521977-Knight Class
521977-Knight Class
Character Class
by Christopher Wortham
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all
other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses
are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork
contained herein is prohibited without the express written permission of Wizards of the Coast.
©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The
Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
Not for resale. Permission granted to print or photocopy this document for personal use only.
Knight Honorable Combat
Knights learn the art of combat with re-
A human in plate armor riding into battle straint. A knight must follow a code of hon-
mounted on a horse, with a lance in one or, and fights with honor in combat to gain
hand and a shield in the other against an op- honor and respect. Knights never strike an
ponent who is similarly armed. Trained unarmed foe, nor will they attack a foe that
from youth as a warrior, to face dangers is unable to defend themselves in battle.
head on and with bravery. The lances im- Knights always fight with honor, and are
pact shields, and the foe is knocked off his specialized in honorable challenges at arms.
horse to the ground with a resounding noise A knight may choose whether to specialize
of armor impacting dirt. in the use of sword and shield or some other
A dwarven knight standing beside an combination of weapons and armor. A
ally, shielding them from a goblin attack,
knight is usually trained in the art of joust-
knocking the blow aside with his shield. His
companion, an elven mage who was trying to ing, though this may not always be the case.
cast a spell at the goblins. The two stand Knights usually follow the tenet that their
side-by-side, the only thing between the vil- honor is their life and strive to serve as ex-
lagers and the goblins intent on hurting the emplars of honor in everything they do.
villagers and taking their livelihood.
A warrior clad in chain mail, leading a charge Chivalry
into battle against a horde of orcs marching A knight always acts in accordance with the
upon a castle. Her words inspiring courage strictest tenets of honor and follows a per-
in the dark of night to her warriors. Her sonal code of chivalry. Knights act with
commands guiding the blows of her allies to caution and care not to harm those who
stop the tide of bloodthirsty orcs. cannot defend themselves, nor do they
All of these warriors are knights. A strike a foe unprepared. Honorable combat
knight is more than just a mere warrior, but a
is the only form of combat known to a
vessel of courage surrounded by armor of
chivalry and honor. Whether they are selling knight, even when it is to the knight’s per-
their services to lords in a mercenary knight- sonal detriment. Knights are dedicated to
hood roaming the realm or dedicated serv- the cause of chivalry, and their order. As
ants of a castle, knights all share a sense of trained soldiers, they are taught to bring
honor and dignity. Most are nobles, raised honor to themselves, their families, and their
to follow in the footsteps of their fathers or order or kingdom.
mothers who were knights before them. An adventuring knight often uses
Others are fortunate souls who were taken their training on their adventures across the
on as squires to service in the knight’s order world, bringing honor and renown to the
at a young age. Bonds of kinship with ad- knightly order that trained them, as well as
venturers or other knights are a common safety to those in need. A knight is driven
motivating factor for a knight. The knight by a sense of duty to protect those who can-
stands strong in the face of threats to allies not protect themselves and to fight against
and the knight’s order. those who threaten innocent people.
Not for resale. Permission granted to print or photocopy this document for personal use only.
The Knight
Proficiency
Level Bonus Features
1st +2 Knight’s Challenge (one use), Combat Challenge (d6), Code of Chivalry
2nd +2 Bravery, Parry (d8)
3rd +2 Knight Archetype
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Knight’s Challenge (two uses), Test of Mettle
7th +3 Combat Challenge (d8), Leadership (d4), Parry (d10)
8th +3 Ability Score Improvement
9th +4 Knight Archetype feature
10th +4 Daunting Challenge
11th +4 Extra Attack (2)
12th +4 Ability Score Improvement, Leadership (d6)
13th +5 Knight’s Challenge (three uses)
14th +5 Combat Challenge (d10)
15th +5 Knight Archetype feature, Parry (d12)
16th +5 Ability Score Improvement
17th +6 Loyalty Beyond Death, Leadership (d8)
18th +6 Knight Archetype feature
19th +6 Ability Score Improvement
20th +6 Grand Master of Chivalry and Virtue
Not for resale. Permission granted to print or photocopy this document for personal use only.
