5.8 KiB
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| Campaign Builder: Castles and Crowns |
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The word summons images of warriors wearing plate armor and charging on horses, meeting a challenge on the field of honor with their weapon held high. Fighters who choose the path of the knight are elite warriors who are expected to adhere to their chivalric code on the battlefield and in the halls of court alike. Knights pledge themselves to their monarch, their kingdom, or their feudal lord. This oath is the core of knighthood, and many knights believe it is the source of their prowess and skill.
| Knight Progression | |
|---|---|
| Fighter Level | Features |
| 3rd | Bonus Proficiency, Renown |
| 7th | Commander’s Precept |
| 11th | Daunting Prowess |
| 15th | Unstoppable Strikes |
Oath of Service and Code of Honor
Two aspects guide a knight: their oath of service and their code of honor. Knights swear oaths of loyalty to kings, nobles, or moral guidelines, binding them to serve and defend. They faithfully follow the orders of their liege as long as such orders don’t violate their code of honor. These oaths of service are not a lifetime bond, for death, betrayal, and the changing tides of fate can convince a knight to relinquish their oath, which would typically be done in public, in front of witnesses.
Above your oath of service, as a knight, you follow a personal code of honor, a set of guidelines you strive never to break. Among the community of knights is an old saying, “The more numerous the code, the more honorable the knight.” To determine your code, roll 1d6 and consult the Knight’s Code of Honor table or work with your GM to create your own.
| Knight’s Code of Honor | |
|---|---|
| d6 | Precept |
| 1 | Be ever loyal to the one to whom you give your oath. |
| 2 | Defend the honor of others. |
| 3 | Hold your word as an unbreakable bond. |
| 4 | Let honor always guide your actions. |
| 5 | Let no slight go unanswered. |
| 6 | Protect the weak against those who would prey upon them. |
Bonus Proficiency
3rd-Level Knight Feature
You gain proficiency in two of the following skills of your choice: Deception, History, Insight, Intimidation, Persuasion.
Renown
3rd-Level Knight Feature
Your notoriety provides you some benefits in combat and when interacting socially, represented by Renown dice. You have a number of Renown dice equal to your PB and regain all expended Renown dice when you finish a short or long rest. At the GM’s discretion, you can temporarily gain or lose a Renown die by upholding or violating your code of honor.
As a bonus action, you can choose a creature within 30 feet of you and expend one or more Renown dice to cause one of the following effects:
- Challenge. When you attack the target of your challenge, you can roll any number of your Renown dice and add the result to the attack roll.
- Proclaim. You regale the target with tales of your past honors and accomplishments as part of a WIS (Insight) or CHA (Deception, Intimidation, Performance, or Persuasion) check. The target must have an INT of 5 (−3) or higher and must share a language with you. When you do so, you can roll any number of your Renown dice and add the result to the check.
Your Renown die changes when you reach certain levels in this class. The die becomes a d6 at 5th level, a d8 at 10th level, a d10 at 15th level, and a d12 at 20th level. In addition, at 10th level, the range of this feature increases to 60 feet.
Commander’s Precept
7th-Level Knight Feature
You inspire your companions to greatness, and they embolden you with their companionship. You gain additional Renown dice equal to your CHA modifier (minimum of 1), but these additional Renown dice can be spent only to aid friendly creatures.
As a bonus action, you can call out to a number of friendly creatures (up to your PB) within 30 feet that you can see and that can hear you, expending one Renown die for each target. Each target can use a reaction to roll the Renown die and gain one of the following benefits of the target’s choice:
- Bolster. The target gains a bonus to its AC, equal to the roll of the Renown die, until the end of its next turn.
- Maneuver. The target moves up to a number of feet equal to 5 × the roll of the Renown die without provoking opportunity attacks.
- Rally. If the target is charmed or frightened, it immediately repeats the save to end the effect, gaining a bonus on the save equal to the roll of the Renown die. Otherwise, the target gains temporary hit points equal to twice the roll of the Renown die.
When you reach 12th level in this class, this feature’s range increases to 60 feet.
Daunting Prowess
11th-Level Knight Feature
Foes become demoralized at your prowess in battle and in court. When you reduce a target of the challenge effect of your Renown feature to 0 HP, each creature of your choice within 15 feet of you has disadvantage on attack rolls until the start of your next turn. When you use the proclaim effect of your Renown feature and roll a 20 on the d20 roll, each creature of your choice within 15 feet of you has disadvantage on WIS (Insight) and CHA (Deception, Intimidation, Performance, and Persuasion) checks until the start of your next turn. Creatures that are immune to being frightened are immune to this effect.
Unstoppable Strikes
15th-Level Knight Feature
To fell the greatest foes, you channel all your skill and fortitude into a series of devastating strikes. As a bonus action, expend any number of your Renown dice and roll them. Until the start of your next turn, you gain a bonus to all your attack rolls equal to the number of dice you rolled, and each successful hit gains a bonus to damage equal to the result of those dice. Once you use this feature, you can’t use it again until you finish a long rest.