Gallant v4.0
Typically the younger sons and daughters of noble families and wealthy landowners, gallants are proud, skilled melee combatants who fight in the name of honor and renown. Relying on more than a strong sword arm and a stout suit of armor to defeat their foes, gallants use tactical knowledge, leadership, and discipline to control the battlefield in ways that others cannot match.
PERSONAL HONOR
The concept of heroic deeds and honor is of great importance to most gallants, both as a reflection of their fighting prowess and as a measure of their renown across the land. The stories that arise from a gallant’s deeds are just as important to them as the deeds themselves. A righteous gallant hopes that stories of their deeds encourage others while those gallants of a more selfish nature use their fame to intimidate and frighten. A gallant’s motivation ranges from a simple wish to uphold the cause of their liege and win personal glory to simply winning acclaim across the land to increase their own personal power.
Many gallants adopt personal codes of combat that focus on fair play: A victory achieved through pure skill is more difficult, and hence wins more glory, than one achieved through trickery or guile. Typical examples of a gallant’s code of honor include never attacking a foe from behind or their blind side, never striking a surprised opponent, refusing combat with a helpless foe, and even staying their hand when confronted by members of the opposite sex.
Violating the Code of Honor
Violation of a gallant’s personal or militant order code can have punitive effects ranging from a loss of honor, loss of one use of your challenge feature for the day to being dismissed from their order -- per the GMs discretion. A betrayal of the code of conduct undermines the foundation of confidence and honor that drives a gallant forward.
While holding to their view of honor, chivalry, and pursuit of glory, a gallant will not force their views on others. A gallant might chide a rogue for sneaking around a battlefield, but will recognize (and perhaps even feel a bit smug about) the reality that not everyone is fit to follow the gallant’s path.
FAMILY HEIRLOOM
For a gallant, equipment is there both to keep them alive, and to serve as an important status symbol. Passed down through generations from one head of the family to the next, the family heirloom reminds you of where you hail from and about the responsibilities that weight on your shoulders.
These items aren't crafted to be more effective or sturdier than their lesser versions, but to make the importance of the wearer obvious with but a single look. It is not important what kind of item the heirloom is, but how expensive it was to produce it (especially when compared to those of competing rival families).
Consider working with your dungeon master to create one or more heirlooms that your character will carry. These objects should tie you to the family or order you hail from and be of significant importance to your character. Think about how your character feels about these heirlooms and what they would do if they were to lose them.
Alternately, you can roll on the following table to determine your heirloom.
HEIRLOOM
| d6 | Item |
|---|---|
| 1 | A circlet gifted to your family by a legendary king, emperor, or hero. |
| 2 | A great cloak fashioned from the hides of rare and fearsome beasts. |
| 3 | A weapon with a storied history forged by master smiths and decorated by the finest jewelers. |
| 4 | An embroidered leather pouch, carrying within a token for every ancestor that owned it before you. |
| 5 | A journal stamped with your family motto and containing the personal memoirs of your family. |
| 6 | A chain whose links are crafted from the melted down heirlooms of families yours has brought to ruin. |
PERSONAL AMBITION
Few gallants have a good reason to go out adventuring. It is a dangerous business and rarely worth sacrificing the life of one of nobility for, yet here we are. Some lords have lost their earthly possessions and are out to reclaim them, while others might already think of themselves as a mighty lord even though their income is somewhere slightly above the poverty line.
Beyond finding a treasure or two, why is your lord character out in the world slaying monsters? What is the true end goal of your lord's ride into the unknown? Or is just leaving your house and defying your father's will reason enough?
AMBITION
| d6 | Goal |
|---|---|
| 1 | Legend says one of your ancestors once slew a mighty dragon. Folks don't believe it anymore, so you're out to do it again. |
| 2 | Your father was a fool and gambled away both your money and your estate. Now you are trying to regain it in the quickest way possible. |
| 3 | Being rich is nice and all, but why be a noble when you could be a king? |
| 4 | You seek true love and to find it you must travel whilst concealing your wealth. |
| 5 | Your sibling has fallen ill with an illness even the most expensive doctors and clerics cannot cure. You seek a fabled cure-it-all. |
| 6 | Your idiot older sibling lost the family heirloom while on an expedition. You will reclaim it at all cost. |
HERALDRY
Gallants often must move in the closed circles of high society where it is important than to be known and recognized. A gallant's chosen personal heraldry serves this purpose as well as serving as a symbol of the gallant's bravery on the field of battle.
