Kingsglaive Class

by LordHusky

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Kingsglaive Class

Kingsglaive

An elf in dark leather armour zips between a band of goblins, her shimmering, white dagger a blur as it cuts down foe after foe. Her goliath ally swings a mighty ethereal Greatsword, crashing it into the earth with a mighty tremor that sends more goblins flying. A nearby human swings his polearm, a storm of fire pouring from the glowing tip.

At the end of a hard day of adventuring, one member of the Glaive sits at the campfire, preparing a hearty meal to make sure his companions are up for the next day. Another warrior cracks open his tool kit, tinkering on a project to help in the next battle.

In the middle of a blood-soaked battlefield, a knight summons all of his Royal Arms to him, becoming a storm of crystalline blades as he darts between the oncoming army. His weapons attack and defend for him simultaneously, while his King looks over him from on high.

Rapid Movement Fighters

Kingsglaive are highly skilled and nimble fighters. They specialize in moving rapidly through a fight, striking multiple enemies in quick succession while being able to avoid return fire. While not as skilled in martial combat as some other classes, their skills are boosted by their King’s gifted magics. From their lightning fast teleporting to the shimmering Royal Arms, these abilities make them more than a match for most enemies.

Kingsglaive in Ivalice

In the setting of Ivalice, Kingsglaive almost exclusively serve or have served the High King of Lucis. Most are loyal to the Crown and are honourable knights, charged with defending the kingdom’s interest. Their roles vary from staunch defenders of the country’s borders to nimble assassins who answer only to their King.

Some, however, have turned their back on the King after what they see as unnecessary sacrifices in the war against the Vicerant Dominion. Now they fight as mercenaries and adventurers, eager to fight against both the Empire who took their homes, and the King they feel betrayed them.

Creating a Kingsglaive

As you build your Kingsglaive, think about two related elements of your character’s background: How did you come to be in your King’s service, and why did you enter in to his service? What sets you apart from the other members of your King’s brotherhood? Are you wholehearted in your convictions in carrying out your orders, or is their doubt in your heart? Are you a noble knight for your King, or a secret assassin in the night?

You might have been trained from birth to fight for your King, like the Igniters and Gladiators of old. Or you may have come from nothing to earn the King’s trust like the hero of Argent. Is your King a just and noble ruler, or a wicked and cruel tyrant? Your bond with your king defines you and your powers, whether for better or worse.

Quick Build

You can make a Kingsglaive by following these suggestions. First, make Strength or Dexterity your highest score, followed by Intelligence. Second, choose the Soldier background.

The Kingsglaive
Level Proficiency Bonus Features
1st +2 Warp-Strike, Fighting Style
2nd +2 Royal Arms
3rd +2 Kingsglaive Vow
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Improved Warp-Strike, Merciful Shield
7th +3 Kingsglaive Vow feature, Royal Arms (2)
8th +3 Ability Score Improvement
9th +4 Nimble Dodge
10th +4 Blade Waltz
11th +4 Kingsglaive Vow feature, Royal Arms (3)
12th +4 Ability Score Improvement
13th +5 Extra Attack (2)
14th +5 Arcane Edge
15th +5 Royal Arms (4)
16th +5 Ability Score Improvement
17th +6 Kingsglaive Vow feature
18th +6 Link Strike
19th +6 Ability Score Improvement
20th +6 Armiger, Royal Arms (5)

Class Features

As a Kingsglaive you gain the following class features.

Hit Points


  • Hit Dice: 1d18 per Kingsglaive level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution

Proficiencies


  • Armour: Light armour, medium armour
  • Weapons: Simple weapons, martial weapons
  • Tools: None
  • Saving Throws: Dexterity, Intelligence
  • Skills: Choose two from Acrobatics, Stealth, Arcana, Perception, Athletics, Insight, Investigation

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) leather armour or (b) chain shirt
  • (a) two simple weapons or (b) one martial weapon
  • (a) explorer’s pack or (b) dungeoneer’s pack
  • Two daggers

Warp-Strike

Once per turn, when you make a successful ranged attack with a weapon with the ‘Thrown’ property, you can move directly towards the point of impact a number of feet equal to the normal range of the thrown weapon. If this movement brings you to within 5 feet of the original target you deal an extra 1d4 damage.