instructor who trained you so well that their
order recognized you as a knight. Knights Proficiencies
are never self-taught, someone had to men- Armor: Light Armor, Medium Armor,
tor you in the ways of chivalry and honora- Heavy Armor, Shields
ble combat. Hours of practice in jousting Weapons: Simple Weapons, Martial Weap-
and battle training under a master knight are ons
just part of a knight’s life through the squire Tools: None
stage, along with proper handling and care
for one’s personal mount. Consider your Saving Throws: Constitution, Charisma
personal history and family in part of your Skills: Choose two from Animal Handling,
knighthood. Does being a knight bring hon- Athletics, History, Intimidation, Perception,
or to your family? Are your weapons and Persuasion
armor inherited as heirlooms, or did you ac-
quire them by some other means? Your Equipment
equipment is among your most important You start with the following equipment, in
and prized possessions, and you understand addition to the equipment granting by your
that these items may be all that separate you background:
from death on the battlefield and bringing
honor to your name and family. Is the order • (a) scale mail and a lance, or (b) chain
that trained you still around or have they dis- mail
appeared at the hands of a foe? • riding horse, riding saddle, bit and bri-
dle, 3 days feed
Quick Build • (a) shield and martial melee weapon or
You can make a knight quickly by following (b) two martial melee weapons
these suggestions. First, Charisma should be • shortbow, quiver with 20 arrows, and an
your highest ability score, followed by explorer’s pack
Strength or Constitution. Second choose the
noble background. A knight who chooses equipment with start-
ing money gains the same starting money as
Class Features a fighter.
As a knight, you gain the following class fea-
tures.
Hit Points
Hit Dice: 1d12 per knight level
Hit Points at 1st Level: 12 + your Consti-
tution modifier
Hit Points at Higher Levels: 1d12 (or 7) +
your Constitution modifier per knight level
after 1st
Not for resale. Permission granted to print or photocopy this document for personal use only.
tion of the DM. As a bonus action, the
Code of Chivalry
knight steps forward and challenges a foe
All knights follow a code of personal honor,
using one of their challenge options. Once
which focuses on edicts of fair play. A
the knight has issued a challenge, they must
knight character must follow and adhere to
finish a short or long rest to do so again.
the code of chivalry that follows:
The challenge lasts for one minute,
• A knight may not gain, nor give, a flank-
unless a challenge ability states otherwise. A
ing bonus to allies, the knight fight’s with
foe may only be affected by a knight’s chal-
honor.
lenge once per day. If a challenge ability
• A knight never strikes a surprised foe,
calls for a saving throw to resist its effects,
the knight allows a foe to be ready to
the DC for a knight’s challenge is equal to 8
receive the attack.
+ your Proficiency bonus + your Charisma
• A knight may not deal lethal damage to a
modifier.
foe who is incapable of defending them-
Beginning at level 6, the knight may
selves. Knockouts are not a violation of
use this ability twice between rests. At 13th
this edict.
level, the knight may use this ability three
A knight who violates this code loses the
times between rests. You may expend addi-
ability to issue challenges for one full day. In
tional uses of the challenge ability to extend
addition, the knight’s attack rolls and saving
a challenge’s durations once you reach an
throws are made at disadvantage for 24
appropriate level.
hours following the breaking of the code.
If the knight is incapacitated
Betrayal of the code of chivalry undermines (magically or dropped to 0 hit points) during
a knight’s confidence and honor, the very this challenge, the blow to the knight’s ego
things that propel a knight forward. inflicts disadvantage to the knight’s attack
rolls until the knight engages in another
challenge to win back the honor lost. Inter-
Knight’s Challenge ference from a foe that wasn’t challenge
The knight’s dauntless fighting spirit invokes does not inflict this penalty on a knight, only
awe in the knight’s allies and fear in the honor lost through a fair challenge counts.
hearts of weak enemies. In battle, the Furthermore, if the knight is incapacitated,
knight’s force of personality is used to chal- all issued challenges immediately end.
lenge his enemies. To challenge an enemy,
the foe must have an Intelligence of 5 or Combat Challenge
higher and speak or understand at least one This challenge is issued against a single op-
language. Body language alone can convey ponent. While in a combat challenge, the
the intention of this challenge, at the discre- knight’s attacks deal an additional d6 dam-
tion of the DM. As a general rule of thumb, age. If your target is incapacitated or flees
creatures such as oozes cannot be chal- combat, you may select a new target for the
lenged. Some aberrations may be too alien challenge.
of mind to accept a challenge, at the discre-
Not for resale. Permission granted to print or photocopy this document for personal use only.
