy adjacent to you attacks anyone other than yourself or another opponent with the Knight’s Defence power, the attack is made at a disadvantage. You also may no longer be bullrushed or shoved by an opponent in combat.

Advanced Combat Training
Beginning at 10th level, your weapon attacks inflicts another additional die of damage.

Resilient Bulwark
At 13th level, when making a saving throw, you may expend 10 points of stamina and perform a reaction to make the roll with advantage. Even if you fail this saving throw, the effects of a failure will only begin to affect you one round later.

Defender’s Vigilance
At 14th level, when an opponent performs a melee attack against an adjacent ally, you may spend 5 stamina points to use a reaction to perform a melee attack against that opponent.

Triumph of the Will
At 17th level, you recover all your stamina when you have a short rest. You may not do this again until you have completed a long rest.

Brutal Strike
At 18th level, after you hit an opponent, you may expend 15 stamina turn this into a Critical Hit.

Flower of Chivalry
At 20th level, you may spend a bonus action to recover all your stamina points. You may not do this again until you have a long rest. You also gain +4 to your Constitution which is capped at 24.

Way of the Cavalier

Cavaliers are powerful knights who fight from horseback. The path of the Cavalier grants the services of a Destrier and at higher levels, allows the Cavalier to gain the services of a Squire and a squad of Men-At-Arms.

House Destrier
At 3rd level, you gain a Warhorse companion. Add your proficiency bonus to the warhorse’s AC, attack rolls, and damage rolls, as well as any saving throw and skills it is proficient in. It’s hit points maximum equals its normal maximum or four times your knight level, whichever is higher.

The warhorse obeys your commands as best as it can. It takes its turn on your intiative, although it does’nt take an action unless you command it to. On your turn, you can verbally command the warhorse to take the Attack, Dash, Disengage, Dodge or Help Action. When you have the Combat Training and Advanced Combat Training powers, an attack from your warhorse gains the additional die as described by those powers.

When your warhorse dies, you may requisition for a replacement from your noble house before the next adventure.

Squire
At 7th level, you gain the services of a Squire, a 1st level knight created using the standard character creation rules. Your squire has the same alignment as you and acts independently in a combat round as if he is controlled by you. He gains a level whever you gain a level.

If you squire dies, you may obtain a replacement from your house during campaign downtime.

Mounted Attack
At 11th level, you may use a bonus action to verbally give commands to your warhorse. This allows you to attack simultaneously with your warhorse.

Men at Arms
At 15th level, you gain the services of a squad of men-at-arms, a retinue of men of similar alignment who obey your orders without question. You may design your retinue from Appendix B of the Moster Manual. Your retinue’s combined CR must be equal or less than 4. A commoner counts asa CR of 1/16 for the purposes of this exercise.

If you men-at-arms die, you may obtain a replacement force from your house during campaign downtime.

Way of the Warlord

Warlords are powerful tactitians who study exclusively the arts of war. A warlord has the power to inspire the party into greater heights and ensure that the party as a whole is greater than the sum of its parts.

All of the warlord’s powers target his fellow party members or allies. Bonuses do not apply to himself.

Battlefield Assistance
At 3rd level, you gain the ability to aid your party members better. As a reaction, you may spend 5 stamina to grant the following assistance to party member :

Exploit Weakness : Target party member gains advantage on an attack roll.
Advanced Warning : Grant 5 temporary hit points to your ally when an opponent does damage to him in combat.
Trip the enemy : Target an enemy who has just been hit by an ally. Enemy falls prone unless can make a saving throw against 8 + your Proficiency Bonus + your Intelligence Modifier.

Battlefield Orders
At 7th level, you gain the ability to coordinate your party to fight better. As a bonus action, you may spend 5 stamina to grant to all allies within 5 feet for each knight level that you have,  a bonus of your choice, for a number of rounds equal to your Charisma modifier. You have the following choices of bonuses to grant to your allies :

Decisive Strike : +1 to attack rolls and +2 to weapon damage rolls.
Hold the Line : +1 to AC and saving throws.
Outflank : +1d6 damage when you ally attacks with advantage against an enemy.
Unorthodox Tactics : You grant the use of a combat feat that you have to all party members for the duration of this order.

Complex Manuevers
At 11th level, you may use a bonus action and 10 stamina points to provide a significant tactical advantage to your party.

Critical Strike : Target an enemy. The next ally which hits the enemy performs a critical hit.
Amplify Weakness : Target an enemy. Enemy loses all resistance to slashing, bludgeoning and piercing attacks  until the beginning of your next turn. All attacks against the enemy does 5 additional points of damage.
Incapacitate enemy : Target an enemy. The next ally which hits the enemy stuns the enemy for one round unless he can make a saving throw against 8 + your Proficiency Bonus + your Intelligence Modifier.

War mastery
At 15th level, you gain complete mastery over the battlefield. You make take an additional number of reactions between your turns equal to either your Intelligence or Charisma modifier.

You may also perform the following bonus actions at the cost of 15 stamina points.

Winds of Battle : Target an ally. He takes an attack action immediately, resolving any multiple attacks which he might have.

Fortunes of Battle : Target an ally. Either the next attack against him automatically misses or he automatically passes the next saving throw.