At 6th level, Warp-Strike’s movement becomes a teleport for the same distance.

Fighting Style

You adopt a particular style of fighting as your speciality. 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.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Defence

While you are wearing armour, you gain a +1 bonus to AC

Duelling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

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 die, 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.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Royal Arms

At 2nd level, the royal magic gifted to you is able to take physical form. By destroying a melee weapon through an hour-long ritual, you create a crystalline, spectral copy of the weapon known as a Royal Arm. Royal Arms must be melee weapons without the ‘Heavy’ property, however they keep the stats of the original weapon and gain the ‘Thrown’ property (range 20/60). Magic weapons used in the ritual do not confer their unique abilities to the Royal Arm but are still destroyed.

Once the ritual is complete, you can use a bonus action to summon one Royal Arm, which hovers around you. While hovering they can be used as a melee weapon or a ranged weapon.

Royal Arms can be dismissed at will and do not require an action to dismiss.

You gain additional Royal Arms at 7th, 11th, 15th and 20th levels. When you gain a level in this class you can spend another hour-long ritual to replace one of your Royal Arms.

Kingsglaive Vow

At 3rd level your training is complete and you make a lasting vow to your liege, following in the footsteps of an ancient king’s brotherhood. Choose from Vow of the Gladiator, Vow of the Argent, or Vow of the Igniter, all detailed at the end of the class description. The Vow you take grants unique features at 3rd level and again at 7th, 11th and 17th 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.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

The number of attacks increases to three when you reach 13th level.

Merciful Shield

Beginning at 6th level you have learned to parry with your Royal Arms. When an enemy makes an attack against you, you may use your reaction to raise your AC by the number of Royal Arms you have summoned.

You can use this ability a number of times equal to your current maximum number of Royal Arms with charges resetting at the end of a short rest.

Nimble Dodge

Your speed and manoeuvrability around the battlefield make you a hard target to hit. At 9th level if you are subjected to a spell effect that requires you to make a Dexterity saving throw to take only half damage, you can use your reaction to instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Blade Waltz

At 10th level you have learned to chain your Warp-Strikes. You can now Warp-Strike after every successful ranged attack with a weapon with the ‘Thrown’ property when you take the Attack action.

Arcane Edge

Starting at 14th Level, your Royal Arms count as magical for the purpose of overcoming resistances and immunity to non magical attacks and damage. Your Warp-Strikes also deal 1d6 damage instead.

Armiger

By 20th level you have mastered your use of the Royal Arms. You can summon your first Royal Arm for no action cost and when you use a bonus action to summon your Royal Arms you now summon two instead. When all of your Royal Arms have been summoned at the same time you gain the following benefits:

  • All of your Royal Arms now have a ‘Thrown’ range (50/100)
  • You add your proficiency bonus to your Warp-Strike damage.
  • You can attack with each of your Royal Arms once per turn, regardless of the number of attacks you would normally have.

Additionally, while Armiger is activated, if you are reduced to 0 hit points but not killed outright, you regain hit points equal to your character level. You may then teleport to an unoccupied location you can see, up to a range of 50ft. After using this effect, you lose the other benefits of Armiger and none of its effects can be used again until after you finish a long rest.

Kingsglaive Vows

A Kingsglaive’s vow to his liege is not just a promise of servitude but a bond of brotherhood. In ancient times a legendary king rallied such brothers to his cause, naming three of them as his most trusted Glaives, in an effort to defeat a great evil. The Vow you choose to take emulates one of these great champions of the crown.

Vow of the Gladiator

With his great strength, the Ancient King’s Gladiator was a formidable fighter able to wield gigantic, heavy weapons. It is said with each mighty swing of his Greatsword, the Gladiator made the earth itself tremor.