Some gallants prefer to keep subtle reminders of their heraldry on a gauntlet or the inside of their cloak, while others prefer to have it draped over every chair in their estate and hanging from the highest towers in the realm.
A gallant's chosen heraldry is always very personal and often tied to their family history. Examples of heraldry could include the following:
- A mighty tower on a green field, representing the watchful guard your family keeps over their lands.
- A flaming sword, reminding everyone of the warring ways of your ancestors.
- A sack of gold in a ring of gold, for those that are wealthy and want everyone to know it.
- A white feather, representing the way of peace and prosperity your family has chosen.
- A white lion on a black field, displaying both your nobility and ferocity.
- A stack of books, representing the wisdom your family seeks.
Gallant Advancement
Gallant
| Level | Proficiency Bonus | Challenges | Challenge Bonus | Features |
|---|---|---|---|---|
| 1st | +2 | 2 | +1 | Battle Inspiration (d4), Challenge, Noble Character |
| 2nd | +2 | 2 | Fighting Style, Honor | |
| 3rd | +2 | 2 | Militant Order, Militant Order Feature | |
| 4th | +2 | 2 | Ability Score Improvement, Heroic Deed | |
| 5th | +3 | 2 | +2 | Noble Heraldry, Tactical Acumen |
| 6th | +3 | 2 | Exhortation | |
| 7th | +3 | 2 | Militant Order Feature | |
| 8th | +3 | 2 | Ability Score Improvement | |
| 9th | +4 | 4 | +3 | Daring Charge, Battle Inspiration (d6) |
| 10th | +4 | 4 | Command Respect | |
| 11th | +4 | 4 | Militant Order Feature | |
| 12th | +4 | 4 | Ability Score Improvement | |
| 13th | +5 | 4 | +4 | Undaunted Challenge, Battle Inspiration (d8) |
| 14th | +5 | 4 | Sortie | |
| 15th | +5 | 4 | Militant Order Feature | |
| 16th | +5 | 6 | Ability Score Improvement | |
| 17th | +6 | 6 | +5 | Glory, Sacrifice Honor |
| 18th | +6 | 6 | Battle Inspiration (d12) | |
| 19th | +6 | 6 | Ability Score Improvement | |
| 20th | +6 | 8 | Valiant Stand |
Class Features
As a Gallant, you gain the following class features.
Hit Points
- Hit Dice: 1d8 per Gallant level
- Hit Points at 1st Level: 8 + your Constitution modifier
- Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Gallant level after 1st
Proficiencies
- Armor: All armor, shields
- Weapons: Simple weapons, martial weapons
- Tools: None
- Saving Throws: Constitution, special (See Noble Character feature)
- Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, Performance, Persuasion, and Religion.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) chain mail or (b) ring mail, light crossbow, and 20 bolts
- (a) a single martial weapon and a shield or (b) two martial weapons
- (a) a diplomat's pack or (b) an explorer's pack
- (a) a heavy reach weapon
Saving Throw DCs
As a Gallant, unless otherwise noted, the saving throw difficulty check (DC) for your class features and special abilities is as follows:
Save DC = 8 + your proficiency bonus + your Intelligence or Charisma modifier (depending on your Noble Character) or your current Honor (whichever is higher)
BATTLE INSPIRATION
Your very presence and actions can inspire others, helping them to achieve heroic deeds. As a bonus action on your turn you can inspire any allies of your choice within 30 feet who can hear you. These creatures gain one Battle Inspiration die, a d4. To be inspired, the target must be of normal Intelligence.
Once within the next 10 minutes, the inspired creature can roll the die and add the number to a single attack roll, damage roll, or combat related ability check (e.g. grapple, overrun). The creature can wait until after it rolls the d20 before deciding to use the Battle Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Battle Inspiration die is rolled, it is lost.
