The Archknight
The dragon unleashes a torrent of fire breath at the injured party, as the flames rush to greet them, they are blocked by a wall of pure energy. The smoke clears and out steps the parties’ Bugbear ally, doubled in size and wearing a humming armor likewise constructed out of pure energy.
Bruised, Bloodied, but not broken, the High Elf faces the invading Orc army. Nothing will stand in his way and as he unleashes a hellish roar and leaps forward, fiery chains rise from the ground to lash his enemies.
Satisfied and Content, the Half-Orc soars above the clouds. He savors the freedom his armor gives him. With a sigh of disappointment, the Half-Orc dives back below the cloud layer to rejoin the bloody battle currently in progress.
Although varied, the Archknight are share the same prime directive, sheltering and protecting the common man. They accomplish this through sheer determination and heroic resolve. Reclusive in nature, Archknights only appear in great numbers when the land they protect is threatened. Archknights do not fight because they enjoy battle, nor because they hate the evil they strive against. Archknights fight because they love that which they protect. They will not kowtow to corruption, they shall not curtsy to evil. They will protect those cannot protect themselves, through any means necessary.
A Loose Brotherhood
Archknights, although united in a single purpose are rarely seen together, It is extremely uncommon to find more than one Archknight living within 500 kilometers of one another, but nevertheless they come together in times of great peril and strife. Each Archknight is unique in the way they live and fight, and each Archknight values this uniqueness, viewing it as a strength that such a large order can be comprised of so many individuals.
Living Armor
One of the few things that bind the reclusive Archknights together is the suit of mystical armor bound to them at a young age. The armor is sympathetic in nature, responding to the Archknight’s thoughts and feelings. It is through this armor that an Archknight can access the quasi-mystical Wellspring, an all encompassing web of sheer willpower that permeates the world around them. The appearance of an Archknight’s armor depends greatly on their personality, as well as the particular environment the Archknight calls home.
The Archknight
| Level | Proficiency Bonus | Features | Arcane Armor Bonus | Resolve Points |
|---|---|---|---|---|
| 1st | +2 | Arcane Armor, Common Man | +2 | 0 |
| 2nd | +2 | Fighting Style, Wellspring of Resolve | +2 | 2 |
| 3rd | +2 | Archknight Order | +2 | 3 |
| 4th | +2 | Ability Score Improvement | +2 | 4 |
| 5th | +3 | Extra Attack | +2 | 5 |
| 6th | +3 | Order Feature | +2 | 6 |
| 7th | +3 | Environmental Armor | +2 | 7 |
| 8th | +3 | Ability Score Improvement | +2 | 8 |
| 9th | +4 | Stiff Upper Lip | +3 | 9 |
| 10th | +4 | Esoteric Maneuvers | +3 | 10 |
| 11th | +4 | Wellspring Incarnate | +3 | 11 |
| 12th | +4 | Ability Score Improvement | +3 | 12 |
| 13th | +5 | Arcane Symbioses | +3 | 13 |
| 14th | +5 | Order Feature | +3 | 14 |
| 15th | +5 | Home Turf | +3 | 15 |
| 16th | +5 | Ability Score Improvement | +4 | 16 |
| 17th | +6 | Order Feature | +4 | 17 |
| 18th | +6 | Deluge of Will | +4 | 18 |
| 19th | +6 | Ability Score Improvement | +4 | 19 |
| 20th | +6 | Arcane Overload | +4 | 20 |
Creating an Archknight
When creating an Archknight, think of where they were stationed at. Perhaps they lived a rugged urban life inside of a large city, maybe they were a secluded hermit deep in the wilderness. Maybe they guarded a tempestuous portal to the Elemental Chaos. Next, what made your Archknight leave their stomping ground to pursue a life of adventure? Are they in search of a magical artifact? Or are they pursuing some sort of terrible monster?
Quick Build
To quickly make an Archknight, make Strength or Dexterity your highest ability score, followed by Wisdom.
Class Features
- Hitpoints: 1d10 per Archknight level
- Hitpoints at 1st Level: 10 + your Constitution modifier
- Hitpoints at Higher Levels: 1d10 (or 6 + your Constitution modifier per Archknight level after 1st)
Proficiencies
Armor: All Armor and Shields
Weapons: Simple and Martial Weapons
Tools: none
Saving Throws: Strength and Wisdom
Skills: Choose two from:
Religion, Athletics, Acrobatics, Perception, Survival, Stealth, Nature, Arcana, Insight
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) 1 Martial Weapon and a Shield or (b) 2 Martial Weapons
- Chain Mail
- (a) Dungeoneer's Pack or (b) Monster Hunter's Pack
Arcane Armor
At 1st level, you conjure a set of armor to protect you in battle. As a bonus action on your turn, you may summon a set of arcane armor for 1 minute. This Armor replaces any armor you are currently wearing, while retaining any benefits or drawbacks it gave you (i.e. AC, any magical effects, disadvantage on stealth checks). While you are clad in this armor, you gain the following benefits:
- You gain resistance to one of the following non magical damage types: bludgeoning, slashing, or piercing damage.