At 7th level, this challenge’s damage Order to which a knight may join and may
die increases to a d8. At 10th level, the have higher standards of honor. Archetypes
knight’s attacks add the knight’s Charisma also provide class features that a knight may
modifier to the damage roll of attacks made gain at appropriate levels. A selection of
as part of the Combat Challenge. This abil-
knight archetypes is provided following this
ity permanently upgrades the Combat Chal-
section.
lenge ability. At 14th level, the challenge’s
damage die increases to a d10. Each archetype provides additional
features at 9th, 15th, and 18th level.
Bravery
Beginning at 2nd level, the knight has ad-
Ability Score Increase
vantage on saving throws against being When you reach 4th level, and again at 8th,
frightened. 12th, 16th, and 19th level, you can increase
one ability score of your choices by 2, or
you can increase two ability scores of your
Parry
choice by 1. As normal, you can’t increase
At 2nd level, when the knight is struck by a an ability score above 20 using this feature.
melee weapon or spell attack, the knight may
spend his or her reaction to reduce the dam-
age of the attack by 1d8 + your Constitution
Extra Attack
modifier hit points. The knight must be Beginning at 4th level, you can attack twice,
wielding a melee weapon and must be able instead of once, whenever you take the At-
to see the attack to parry it. The knight may tack action on your turn.
use this ability a number of times equal to 3 The number of attacks increases to
three when you reach 11th level in this class.
+ your Constitution modifier (minimum of 2
times). Once you have used your allotment
of Parries, you must finish a short or long Test of Mettle
rest to regain them. Starting at 6th level, the knight may issue a
Starting at 7th level, you increase challenge to every foe within a 100-foot ra-
your parry die increases to a d10, and at 15th dius. Enemies that understand the knight or
level your parry die increases to a d12. the knight’s body language, who meet the
requirements for the knight’s challenge must
Knight Archetype make a Charisma saving throw against your
At 3rd level, you choose an archetype that challenge DC. On a failure, the creature
you strive to emulate when it comes to the must target the knight with their attacks in
knight’s code of honor and must work to preference to other targets, even with spells.
follow the code of the archetype chosen. If Any creature who fails this saving
the archetype has additional tenets of chival- throw that targets a foe other than the
ry, you must add those tenets to the list you knight with an attack or spell has disad-
gained at 1st level. Archetypes represent the vantage on the attack roll or spell attack roll.
If the creature uses an area effect spell, the
Not for resale. Permission granted to print or photocopy this document for personal use only.
spell’s target(s) have advantage on the saving Combat Challenge against a single foe of
throw to resist the effects of the spell. your choice that passes their saving throw,
If anyone but the knight attacks a as such a foe is not cowardly nor weak. If
challenged foe during this time, the test of that foe falls in battle, you may choose a dif-
ferent foe to target with Combat Challenge,
mettle immediately ends for the affected tar-
but it must be one that passed the saving
get and the target may act normally.
throw when the challenge was issued.
Daunting Challenge
At 10th level, the knight may issue a chal-
lenge to all foes within a 60-foot-radius,
weeding out the weak from the strong. All
creatures who can hear the knight must
make a Wisdom saving throw. On a failed
save, the foe gains the frightened condition.
Frightened creatures must attempt to flee the
area; those who stay cannot willingly attack
the knight unless the knight attacks them
first. The knight gains the benefits of the
Not for resale. Permission granted to print or photocopy this document for personal use only.
Knightly Archetypes action. If this attack hits, you may either
Honor and Chivalry are the strength a knight push the target back 5 feet or deal an
draws their courage from. Archetypes repre- amount of damage equal to 1d4 + your
sent specific orders of knights that a knight Strength modifier.
character may join, gaining additional bene-
fits at 3rd, 9th, 15th, and 18th level. Defend Ally
At 9th level, as a reaction, you may move to
Order of the Cerulean Rose block an attack aimed at an ally who is with-
Knights of the Cerulean Rose value honesty in 5 feet of you. You must be able to see
in all things. the attack to defend your ally in this way. If
the attack roll overcomes your AC, you take
Additional Edicts of Chivalry the damage instead of your ally. You may
A knight of the Cerulean Rose may never perform this reaction once you know an ally
use lies or deception to achieve their goals. has been struck by an attack. This ability
• You may never tell a lie.
cannot be used against effects that do not
• You may not be proficient in the Decep-
require an attack roll to hit the target. You
tion skill, if you are, that proficiency is must not be incapacitated to defend an ally
lost upon joining the order. You may from an attack.