You can spend any number of your available Battle Inspiration die on your turn, but a creature can have only a single Battle Inspiration die at a time.
You cannot be affected by your own battle inspiration.
BATTLE INSPIRATION DICE
You have four Battle Inspiration dice, which are d4s. A die is expended when it is used. You regain all of your expended dice when you finish a short or long rest.
You gain another die at 10th level and one more at 15th level.
Your Battle Inspiration die changes when you reach certain levels in this class. The die becomes a d6 at 9th level, a d8 at 13th level, and a d12 at 17th level.
CHALLENGE
You have learned the art of drawing others into battle, focusing their attention on you. As a bonus action, you can attempt to compel a creature to attack you. The selected foe must be within 60 feet, able to see and hear you, and have an Intelligence greater than 3. The target can attempt a Wisdom saving throw to resist your challenge.
On a failed save, the creature is enraged by you, required to answer your challenge. For the duration of combat, it has disadvantage on attack rolls against creatures other than you, and generally attempts to engage you in combat. The target of this challenge does not recklessly attack you, but rather fights you in a way suited to its fighting style.
This effect ends if you attack any other creature besides the creature you challenged and lasts for 1 minute or until the target is killed, rendered unconscious, or chooses to flee the battle. The challenge ends early if you are knocked unconscious or you choose to end the challenge on your turn as a bonus action.
While engaged in a challenge, when you make a melee weapon attack against the target of your challenge, you gain a bonus to your damage equal to your challenge bonus as shown on the Challenge Bonus column of the Gallant table.
You may make a number of challenges as indicated by the Challenges column of the Gallant table. Expended uses of the challenge feature are restored after completing a long rest.
NOBLE CHARACTER
Gallants fall into one of two camps depending upon their approach to life and battle. You can choose to be well schooled in the arts of war, entering battle with reasoned tactics and living a life of intellect and study. You gain proficiency with Intelligence saving throws.
Alternately, you can choose to act your passions and intuitions, a champion of romantic gallantry. You gain proficiency with Charisma saving throws.
Once you have made this selection, it cannot be changed.
FIGHTING STYLE
Beginning at 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
GALLANT ARMOR MASTER
You are adept at using your armor to mitigate damage. When you take piercing, slashing or bludgeoning damage while wearing heavy armor, you may use your reaction to ignore 1d4 points of damage.
GALLANT SWORD MASTER
While you are wielding a sword in one hand, when you roll a 1 or 2 on a damage die for an attack you make, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.
GALLANT FOOT LANCER
If a weapon has both the two-handed and reach properties, you can reduce the damage die size by one and ignore the two-handed property. For example, the damage die of a pike would change from a d10 to a d8.
GALLANT HEROIC STRIKE
When wielding a melee weapon that has the two-handed property or a versatile weapon in two hands, you add 1/2 your Charisma modifier to your damage rolls in addition to your Strength modifier.
GALLANT SHIELD MASTER
You can use your reaction to give a single ally within 5 feet of you 1/2 cover against a single attack or effect. You must make this decision before the results of the attack are known and be wielding a shield.
GALLANT BRAVADO
While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Charisma modifier. You can use a shield and still gain this benefit.
HONOR
Starting at 2nd level, you follow a code of personal honor, treating combat as a way to bolster your reputation and the glory of your name. Your starting honor is equal to 12 + your proficiency bonus. This value can increase (or decrease) temporarily depending on your actions but always resets to this base value after completing a long rest.
Once per short rest, you may substitute your Honor value in place of a saving throw or attribute check roll. You must decide before the DM says whether the roll succeeds or fails.
Gaining Honor (Optional)
When combat is initiated, you learn certain information about the foes you are about to face. The DM identifies the creature with the highest CR and if the creature is your equal, superior, or inferior in regard to one of the following characteristics of your choice:
- Strength score
- Dexterity score
- Constitution Score
- Armor Class
- Current hit points
If you solely direct your attacks against this foe, you gain one point of Honor if the enemy is defeated due to damage you inflict (killed, rendered unconscious, or flees from the battle). If this foe is also the subject of your Challenge feature, you instead gain two points of Honor.