- You gain a bonus to AC as shown on the "Arcane Armor" Column of the Archknight class table
You may use this feature twice. You regain spent uses after a short or long rest.
Common Man
Time and time again, you find yourself parlaying with unearthly forces on behalf of the common man. Through these parlays you find yourself learning new and exotic languages. Choose an environment based off of where you were stationed at. You learn one exotic language based off of that choice.
- City: Celestial
- Wilderness: Sylvan
- Source Spring: Primordial
Fighting Style
Starting at 2nd Level, you adopt a particular style of fighting as your specialty. Choose a fighting style from the list of optional features. You can't take the same Fighting Style option more than once, even if you get to choose again.
Shield Wall: You’ve grown adept at wielding a polearm and shield in tandem. When you choose this fighting style, if you are wielding a shield in your offhand, you may wield a Halberd, Pike, or Glaive in your main hand. This drops the damage die by 1, from a d10, to a d8.
Horde Fighting: You are a master of facing multiple foes at once. When you take this fighting style, and more than 1 enemy creature is within 5ft of you you gain +1 to your AC.
Wall of Armor: If you do not move on your turn, any friendly creature within 5ft of you may use their reaction to use you for full cover. (Heavy Armor Required)
Wellspring of Resolve
Starting at 2nd level, you gain access to a quasi mystical wellspring of unbridled willpower. This access is represented by Resolve points, the number of which is equal to your Archknight Level. You can use these points to access various Knight Maneuvers. You start with two Maneuvers which are Bellowing Challenge and Iron Jaw. You gain more Maneuvers as you gain levels in this class. You regain spent points on a short or long rest.
Bellowing Challenge: As an action, you expend a point of Resolve to issue a challenge to one creature of your choice that you can see within 30ft of you. The creature must make a Wisdom saving throw. On a failed save, it can't willingly move more than 30ft away from you and has disadvantage on all weapon attack against creatures other than you for 1 minute. The affected creature makes another wisdom saving throw at the end of its subsequent turns, ending the effect on a success.
Iron Jaw: As a reaction to taking damage from a melee weapon attack, you expend a point of Resolve to brace yourself, reducing the damage of the attack by an amount equal to 1d6 + half your Archknight level.
Maneuver DC: 8 + your proficiency bonus + your Wisdom Modifier
Maneuver Attack Bonus: Your proficiency bonus + your Wisdom Modifier
Archknight Order
At 3rd level, you devote yourself fully to an Order of Archknights. This choice grants you features at 3rd level, and again at 6th, 11th, 14th, and 17th.
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.
Extra Attack
Starting at 5th level, when you take the attack action, you may attack twice rather than once.
Environmental Armor
Your armor has fine tuned itself to better protect you from adverse weather conditions. Starting at 7th level, when wearing your Arcane Armor you don’t suffer from any inclannate weather conditions such as heat or cold. Additionally, while the armor is summoned you may breathe normally even if submerged completely underwater.
Stiff Upper Lip
You’ve seen it all, and you are none the worse for wear. Starting at 9th level, you cannot be frightened by magical or non-magical means.
Esoteric Maneuvers
Starting at 10th level, you learn to coax out a bit of magical power from your armor. When wearing your Arcane Armor, you may spend 2 Resolve points to achieve one of the following maneuvers.
Banishment of Eternal Night: Make a melee weapon attack, on a successful hit the target takes an extra 3d10 of Force Damage. If this reduces a target below 50 hp then they are banished. If the target is from a separate plane of existence than the one you’re on, the target disappears, returning to its home plane. Otherwise the target is banished for 1 minute or until you lose concentration on this ability.
Long Death of the Wicked and Depraved: Your armor emits a beam of dark vengeance from its chassis. Make a spell attack roll using your Maneuver Attack Bonus. On a successful attack, you deal 3d8 +15 Necrotic Damage. If this damage reduces the target to 0 hp then it rises on its next turn as a zombie under your control.