replace it at the discretion of the DM. At 15th level, your ability to defend
• If you ever use the Deception skill, you
an ally improves and you may use this ability
do so at Disadvantage. to defend an ally against all attacks targeting
that ally for the round. In addition, you gain
Bonus Proficiency resistance against bludgeoning, piercing, and
You are proficient in the use of the slashing damage from attacks targeting you
Persuasion skill. or the ally you defend until the start of your
next turn when you use this ability. This
Bulwark of Defense benefit is immediately lost if the ally moves
Beginning at 3rd level, the spaces around you away from you.
in a 5-foot-radius are treated as difficult ter-
rain. In addition, your Armor Class im- Impetuous Leadership
proves by 1 whenever you are wearing heavy At 18th level, your leadership is a shining
armor. beacon of honor and reliability. Your Lead-
Starting at 9th level, the spaces ership allows you to grant two allies a leader-
around you within reach of your weapon are ship die, instead of just one.
treated as difficult terrain
Shield Bash
At 3rd level, your proficiency with shields is
unparalleled. When wielding a shield, you
may make an additional attack as a bonus
Not for resale. Permission granted to print or photocopy this document for personal use only.
Order of the Silver Helm Insulting Challenge
Beginning at 3rd level when you choose this
Knights of the Silver Helm espouse the mer- Order, the knight may throw down the
its of courage, honor and virtue. They are gauntlet in an insulting challenge. The na-
recognizable by the silver helmets the don, ture of the insult against the target’s honor is
each with a long tassel of silver and violet up to you to decide but should be a direct
hair that emerges from the top of the helmet. attack on the target’s personal honor.
Knights of the Silver Helm master the art of Choose a target within 60 feet that can see
appealing to a foes sense of honor, even go- and hear you. If the target understands your
ing as far as viciously mocking a foe’s honor words or body language, the target must
in front of allies to call them out in battle. make an Intelligence saving throw against
your Challenge DC. If the target fails the
Additional Edicts of Chivalry saving throw, they must accept the challenge
A knight of the Silver Helm may never back on the terms you set. If the target passes
down from an insult or challenge. the save, they may decline the challenge, but
• You must return an insult whenever a due to their honor being slighted, attacks
foe delivers an insult upon you. Failure made by the challenged foe against any tar-
to return an insult properly brings dis- get other than you are made at disadvantage
honor upon you, and that is something by the target. Any attack you make against
you cannot allow. the slighted foe gets a +2 bonus on the at-
• You may not turn down a challenge is- tack and damage roll.
sued by a foe, but you must negotiate in At 9th level, the bonus to the attack
the interest of fair play when a foe issues roll and damage roll increase to +3 and you
a challenge to you. may issue this challenge to two foes at the
same time, and at 15th level, the bonus in-
Bonus Proficiency creases to +4 and you may issue this chal-
The knight becomes proficient in Intimida- lenge against three foes at the same time.
tion checks. If you were already proficient
with Intimidation, then your proficiency bo- Demoralizing Insult
nus is doubled. You may now use a Charis- At 9th level, the knight of the order of the
ma (Intimidation) check to throw insults at silver helm may use their leadership ability
foes, to rile their anger. to target a foe with a demoralizing insult.
Choose one foe within 60 feet who can see
Countering Parry and hear you. If the target can understand
At 3rd level, whenever the knight uses a par- your language or body language, the foe
ry in response to an attack, the knight of the gains a demoralization die, which is the
order of the silver helm may make a single same as your Leadership die. When the foe
attack against the foe that triggers the parry rolls an attack roll or saving throw, within
as a counterattack. the next minute, the knight may force the
Not for resale. Permission granted to print or photocopy this document for personal use only.
enemy to use the demoralization die on that the young knight-to-be grows in strength
attack roll or save which is rolled and sub- and maturity as a warrior. Once a knight of
tracted from the foes total. You may only the Order of the Dragoon has completed
affect a single foe with a demoralization die this training, it is rare that they will wish to
at one time, and the die lasts for one minute wield any other weapon than a reach weap-
once activated. on in battle. Knights of the Order of the
Dragoon forgo the usual sword and shield
Sternguard’s Challenge training that many other knights embrace.