MILITANT ORDER
Starting at 3rd level, you swear an oath to a militant order that most closely matches your ideals and values. The oath is the fundamental part of what separates you from the common soldiers and fighters and grants features at 3rd level and again at 7th level, 11th level, and 15th levels.
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 scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
HEROIC DEEDS
Starting at 4th level, you learn three heroic deeds of your choice, which are special combat actions fueled by reactions. Heroic deeds are detailed under the “Heroic Deeds” section below.
Many deeds enhance an attack in some way. Deeds may only be used during combat. You may only use a single deed when utilizing the attack action but are otherwise limited only by your number of reactions in how many deeds you may do during a round.
You learn one additional deed of your choice at 7th level, 11th level, and 15th level. Each time you learn a new deed, you can also replace one deed you know with a different one.
NOBLE HERALDRY
You can use the personal symbol of your renown -- whether a banner, surcoat, or emblazoned shield -- to project an aura of calm and command. When you reach 5th level, you can use your action to allow all allies within 30 feet to immediately attempt an additional saving throw to resist the effects of any charm, fear, or grapple conditions.
You can use this feature twice between long rests starting at 9th level, three times at 13th level, and four times between long rests starting at 17th level.
TACTICAL ACUMEN
A deep understanding of tactics has given you a masterful control of the battlefield, augmenting your own options and ability to evaluate and counter your opponent’s moves. Beginning at 5th level, you can take two reactions per round. The number of reactions you can take increases to three when you reach 11th level in this class, and to four when you reach 20th level in this class.
EXHORTATION
With inspirational banter, you are able to restore flagging morale and tired bodies. Starting at 6th level, up to four allies within 10 feet of you increase their Hit Dice by one step (for example, a d6 becomes a d8) when used during a short rest. Increased Hit Die can only be used to restore Hit Points.
At 18th level, you increase the number of Hit Die regained by up to four allies during a long rest by two. Hit Die gained in this manner cannot exceed a character’s maximum Hit Die.
DARING CHARGE
You strive to always be at the forefront of the battle lines, both to garner fame and to shield your allies. At 9th level, when you use the Dash action and move at least 30 feet towards a known foe, you can make a single attack at the end of the movement as part of the action. You roll one additional weapon damage die when determining the damage and the attack scores a critical hit on a roll of 19 or 20.
COMMAND RESPECT
At 10th level, you can use your influence to receive special treatment, favors, and other services. You receive the equivalent of 150 gp plus 10 gp per class level to spend on services and non-material goods. This pool replenishes at the beginning of every week.
Services and nonmaterial goods available include:
- Payment for lodgings, stabling, taxes, and tolls
- Improved lifestyle quality
- Hiring of entertainers, messengers, mounts, servants, transport, workers, and so on
- Obtaining invitations to exclusive events, or entry into privileged locations.
- Purchase of spellcasting services
- Employing an expert hireling
You cannot permanently gain goods or wealth from this feature; boons attainable from this feature are generally only available in larger settlements. The exact benefits available in a location are subject to DM discretion.
UNDAUNTED CHALLENGE
Starting at 13th level, your prowess is greatly increased against the target of your challenge. While you have a challenge in effect, you are immune to the fear and charm conditions and have advantage on saving throws to resist spells and effects that originate from your challenged foe.
SORTIE
When you reach 14th level, you can use your action to display your personal symbol, inspiring and emboldening your allies to more quickly reach their objective. Any ally within 30 feet that can see or hear you can use their reaction to immediately move a number of feet up to their maximum base speed. This movement is subject to opportunity attacks as per normal.
You must complete a long rest before you can use this feature again.
GLORY
Your leadership and ability to command and inspire is at its pinnacle. At 17th level, when using your Battle Inspiration feature, the range increases to 60 feet and the creature may attempt any roll with advantage. If rolling with advantage, two battle inspiration die are consumed.
SACRIFICE HONOR
When you reach 17th level, you learn how to sacrifice your personal honor to benefit your allies. If you have no remaining battle inspiration dice, as a bonus action on your turn, you can reduce your current Honor by two to gain a single battle inspiration die.