Shield of the King

When you take this Vow at 3rd level you gain proficiency with Shields.

Heavy Hitter

Your training with Heavy weapons is reflected in your Royal Arms. You can now create Royal Arms from melee weapons with the ‘Heavy’ property.

Royal Protection

Starting at 7th level you can use your Merciful Shield on any ally within 20 ft of you.

Tempest Dash

At 11th level you become a storm of damage when you Warp-Strike. When you Warp-Strike to a target you deal the damage to all creatures adjacent to the space you land.

Earth Shatter

Beginning at 17th level, the swing of your sword makes the earth tremor. You can use an action to cleave the earth with one of your Royal Arms. Each creature in a 20-foot cone must make a Strength saving throw (DC18). On a failed save the creatures take 2d6 bludgeoning damage for each Royal Arm you have active and is knocked prone. On a success the creatures take half damage and are not knocked prone. The terrain within the cone permanently becomes difficult terrain until a creature takes a turn to clear it.

You can use this ability a number of times equal to your current maximum number of Royal Arms with charges resetting at the end of a long rest.

Vow of the Argent

While some legends perceive the Argent Glaive as lesser than the other champions, this could not be further from the truth. Rising from nothing, the Argent became one of the Ancient Kings most trusted allies and even in the darkest times, the Argent’s light-hearted demeanour never let his allies falter.

A Mind for Metals

When you take this Vow at 3rd level you gain proficiency with Tinker’s Tools.

First Shot

You are able to take pre-emptive attacks, giving you advantage on attack rolls against any creature that hasn't taken a turn in combat yet. If you successfully hit and Warp-Strike to a surprised target, you can make one more attack and Warp-Strike against another target.

Scintilla Stop

Starting at 7th level, when you are attacked you can use a reaction to dodge and counter attack with one of your Royal Arms. Make a Dexterity saving throw. On a fail you take the full damage and can’t counter. On a success you take half damage and may roll one attack. If the counter attack hits then the enemies speed is reduced to 0.

Mind for Machines

From 11th level, your skill with machines has improved allowing you to implement them in combat. During a short or long rest you can make a Tinker’s Tools check to craft one of the following machines based on the result of the roll:

  • DC 5 or higher - Auto Crossbow – Throw a small machine up to 30ft. The machine can attach to any surface before turning in to a small auto-crossbow that fires a bolt at a single enemy dealing 1d6 piercing damage (range 30ft). The Auto Crossbow has a bonus to its attack roll equal to your Intelligence modifier. You can expend a charge during your next turn to fire again.
  • DC 7 or higher - Bioblaster – Throw a small machine up to 30ft. The machine can attach to any surface before expelling a 20 ft radius cloud of poisonous gas. The cloud disperses in strong wind or at the end of your next turn unless you use a charge to keep it going. Any creature in the initial radius, or one that enters it for the first time or starts its turn there, must succeed on a DC 15 Constitution saving throw or take 1d8 poison damage.
  • DC 10 or higher - Gravity Well – Throw a small machine up to 30ft. The machine can attach to any surface before creating a small gravity well, drawing all creatures in a 20 ft radius 10 ft towards the machine. Any creature that is forced within 5ft of the well takes 1d8 force damage. The gravity well dissipates at the end of your next turn unless you use a charge to maintain it.
  • DC 13 or higher - Noise Blaster – Throw a small machine up to 30ft. The machine can attach to any surface before releasing a flashbang effect. All creatures in a 20ft radius must make a DC 15 Constitution saving throw or be deafened and blinded, and have its speed halved until the end of your next turn. The effect ends at the end of your next turn unless you expend a charge to maintain it.
  • DC 15 or higher - Drill Breaker – This larger machine cannot be thrown and is used as a melee weapon. Make an attack roll with this machine using either Strength or Dexterity as the modifier. On a hit the item is lodged in the target and they take 1d12 piercing damage and a further 1d12 piercing damage at the start of their turn. You can expend a charge during your turn to make the item deal another 1d12 piercing damage at the start of their next turn.