At 15th level, you may issue a challenge
through an attack roll. When a foe moves Additional Edicts of Chivalry
into your weapon’s reach to attack one of A knight of the Order of the Dragon must
your allies, you can spend your reaction to strive to be the best of the best in battle.
make an attack against that foe and expend Such knights take great pride in their affinity
one use of your knight’s challenge ability. If with reach weapons and their specialized
your attack hits, the foe must redirect their training. A knight of this order adds the
attack against you instead of your ally. If the following edicts of Chivalry:
foe attacks anyone else for the duration of • You may never hide from an enemy you
this challenge, the foe’s attacks are made at have challenged or whose challenge you
disadvantage. In addition, your AC is in- have accepted. You may not take the
creased by 2 for the duration of this chal- Hide action.
lenge. • You may not be proficient in the Stealth
skill, if you are, that proficiency is lost
Sternguard’s Resolve upon joining the order. You may re-
At 18th level, your personal resolve is abso- place it at the discretion of the DM.
lute. Whenever you make an attack roll, abil- Dragoons face their foes head on.
ity check or saving throw, you may spend
one use of this ability to gain advantage on Bonus Proficiency
the roll. You may use this ability up to two You gain proficiency in the History skill, if
times, after which you must finish a short or you didn’t have it already. In addition, when
long rest to regain the use of this ability. making an Intelligence (History) check re-
garding either Nobility or Royalty, your pro-
Order of the Dragoon ficiency bonus is doubled for these types of
checks. If you have proficiency in the His-
Knights of the Order of the Dragoon special tory skill, your proficiency bonus is doubled
in the use of reach weapons, including pole- for all Intelligence (History) checks you
arms, lances, and spears. From the time of make.
early squirehood, a knight of this order be-
gins training rigorously with the weapons
this order specializes in, starting with spears
Reach Weapon Expert
and working toward polearms and lances as Dragoons learn to set weapons to receive a
Not for resale. Permission granted to print or photocopy this document for personal use only.
charge for maximum efficiency in battle.
Beginning at 3rd level, the Knight may set a Dragoon’s Leadership
spear, lance, or polearm (Glaive, Halberd, or At 15th level, the Knight of the Order of the
Pike) to receive a charge. As a bonus action, Dragoon becomes a becomes a beacon of
choose a creature that you can see that is at inspiration. You may use your leadership
least 20 feet away from the knight. If that ability to grant up to two allies your leader-
creature moves within your weapon’s reach ship die. When the ally spends your leader-
on its next turn, you can make a melee weap- ship die, they may choose to sacrifice the die
on attack against the creature with your set to gain Advantage on the roll, but they must
weapon as a reaction. If the attack hits, the choose which benefit they gain before roll-
target takes damage as if you scored a Criti- ing either a d20 or your leadership die.
cal Hit. In addition, by virtue of this train-
ing, any spear you wield also has the reach Grand Master of Reach
special property. At 18th level, your mastery of reach weap-
ons reaches its peak. As a grand master of
Reach Weapon Mastery reach weapons, you may nominate up to
At 9th level, your ability to wield a reach three targets to set your weapon to receive a
weapon improves with experience in the charge against. You may make an attack
field. When your reactionary attack strikes against each of these targets if they enter
the chosen target, the target’s movement im- your weapon’s reach. In addition, if the at-
mediately ends. Treat this as if the target tack hits, you may roll one additional weap-
had used all of their movement for the turn. on damage die when determining the addi-
If the target was mounted, they are knocked tional damage dealt to the target.
off their mount, falling prone in the space
where the attack was made. You may now
nominate up to two targets to set your weap-
Knight Errant
on against and may make an attack against Knights errant are brave mercenary warriors
each one if they move within the reach of who wander the land, following no particu-
your weapon as a reaction. lar order but still upholding a code of chival-
In addition, the damage you deal ry wherever they go. Knights errant travel
with reach weapons improves as follows: If the land in search of adventure, to show off
the weapon deals a d6 damage, it deals a d8 their combat prowess and help those in
instead. If it deals a d8, the weapon’s dam- need wherever they travel. A knight errant
age die improves to a d10, if the weapon pays no kingdom fealty, holding only to the
deals a d10 damage, it now deals 1d12 dam- service of those who need them, or those
age, and if the weapon deals a d12 damage, it who pay them. These knights are often no-
now deals 2d6 damage. These improve- madic but provide their services to those in
ments also apply to the damage die of the need. If a kingdom is in need, the knight
versatile property. will likely expect payment for services ren-
dered.