VALIANT STAND
Your desire to advance your renown or defend your order knows no bounds. At 20th level, while you have an active challenge in play, if you are reduced to 0 or fewer hit points by an effect that otherwise leaves your body intact, you can immediately expend one use of your challenge feature as a reaction to instead drop to 1 Hit Point. Each time you use this feature, you also gain one Honor.
HEROICS DEEDS
The deeds are presented in alphabetical order and placed in tiers depending on how many reactions are required to activate the deed.
1 REACTION
DEFLECT ATTACK
When another creature damages you or an ally that is within 5 feet of you with a melee attack, you can use your reaction to deflect the attack. Roll a melee attack. If your roll is higher than the attacking roll, the attack does no damage. You must decide to use this feature before the results of the attack roll are known.
DISARMING ATTACK
When you hit a creature with a weapon attack, you can use a reaction to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. The target must attempt a Strength or Dexterity saving throw. Large targets or creatures wielding a weapon two-handed have advantage on this check. On a failure, the target drops the object you choose. The object lands at its feet.
EVASIVE FOOTWORK
When you move, you can use a reaction to add your challenge bonus to your AC until you stop moving.
INTIMIDATING STRIKE
When you hit a creature with a weapon attack, you can use a reaction to attempt to demoralize the target. The target must make a Wisdom saving throw or suffer disadvantage on ability checks until the start of its next turn.
LUNGING ATTACK
When you make a melee weapon attack on your turn or an opportunity attack, you can expend a reaction to increase your reach for that attack by 5 feet. If you hit, you add your challenge bonus to the attack's damage.
STAY DEATH
You can use a reaction to bolster the ability of one of your companions to resist death. When you do so, choose a friendly creature who is within 5 feet of you and dying. That creature gains advantage on their next death check.
STRATEGIC AWARENESS
After initiative has determined, at the end of any turn you may use a reaction to reroll your initiative. You must accept the new roll which becomes your new initiative.
STRIKE BACK
When a creature misses you with a melee attack, you can use your reaction to make a melee weapon attack against that creature.
WARNING SHOUT
When an ally that can see and hear you is attacked, you may use your reaction and expend one Battle Inspiration die and increase their AC by the amount rolled against that attack.
2 REACTIONS
ADVANCEMENT
You can use two reactions to move up to 1/2 your base speed towards a creature. The selected creature must have made an attack against your or an ally.
DISTRACTING STRIKE
When you hit a creature with a weapon attack, you can expend two reactions to distract the creature, giving your allies an opening. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.
DOUBLE STRIKE
You make a quick, second attack against a foe that you're fighting. Anytime you're fighting a creature and use the attack action, you may expend two reactions to make a second melee attack against that same creature.
FEINTING ATTACK
When making a melee attack, you can expend two reactions to attempt a feint. Choose one creature within 5 feet of you as your target. The target must succeed on an Intelligence saving throw or you have advantage on your next attack roll against that creature.
HONORABLE MIGHT
When you make a Strength check or saving throw, you may expend you two reactions to bolster the effort and gain advantage on the check. You must make the decision to use honorable might before you know the result.
NOBLE SPLENDOR
When you make a Charisma check or saving throw, you may expend you two reactions to bolster the effort and gain advantage on the check. You must make the decision to use honorable might before you know the result.
PRECISION ATTACK
When you make a weapon attack roll against a creature, you can use two reactions to carefully place your blow. You add your challenge bonus to the attack roll. You must use this before making the attack roll.
SWEEPING ATTACK
When you hit a creature with a melee weapon attack, you can use two reactions to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would also hit the second creature, it takes damage equal to half the damage done to the first creature. The damage is of the same type dealt by the original attack.
THREATENING GUARD
You are ready to strike any foe that moves nearby. You can use two reactions to make a 10-foot radius around you difficult terrain.
3 REACTIONS
MANEUVERING ATTACK
When you hit a creature with a weapon attack, you can expend three reactions to maneuver one of your comrades into a more advantageous position. You choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.
MENACING ATTACK
When you hit a creature with a weapon attack, you can expend three reactions to attempt to frighten the target. The target must make a Wisdom saving throw or be frightened until the start of its next turn.