Each item requires a bonus action to use and has charges equal to your Intelligence modifier before it breaks. Expending a charge to continue an effect does not require an action. Each item has an AC equal to 15 + your Intelligence modifier and has a number of hit points equal to five times your Kingsglaive level. It is immune to poison damage, psychic damage, and all conditions. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0).

You can only have one machine on you at any time.

Ballistic Barrage

At 17th level your ranged attacks have gotten stronger and can pierce through enemies. You can use an action to fire all of your Royal Arms at once in a 30 ft line dealing 1d10 for each Royal Arm you have active.

You can use this ability a number of times equal to your maximum number of Royal Arms with charges resetting at the end of a long rest.

Vow of the Igniter

Through extensive study and practise, the Igniter was able to harness the magic gifted to him by the Ancient King in ways the other champions could not. Able to perform vast feats of dangerous magic, the Igniter was always a stern but guiding hand to help his liege.

A New Recipe

When you take this Vow at 3rd level you gain proficiency with Cook’s utensils.

Spellcasting

Unlocking this Vow at 3rd level grants you the ability to augment your fighting with the ability to cast spells.

Cantrips. You learn the two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip at 10th level.

Spell Slots. The Vow of the Igniter Spellcasting table shows how many spell slots you have to cast of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

Spells Known of 1st-Level and Higher. You know three 1st-level wizard spells of your choice.

The Spells Known column of the Vow of the Igniter Spellcasting table shows when you learn more wizard spells of 1st level of higher. Each of these spells must be of a level for which you have spell slots.

Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have sells slots.

Spellcasting Ability. Intelligence is your spellcasting ability for your wizard spells. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Intelligence modifier

Spell attack modifier = your proficiency bonus +

your Intelligence modifier

Burst Warp

At 7th level, when you Warp-Strike to an enemy during your turn, you can cast a cantrip using your bonus action, regardless of its casting time.

Hearth and Home

At 11th level you know how to set up your companions ready for the long journey ahead. During a long rest, you can make an ability check with your Cook’s utensils to craft a hearty meal for your allies. Choose one of the following traits based on the check:

  • +1 bonus to Attack and Damage rolls (DC 7 or higher)
  • +1 bonus to AC (DC 10 or higher)
  • +1 bonus to Saving Throws (DC 15 or higher)
Vow of the Igniter Spellcasting
Kingsglaive Level Cantrips Known Spells Knowm 1st 2nd 3rd 4th
3rd +2 4 2 - - -
4th +2 4 3 - - -
5th +2 4 3 - - -
6th +2 4 3 - - -
7th +2 5 4 2 - -
8th +2 6 4 2 - -
9th +2 6 4 2 - -
10th +3 7 4 3 - -
11th +3 8 4 3 - -
12th +3 8 4 3 - -
13th +3 9 4 3 2 -
14th +3 10 4 3 2 -
15th +3 10 4 3 2 -
16th +3 11 4 3 3 -
17th +3 11 4 3 3 -
18th +3 11 4 3 3 -
19th +3 12 4 3 3 1
20th +3 13 4 3 3 1

The chosen trait is applied to you and up to three allies who partake in the meal and lasts until your next short or long rest or until you die. If an ally with the bonus active dies, only that ally loses the bonus. You can only have one bonus active at any time.

Awakened Spellblade

Beginning at 17th level, you can channel your spells through your Royal Arms. As an action you can imbue your one of your Royal Arms with a spell, with the level of the spell equivalent to the number of your active Royal Arms. The spell must be a spell that you know and you must expend a spell slot equal to the normal level of the spell.

You may then make a single thrown attack against an enemy, adding your Intelligence modifier to the attack roll. If the attack hits, all spell attack rolls hit automatically and the enemy automatically fails any DC checks. The target suffers both the attack damage and the effects of the spell. If the attack misses, the spell has no effect and dissipates.

You can use this ability a number of times equal to your maximum number of Royal Arms with charges resetting at the end of a long rest.

 

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