Pertinacious Demand of Justice: Make a weapon attack, on a successful attack the target must make a Constitution saving throw. On a failure, the past sins of the target harass them, paralyzing the target with guilt for 1 minute. At the end of the target’s subsequent turns, the target can repeat the saving throw, ending the effects on a success.
Wellspring Incarnate
Starting at 11th Level, as a bonus action through pure force of will you summon a legendary weapon from the Wellspring forged out of concentrated willpower. The type and effects of the weapon depends on your Archknight Order. Once you summon this weapon, it remains summoned for 1 minute or until you dismiss it as a bonus action. You must finish a long rest before summoning the weapon again.
Arcane Symbioses
You’ve grown accustomed to the power of your Arcane Armor. As an action, you may summon it for an indefinite amount of time, forgoing the AC bonus and damage resistance, but still retaining the other benefits of the armor. This does not consume one of your uses.
Home Turf
You know your stomping ground like the back of your hand. Starting at 15th level, while you are on your native plane of existence you cannot be lost by magical or non-magical means.
Deluge of Will
You've learned to infuse your Wellspring Weapon with some of your own life essence to increase its power. When you use your bonus action to summon your Wellspring Weapon, you may, as part of the same bonus action, sacrifice an amount of hp equal to your Archknight level to increase the bonus from a +1 to a +3 for the duration. This reduction in hitpoints cannot be healed by magical or non-magical means short of a wish spell until you finish a long rest. Additionally, your Wellspring Weapon gains a added benefit based on your Archknight Order.
Duskcarver: This weapon gains a special ranged weapon attack that has a range of 20/40 ft and deals radiant damage equal to the weapon's die.
Epilogue: If a creature misses you with a melee weapon attack, you may use your reaction to make the creature repeated the attack on themselves.
Shriek: While wielding this weapon, you can cast Conjure Barrage a number of times equal to your Wisdom Modifier.
Arcane Overload
Starting at 20th Level, when you choose to end your Arcane Armor, you erupt with uncontainable energy. Every creature in a 10 ft radius of you must make a Dexterity Saving throw. On a failure, they take 10d6 Lightning Damage and half on a success. You must finish a long rest before using this ability again.
Archknight Orders
Order of the Partisan
The largest and most physically imposing, the Partisan is the bulwark of any adventuring party. While those who join this Order tend to be lacking in the offense department, they make up for it by being a wall of impassable steel and flesh. The Order of the Partisan focuses on supporting their allies and controlling their enemies through various maneuvers.
Towering Form
Starting at 3rd level, whenever you summon your Arcane Armor, your size category increases by 1 and you gain advantage on strength checks and saving throws.
Partisan Maneuvers
Starting at 3rd level, you learn Maneuvers specific to your Archknight Order. By spending 1 Resolve point you may use one of the following Maneuvers.
Concussive Strike: Make a weapon attack, on a successful hit the target must make a strength saving throw or be knocked prone.
Deployable Cover: Deploy a short 5 x 5 ft wall made out of stone or metal. Has AC of 10 and health equal to half your Archknight level. You may deploy this wall anywhere you can see within 30 ft of you.
Force Shield
Starting at 6th level, you learn to harness the inner magic of your Arcane Armor to defend your allies. As an action you deploy a 10 by 10 ft wall of energy in a space within 5ft of you. Projectiles cannot go in, but Projectiles can go out. This Force Shield has 10 AC and health equal to half your maximum. If you take damage, you must make a constitution saving throw to maintain concentration or risk losing the wall.
Wellspring Incarnate
You summon a weapon made of pure willpower.
Duskcarver, Eternal Sword of Short Night: Whenever you are wielding this weapon, it is considered to be under the effect of the Daylight Spell. It otherwise functions as a +1 Magic Longsword.
Inspiring Presence
Starting at 14th level, your presence on the battlefield invigorates your allies. Whenever you take the Attack Action, you may spend 3 Resolve Points to inspire your allies. Every friendly creature within 30 ft that can see or hear you may use their reaction to make one weapon attack.
Battlefield Medic
Starting at 17th level, you learn to stave off your allies death through sheer force of will. Whenever you see an ally within 30 ft of you drop to 0 hp you may spend 3 Resolve points to instead make them drop to 1 hp. They also gain temporary hit points equal to half (rounded down) of your Archknight level.
Order of the Fanatic
Lunatics, crazies, utter nut jobs. Those are some of the many colorful nicknames that are ascribed to the Order of the Fanatic. The Fanatic believes in the cause of righteousness so vehemently that they would rather die than give up on it. The Order of the Fanatic is the vanguard against those who would see goodness wiped from the face of the earth. The Order of the Fanatic focuses on a single target and uses various maneuvers and abilities to reach the target as soon as posssible and deal maximum damage.