TACTICAL STRIKE
Consuming three reactions, you can direct one of your companions to strike. When you do so, choose a friendly creature that can see or hear you. That creature can immediately use its own reaction to make a single weapon attack, adding your challenge bonus to the attack’s damage roll.
TRIP ATTACK
When you hit a creature with a weapon attack, you can use three reactions to attempt to knock the target down. If the target is large or smaller, it must make a Strength saving throw or be knocked prone. Large targets have advantage on their saving throw.
ORDER OF THE ERRANT
Sometimes called the Hedge Sworn or Unsworn, a gallant belonging to this order serves only himself (having yet to find a lord or a cause or due to being banished from another order), working to further his own aims and increase his own prestige. Gallants of this “Order” tend to be selfish and concerned only with personal goals and objectives. Errant gallants do not receive any honorific or income.
IGNOBLE CHALLENGE
At 3rd level, while you have a Challenge ongoing, you may use your bonus action to make a single melee attack against a creature that is not the target of your challenge. You do not add your Strength modifier or challenge bonus to this attack. This attack does not end your challenge.
STOLEN GLORY
At 3rd level, you can steal the glory from another creature's successful strike. Whenever a creature other than you scores a critical hit against a target that you are fighting, you can use your reaction to make an attack against the same target if it is within range of your weapon.
If the original critical hit was responsible for the deathblow, you are instead credited with the kill, gaining any glory (or Honor) associated.
TREACHERY
At 7th level, honor is meaningless compared to victory and survival. When you attack a surprised enemy or an enemy that is under the effect of any condition (including exhaustion) you add 1d6 to your damage against them and an addition 1d6 for each 3 honor that you spend.
You can spend an amount of honor up to your current total.
BRAGGART
Starting at 11th level, whenever you finish a long rest, you may brag about your ability with a skill or tool of your choice.
Until you finish your next long rest, you may add your Noble Character feature modifier to ability checks made with that skill, even if you already do.
BOASTFUL SHOUT
At 15th level, when you reduce a creature to 0 Hit Points, or when you score a critical hit, you may use a bonus action to boast. A creature of your choice within 30 feet that can hear you must make a Wisdom saving throw. You have advantage on attack rolls and ability checks against a creature that fails this saving throw until the end of your next turn.
ORDER OF THE CITADEL
Based in citadel of Invenmar, gallants belonging to the Order of the Citadel dedicate themselves to the Council of Great Captains and the mercenary companies of Wolf Keep. These gallants believe in strategy and tactics, the honoring (and enforcement) of lawful contracts, and are willing to lay down their lives to protect their allies. Gallants belonging to the Order of the Citadel are addressed with the Ser honorific.
TACTICAL CHALLENGE
At 3rd level, when you use your Challenge feature, your training and knowledge of positioning allow you ignore difficult terrain for the duration of the challenge.
WARFARE DOCENT
At 3rd level, you can use the Help action as a bonus action to assist one of your allies with an attack roll or Strength check.
TACTICAL INSIGHT
Starting at 7th level you may substitute your current Honor for any initiative roll at any time.
Once per long rest, you may substitute your current Honor for the initiative roll of yourself and up to four allies.
EXPERIENCED CAMPAIGNER
Beginning at 11th level you ignore any Strength requirements in regards to armor, your speed is not reduced due to wearing heavy armor, and you can sleep in heavy armor or in any other extremely uncomfortable position or situation without becoming fatigued.
Additionally, when spending hit die during a short rest, you treat any results of 1, 2, as a 3.
PREPARED STRATEGY
A 15th level, due to hours of studying strategy and tactics, you are always well prepared for any contingency in battle. When using the Ready Action, your reaction is not consumed when reacting to the trigger and you have advantage on any rolls you make while taking the readied action.
You may use this feature once per long rest.
ORDER OF THE BRIGHT
A quasi-religious order based in the Free Principalate of Avalenta, gallants belonging to the Order of the Sun are well trained and equipped, sworn to the “Lord of Light” and bitter enemies of all they deem that serve darkness and shadows. Serving the Church of Light and its chosen champions, these gallants are the elite military wing of Avalenta.
