Knights specialise in the handling of all manner of weapons, from daggers to longswords, to hammers and bows, be it single-handed or double-handed, melee or ranged. A defining characteristic of those who train in this discipline is its emphasis on diverse combat tactics, being trained to bring their martial skills to bear in any situation.
As such, there are practitioners who marry sword with shield, seeking to defend their fellow companions. Others opt for a two-handed approach, choosing instead to focus entirely on stropng strikes. Still others prefer to handle attacks from afar, or even to combine their weapons with magick. Such is the versatility of Knights that such people are valued in the army and in the defense of towns and cities. Adventurers who pursue the art of the Knight become matchless in their combat and stamina.
Hit Dice | 1d10 per level |
---|---|
HP at Level 1 | 10 + CON modifier |
HP at higher levels | 1d10 (or 5) + CON modifier per level |
Armour | All armour, shields |
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Weapons | Simple weapons, martial weapons |
Tools | None |
Saving Throws | STR, CON |
Skills | Choose two from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Medicine, Perception, Survival |
Level | Proficiency Bonus | Abilities | Skills Known |
---|---|---|---|
1 | +2 | Fighting Style, Attack of Opportunity* | 1 |
2 | +2 | Action Surge (1) | 2 |
3 | +2 | Martial Maneuver | 3 |
4 | +2 | Ability Score Improvement, Martial Versatility | 4 |
5 | +3 | Extra Attack | 5 |
6 | +3 | Ability Score Improvement, Martial Versatility | 6 |
7 | +3 | Martial Maneuver | 7 |
8 | +3 | Ability Score Improvement, Martial Versatility | 8 |
9 | +4 | Improved Critical | 9 |
10 | +4 | Martial Maneuver | 10 |
11 | +4 | Extra Attack, Fighting Style (2) | 11 |
12 | +4 | Ability Score Improvement, Martial Versatility | 12 |
13 | +5 | - | 13 |
14 | +5 | Ability Score Improvement, Martial Versatility | 14 |
15 | +5 | Martial Maneuver | 15 |
16 | +5 | Ability Score Improvement, Martial Versatility | 16 |
17 | +6 | - | 17 |
18 | +6 | Action Surge (2) | 18 |
19 | +6 | Ability Score Improvement, Martial Versatility | 19 |
20 | +6 | Fighting Style Mastery | 20 |
You start with the following equipment, in addition to the equipment granted by your background:
Or, you could choose to start with 5d4 × 10 gp and purchase your equipment.
At Level 1, you adopt a particular style of fighting as your specialty. Choose one of the following options. At Level 11, you choose another style of fighting. You can't take a Fighting Style option more than once.
You gain a +2 bonus to attack rolls made using any type of ranged weapon.
You have blindsight with a range of 4m. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
While you are wearing armour, you gain a +1 bonus to AC.
When you are wielding a melee weapon in one hand and no other weapons (a shield does not count as a weapon), you gain a +2 bonus to damage rolls with that weapon.
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
When a creature you can see hits a target that is within 4m of you with an attack, you can use your reaction to move within 2m of the target if you aren't already, and reduce the damage the target takes by 1d10 + your Level + your proficiency bonus (to a minimum of 0 damage). You take half of the damage that you prevented (rounded down). You must be wielding a shield, or a simple or martial melee weapon to use this reaction.
When a creature you can see attacks a target other than you that is within 2m of you, you can use your reaction to impose disadvantage on the attack roll. If this reaction causes the creature to miss its attack, you can make an attack of opportunity against the attacker as part of the same reaction if you are within range. You must be wielding a shield.
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one. You can use two-weapon fighting even when your main-hand weapon is non-Light, provided that your off-hand weapon is a Dagger.
You are able to take advantage of any drop in guard of your enemies. You are able to use the Attack of Opportunity reaction below:
Reaction Trigger: A creature within your reach makes a ranged attack, leaves a square during its movement, or casts a spell with somatic (S) or material (M) components.
Effect: Make a melee weapon attack against the creature.
*Attack of Opportunity variant: You only get this feature if you are using this variant.
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.
Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 18th level, you can use it twice before a rest, but only once on the same turn.
At Levels 3, 7, 10, and 15, you can learn some techniques that you can employ in combat which show your martial prowess. See the Martial Maneuvers page.
At Levels 4, 6, 8, 12, 14, 16, and 19, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this skill.
You can forgo taking this feature to take a Feat of your choice instead.
Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a Fighting Style you know with another Fighting Style available to Knights, representing a shift in the focus of your martial practice.
At Level 5, you can attack twice, instead of once, whenever you take the Attack action on your turn. At Level 11, you can make three attacks instead.
At 9th Level, you have learned to take Advantage of openings in your enemy's guard, delivering a more critical blow. Your critical hit chance increases by 1.
At Level 20, you have mastered your particular styles of fighting. You gain the benefits below associated with your fighting style. If you have more than one fighting style, you gain this mastery for all of them.
Requires the Archery fighting style
Your arrows always sail true and deal maximum damage. Once per round when you make a ranged attack, you can choose to have your attack automatically hit and deal maximum damage. The target must be within the maximum range of your ranged attack and not be behind total cover. You can choose to use this ability even after you have made your attack roll, but before you know the result of the roll.
Requires the Blind Fighting fighting style
You have become an expert in sensing creatures around you without your vision. The radius of your Blindsight increases to 10m.
Requires the Defense fighting style
You have become a walking fortress. While you are wearing armour, your resistance stage to PIERCE, BLUNT and SLASH damage becomes at least Resist.
Requires the Duelling fighting style
You are as vicious as you are precise with your use of your attacks, inflicting excruciating, lingering wounds. Once per round, whenever you deal damage to a target with the weapon associated with your fighting style, the target takes additional damage at the end of its next turn equal to half the initial damage.
Requires the Great Weapon Fighting fighting style
The thunder in the distance is not from lighting, but the shockwave of your destructive assaults. Whenever you wield a weapon in two hands that has the two-handed or versatile property, you may roll the damage twice and take the best result. If any rolls are a 1 or 2, they are instead considered to be a 3.
Requires the Interception fighting style
Your courage and sacrifice to take the blow for your allies is inspiring, spurring them to greater heights. You no longer require your reaction to activate your interception ability. Furthermore, whenever you successfully reduce the damage to 0 using this ability, you can use your reaction to stagger your opponent and create an opening. The ally you protected is able to make one weapon attack against the attacker.
Requires the Protection fighting style
You become safety incarnate for those around you. You no longer require a reaction to activate your protection ability. In addition, when a creature you can see successfully attacks a target other than you that is within 2m of you, you can use your reaction to halve the damage dealt by the attack. You must be wielding a shield.
Requires the Two-Weapon Fighting fighting style
Your grace and speed wielding two weapons is simply unmatched. Whenever you attack with your off-hand weapon when using two weapon fighting, you can make two attacks instead of one.