Zealish Attacks
Through your fanaticism, you can use your armor to bridge gaps, literally. Starting at 3rd level when you are wearing your Arcane Armor and take the Attack Action you may make a long jump equal to your movement speed as part of that action.
Fanatic Maneuvers
Starting at 3rd Level, you learn Maneuvers that are specific to your Archknight Order. By spending 1 Resolve point you may use one of the following maneuvers.
Foe Tossing Charge: As an action, you move in a straight line up to half your movement speed. If you pass through an enemy creatures space, they must make a Strength Saving Throw. On a failure, they take 1d6 bludgeoning damage and are pushed 10 ft in a direction of your choosing away from you. On a success they take no damage and are not pushed back.
Chains of Perdition: As an action, you summon chains forged from the sins of the fallen to ensnare an enemy creature. Choose a creature within 30 ft of you, the targeted creature must make a Strength or Dexterity Saving Throw (its choice) or be restrained for 1 minute. The affected creature may repeat the saving throw at the end of its subsequent turns, ending the effect on a success.
Tenacious Assault
Starting at 6th level while wearing your armor, when you take the attack action you may make another attack as a Bonus Action.
Wellspring Incarnate
You summon a weapon forged out of pure willpower.
Epilogue, Last Hope of Eternal Peace: While summoned, this weapon is considered to be permanently under the effects of the Sanctuary Spell (Spell DC equal to your Maneuver DC). This weapon otherwise functions as a +1 Magic Quarterstaff.
Through Gritted Teeth
You are impermeable, unassailable until you reach your goal. While you have your Arcane Armor summoned, you may use a bonus action and spend 3 Resolve points to become immune to any effects that would slow or otherwise impede your movement for 1 minute.
One Last Hurrah
You won’t go down without a fight. Starting at 17th level, whenever you are reduced to 0 hit points you may spend 3 Resolve Points to move up to your movement speed and make a weapon attack against the offending creature. On a successful hit, the target creature must make a constitution saving throw or be paralyzed for 1 minute. You then fall unconscious as normal.
Order of the Outrider
Unshakeable, unshackled freedom is nearly impossible to obtain. Those who do obtain it, end up alienating themselves from normal society. Those who join the Order of the Outrider like to think they tow the line between aloof hermit and boring old stick in the mud. Outriders use their incredible mobility and freedom of movement to get the drop on their unsuspecting adversaries
True Freedom
Starting at 3rd Level, your armor responds to your yearning for freedom. You gain a flight speed equal to your movement speed while your Arcane Armor is active.
Outrider Maneuvers
Starting at 3rd Level, you learn Maneuvers that are specific to your Archknight Order. By spending 1 Resolve point you may use one of the following maneuvers.
Fly-By: As a bonus action, you enter a state of heightend speed. Whenever you fly at least half your movement speed and make a weapon attack, you don’t provoke opportunity attacks.
Fancy Flying: As a reaction to being hit with a ranged weapon attack you may spend a point of Resolve to grant disadvantage to the attack, possibly causing it to miss.
The High Ground
Starting at 6th level, you may use your bonus action to gain advantage on all ranged weapon attacks against that creature until the beginning of your next turn. The enemy creature has to be at least 60 ft below you, and you cannot target the same creature two turns in a row.
Wellspring Incarnate
You summon a weapon forged out of pure willpower.
Shriek, Cry of Unholy Might Made Holy: This weapon functions as a +1 Magic Longbow that ignores the ammunition property that Longbows usually possess. Additionally, when you deal damage to a creature with this weapon you may cast the spell Charm Person on the creature. Once you cast the spell in this way, you may not do so again until you have resummoned the weapon.
Dive Bomb
You’ve learned to use your mastery of flight to your advantage in combat. As an action and by spending 3 Resolve Points, you dive a distance of up to twice your movement speed and make one melee weapon attack against a creature within range. If the attack hits, you deal 1d8 force damage per 10 ft of movement you previously dove.
Sovereignty of Air
You are the undisputed master of the skies. Starting at 17th level, as an action and by spending 3 resolve points you designate an area of effect 15ft in radius, that you can see within 60 ft of you. When you enter that space for the first time on your next turn and when you start your turn in the radius on subsequent turns you may use your action to make one weapon attack against any number of creatures of your choosing that you can see within that radius. This lasts for 1 minute or until you end it as an action.