Not for resale. Permission granted to print or photocopy this document for personal use only.
features of your choice:
Additional Edicts of Chivalry Battlefield Inspiration. You are
A knight errant helps people in distress and able to draw upon words of inspiration
provides their skills for a fee to those who you’ve heard from your knightly mentor or
can afford it. read in tomes in your travels. Choose one
• You may not ignore the pleas of those of ally within 30 feet, or yourself. The target of
lesser station than you. As a knight, you this ability may immediately spend up to ¼
must help those in need when you find of their total hit dice (rounded up), regaining
them. the amount of hit points rolled. You must
• You must be a beacon of hope and spend your Leadership ability to use this fea-
strength for all who see you, you are not ture.
allowed to be rude to the common folk. Fearsome Challenge. You issue a
knight’s challenge against all foes within 15
Champion of Valor feet of you. Each foe must pass a Wisdom
At 3rd level, you gain one of the following saving throw or lose their cool. Until the
features of your choice: challenge ends, each of the challenged foes
Heart of Valor. As a bonus action, who fails the saving throw grants advantage
you may extend your Bravery feature’s bene- to attacks against them, which lasts until
fit to an ally of your choice that is within 5 they hit you with an attack. The challenged
feet of you. That ally gains the full benefit of targets who failed their saves may attack a
your Bravery feature, until they leave your different target but do so at disadvantage
side or you choose a different ally to receive due to the outrage they feel toward the
this benefit. knight.
Lightning Reflexes. You become Shield Block. When an ally adja-
proficient in Dexterity saving throws. In cent to you is hit with a weapon attack that
addition, when making a Strength or Dexter- deals damage, you may use your reaction to
ity saving throw, you may make the roll with block the attack with your shield. This fea-
advantage. Once you use this ability, you ture works in the same way as your parry
must finish a short or long rest to use it ability, except that the ally struck by the at-
again. tack is granted the benefit instead. You
Mercenary Instincts. At the start must spend one use of your Parry ability
of a battle where you are surprised, you may when you perform this maneuver. You
spend a use of your Knight’s Challenge abil- must be wielding a shield to block the at-
ity immediately to end being surprised. If tack, and you must be able to see the attack.
you do so, you make your initiative roll with
advantage. Knight’s Heart
At 15th level, you gain one of the following
Crusader’s Mettle features of your choice:
At 9th level, you gain one of the following Armor of Conviction. When an
Not for resale. Permission granted to print or photocopy this document for personal use only.
attack reduces you to less than half your you resistance to bludgeoning, piercing, and
maximum hit points, you may draw upon slashing damage from non-magical sources
reserves of raw Conviction. Spend one use until the end of your next turn.
of your Knight’s Challenge ability, you gain Spirit of War. If you are under the
resistance to bludgeoning, piercing, and effect of a spell or ability that a successful
slashing damage from non-magical sources saving throw can end, you may make your
for 1 minute. saving throw with advantage.
Bolstering Stride. As a bonus ac-
tion, you may spend one use of your
Knight’s Challenge to increase your move- Multiclass Knights
ment speed by 10 feet and gain 2d8 + your A knight’s multiclass ability score require-
Constitution modifier temporary hit points. ments are a Constitution and Charisma
This speed increase lasts for 1 minute. The score of 13, both are essential to knight-
temporary hit points last for one minute or hood. In addition, a multiclass knight may
until you have taken enough damage to ne- not possess levels in Rogue, without DM
gate them. permission and careful consideration; a mul-
Devoted Knight. When you take ticlass Knight may not willingly use Sneak
Attack in battle, such underhanded tactics
the Dodge action, allies within 5 feet of you
expressly violate the Code of Chivalry a
gain a +2 bonus to AC until the start of your
knight follows.
next turn against attacks made against them.
Valor’s Hero
At 18th level, you gain one of the following
features of your choice:
Knight’s Valor. As a bonus action,
you may use reserves of personal valor to
spend up to ¼ of your total hit dice, regain-
ing the number of hit points rolled in heal-
ing. When you do so, you gain advantage on
your attack rolls and saving throws until the
start of your next turn. Once you use this
feature, you must finish a short or long rest
to use it again.
Relentless Knight. You gain one
additional use of Loyalty Beyond Death,
which you may use normally when the trig-
gering condition is met. You regain the use
of this ability normally. In addition to this
benefit, using Loyalty Beyond Death grants
Not for resale. Permission granted to print or photocopy this document for personal use only.