RADIANT CHALLENGE
At 3rd level, when you initiate a challenge, in addition to your challenge bonus, your strikes deal 1d4 radiant damage and your weapon gives off bright light in a 10 foot radius. This light is considered magical for the purpose of dispelling magical darkness, using your proficiency bonus as the spell level.
BRIGHT EYED
At 3rd level, your eyes glow with an inner light. You gain superior vision in darkness and can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
If you already have Darkvision, the distance you can see in darkness increases to 120 feet.
REVEALING FLARE
At 7th level, those that dwell in darkness and shadows find it difficult to hide from you. Your passive perception is equal to your current honor (if higher than your normal passive perception).
Once per long rest, you can cause a flare of bright light that reveals any hidden or invisible creatures in a 30 foot radius. The light is centered on you.
TEMPLE TRAINED
At 11th level, you have a deep knowledge of divine teachings and the doctrine of your faith. You gain proficiency with Religion and may select a single cantrip from the following: guidance, light, or resistance. If you already have proficiency with Religion, you apply double your proficiency bonus when making any checks.
In addition, any natural light source that you carry spreads bright light an additional 10 feet.
LIGHT BRINGER
At 15th level, you learn the sacred flame cantrip. When you use your action to cast this spell, you can make a single melee attack as a bonus action.
ORDER OF THE IMPERIAL EAGLE
Nobles and gallants who serve the Imperator and Empire join the Order of the Imperial Eagle and dedicate their lives to the Imperial code of chivalry, living a life of honor, valor, and fairness. Gallants of this order swear service to the Imperator and the Empire (above all) and to the Dominus. Of all the orders, the Order of the Imperial Eagle is perhaps the broadest in terms of its focus and ideals. Order of the Imperial Eagle Gallants are addressed with the honorific of Eques and answer to the Palatine of their order.
MOBILE CHALLENGE
At 3rd level, when you initiate a challenge, your base speed or the base speed of your mount increases by an amount equal to fives ties your proficiency bonus.
ARISTOCRACY
Beginning at 3rd level, you are the embodiment of imperial noble lineage. You do not flinch when struck by a blow or show weakness to your foes. Either as a reaction after you take damage, or as a bonus action during your turn, you can choose to gain temporary hit points equal to 1d4 plus your Noble Character feature modifier. These hit points last until the end of your next turn.
IMPERIAL EDICT
At 7th level, you can declare a single action that you are about to perform to be sanctioned by the Imperator. As a bonus action, you focus your mind and will. Once during the next minute, you can choose to roll an attack roll, skill check, or saving throw three times and take the best result. You must decide to use this ability before the roll is made.
You may use this feature once per long rest.
COURTLY EDUCATION
At 11th level, you are well educated from you dealings with the Imperial court and nobility. You gain one skill from the following list: Arcana, Nature, Religion, or Medicine.
You may also select a tool proficiency from the following: Caligrapher’s supplies, Painter’s supplies, or any musical instrument.
IMPERIAL DOMINANCE
At 15th level, as a reaction after killing or rendering unconscious the target of your challenge, you can immediately issue a special challenge to an enemy that you can see within 15 feet.
This special challenge does not count against your available number of challenges, but otherwise acts like your challenge class feature with the following exceptions:
- You have advantage on Strength checks and Strength saving throws against the target of the challenge
- You gain a number of temporary hit points equal to your level which last until the end of your next turn.
You may use this feature once per long rest.
ORDER OF THE SHIELD
An order that spans the entirety of the Northern Realms, the Order of the Shield accepts all members who swear to uphold their values. With no permanent seat, the Order of the Shield holds an annual meeting called the Conclave of Kites, where all members can voice their experiences and the top gallants of the order provide direction for the coming anum.
WARDED CHALLENGE
At 3rd level, when you initiate a challenge, you increase the AC bonus of any shield you have equipped by an amount equal to your challenge bonus.
HONOR BOUND
At 3rd level, you bind yourself to honor and an even more rigid code of conduct. Your base Honor becomes 14 + your proficiency bonus.
GUARDIAN ANGEL
At 7th level, you gain an expert sense of nearby impending danger. You may use your reaction to extend protection to an ally within 5 feet, allowing them to use your current Honor in place of any saving throw. They must decide to use this ability before the saving throw roll is made.
You may use this feature once per long rest.
HONOR PARAGON
By 11th level your honor is such that you can easily discern lies from truth, reality from illusion. Any creature attempting to use the sleight of hand or deception skills within 10 feet of you does so at disadvantage.
Additionally, once per long rest, if you fail on a saving throw to resist an illusion spell you may immediately reroll the save, taking the second roll even if it’s worse.
VIGILANT PROTECTOR
At 15th level, you vow to protect all those who ask. When a creature you can see attacks a target other than you that is within 30 feet of you, you can use your reaction to grant the target a number of temporary hit points equal to your current Honor. You must be wielding a shield to use this ability.
A creature can only benefit from Vigilant Protector once every 24 hours.
ORDER OF THE WHITE TOWER
Sometimes called the Order of the Shroud or Whitecloaks, the mysterious Order of the White Tower calls no land home, its gallants simply referring to the “White Tower” as the source of their commands. A gallant who belongs to this mysterious order is dedicated to hunting down and destroying undead. Gallants of the Order of the Shroud see life and death as a natural cycle, and undead are a vile and unnatural violation of that cycle. Order of the Shroud gallants address one another as “Brother” or “Sister”.
DEATH CHALLENGE
At 3rd level, when you initiate a challenge, you gain resistance to necrotic damage for the duration of the challenge. In addition, your challenge feature is effective against all undead, regardless of Intelligence.
UNDEAD SCOURGE
At 3rd level, you have advantage on Wisdom (Survival) checks to track undead and are considered proficient with the Wisdom (Survival) skill for the purposes of tracking undead. In addition, you cannot be surprised by the undead.
CONSECRATED GUARD
At 7th level, you can call upon the power of the White Tower for protection. As a reaction when damaged by an undead who is a target of your challenge, you gain temporary hit points equal to your current Honor + Charisma modifier until the start of your next turn. You must decide to use this ability before the damage is calculated.
Any weapon you wield is considered magical for the purpose of overcoming the resistances and immunities of all undead creatures.
WHITE SHROUD
At 11th level, you can construct a White Shroud, the traditional mantle of the Order of the White Tower. The mantle is normally white or grey and covered with symbols and runes. Mantle creation requires raw materials worth 100 gold pieces and requires a 24 hour ritual.
Once completed, your mantle needs to be attuned and provides you with hide from undead effect as per the spell (see below), but only if you are standing still and have the mantle tightly gripped in both hands and wrapped around you. Charisma is your spell-casting attribute in regards to this spell. You do not need to concentrate to maintain the spell.
At 14th level, the mantle’s hide from undead effect works while moving. You can cast light, as per the spell with the effect centered on the cloak, once per short rest.
In both cases, if you break the spell’s effect (for example, by attacking), the hide from undead feature is unavailable for 1 hour.
At 17th level, while wearing your mantle, you gain resistance to necrotic and cold damage and have advantage on saves against disease or poison. You can cast daylight, as per the spell with the effect centered on the cloak, once per day.
STAND AGAINST DEATH
At 15th level, you can use your reaction to grant yourself immunity to necrotic damage until the start of your next turn.
You may use this feature a number of times per short rest equal to your Charisma modifier (minimum of 1).
Hide from Undead
1st-level abjuration
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (a bit of crushed bone)
- Duration: Concentration, up to 1 hour
Undead cannot see, hear, or smell the caster of this spell. Even extraordinary or supernatural sensory capabilities, such as blindsight and truesight, cannot detect or locate the caster.
Non-intelligent undead creatures are automatically affected and act as though the warded creature is not there. An intelligent undead creature gets a single Wisdom saving throw. If it fails, the subject can’t see any of the warded creature. However, if it has reason to believe unseen opponents are present, it can attempt an additional save to find or strike them.
If a warded creature attempts to turn or command undead, touches an undead creature, or attacks any creature (even with a spell), the spell immediately ends.