Royal Knight Class

by Hollowed Kingdoms

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Royal Knight

An armed Mantis leaps into battle without hesitation, moving through allies and enemies alike, as the wind moves through the grass. Swift but subtle movements help them intervene in there enemies’ attacks, preventing their strikes from finding their marks.

A Dung Beetle intercepts a deadly attack from an enemy, protecting her comrade. In an instant, she buries her bludgeon into the enemy, punishing them for attacking her friend. The poor bug is sent flying into their own forces.

A calm Ant avoids an enemy nail by a fraction of a hair, making miniscule adjustments in fractions of seconds. Before his foe realizes what’s happened, they’re convulsing on the ground from his attack.

The Royal Knights embody strength and service, protection of an ideology greater than any single bug. They stand together as one, guardians of a peerless caliber. They are the personification of defense and do not yield to any threat. Their power is based on their devotion to Crown, Country, Comrade and Cause.

Protectors of the Kingdom

The Royal Knights are found in many lands in many shapes. However, one creed persists among them all: Crown, Country, Comrade and Cause. They are loyal beyond a fault and will not yield in their cause for any reason. They are staunch defenders and invaluable on a battlefield. Royal Knights are in the service to a greater cause. The loss of that cause can be detrimental to their power, as listed later in this class. They serve without question and defend without hesitation. They are an unwavering force of nature that is not to be taken lightly. A Royal Knight lives in service of others, forever protecting that holiest of creeds: Crown, Country, Comrade and Cause.

Creating a Royal Knight

The key to creating a Royal Knight is determining their cause. What is the driving force behind their sacrifice? What moves them to step between others and danger? What is the foundation on which their courage and power are built? Answering these questions should be key to their creation. Work closely with your DM on how to best handle this, as it is core to your class. Unlike other classes, there is a deeper role-play aspect to the Royal Knight that should be considered, with possible consequences for not upholding their duties.
Once this is clear, begin considering how they fight. Unlike other classes, the Royal Knight is unique in that it can potentially use any of the six Ability Scores as primary and secondary core stats. It is good to have an idea of where you want to take your character and plan accordingly. This class can be complicated; players and DMs both are encouraged to consider the path the Royal Knight takes early in the character creation to maximize what they want to do with their Royal Knight. How do you think you would protect your allies best?

Royal Knight
Level Proficiency Bonus Features Spells Known 1st 2nd 3rd 4th 5th
1st +2 Interede, Noble Guardian
2nd +2 Royal Knight's Virtue, Spellcasting 3 2
3rd +2 Royal Defense 4 3
4th +2 Ability Score Improvement 4 3
5th +3 Additional Fighting Style, Extra Attack 5 4 2
6th +3 Hold the Line 5 4 2
7th +3 Virtuous Feature 6 4 3
8th +3 Ability Score Improvement 6 4 3
9th +4 7 4 3 2
10th +4 Counterstrike 7 4 3 2
11th +4 Virtuous Feature 8 4 3 3
12th +4 Ability Score Improvement 8 4 3 3
13th +5 9 4 3 3 1
14th +5 Heroic Resolve 9 4 3 3 1
15th +5 Virtuous Feature 10 4 3 3 2
16th +5 Ability Score Improvement 10 4 3 3 2
17th +6 11 4 3 3 3 1
18th +6 Defender's Duty 11 4 3 3 3 1
19th +6 Ability Score Improvement 12 4 3 3 3 2
20th +6 Heroic Sacrifice 12 4 3 3 3 2

Class Features

As a Royal Knight, you gain the following class features

Hit Points


  • Hit Dice: 1d10 per Royal Knight level
  • Hit Points at 1st Level: 10 + you CON Modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Royal Knight level after 1st

Proficiencies


  • Armor: All Armor, Shields
  • Weapons: All Weapons
  • Tools: None

  • Saving Throws: STR & CON
  • Skills: Choose two from skills Athletics, History, Nature, Insight, Perception, Intimidation or Persuasion

Equipment

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

  • (a) Any Martial Weapon
  • (a) Any Martial Weapon or (b) a Shield
  • (a) 2 Daggers or (b) 2 Hand Axes
  • (a) Leather Armor or (b) Chain Shirt or (c) Chain Mail
  • (a) An Explorer's Pack or (b) a Diplomat's Pack

Multiclassing

Due to the Royal Knight’s Flexible nature, multiclassing to the Royal Knight is atypical. A Character wishing to multiclass into or out of this class must have 13’s in (A) Either STR or DEX, (B) CON, AND (C) Either INT, WIS, or CHA. A creature multiclassing into Royal Knight gains Proficiency in all weapons, as well as Light and Medium Armor and Shields.

Intercede

The first tenant of a Royal Knight is protection. The last person a Royal Knight thinks of in a time of crisis is themselves. At First level, when you take this class, you immediately gain the Interception fighting style, detailed later on in this class description. When you use the Interception ability to reduce damage, if any remains, you can choose to take the damage instead of the attack target. If you do, that creature gains the benefit of half cover until its next turn, or it moves. You can use this ability within 10ft instead of 5.
You gain an additional fighting style at level 5. The Fighting styles are listed below. You cannot take a fighting style more than once.

Blind Fighting

You have blindsight with a range of 10 feet. 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.

Defense

While you are wearing armor (including Natural Armor), you gain a +1 bonus to AC.

Dueling

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.

Interception

When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
You gain this fighting style at level 1 for this class.

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 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.

Two-Weapon Fighting

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

Thrown Weapon Fighting

You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

Noble Guardian

At first level, you gain the ability to protect your allies in combat. Whenever an ally would take an opportunity attack from an enemy within 5ft of you, you can have the enemy target you instead. If you do, you can reduce its speed by 10ft until the end of its next turn.

Royal Knight Virtue

At 2nd level, a Royal Knight pledges themselves to a Noble Virtue, a creed that identifies what they stand for, what moves them to protect their comrades from any and all threats. A Royal Knight embodies their virtue; it is the source of their motivation, their resolve, and their power. The Royal Knight Virtues, as well as their abilities for this and subsequent levels, are listed later in this class description.
You gain additional virtue abilities at level 7, 11, and 15.
Additionally, a number of these virtues include an expanded spell list. These spells are considered part of the Royal Knight Spell list for these virtues but are not automatically gained upon leveling up.

Spellcasting

At second level, you gain the power to channel magic into your combat, using it to protect those who stand behind you and bring low those who stand before you. Royal Knights pull from any of a number of sources to use their power. What sets a Royal Knight apart from other spellcasters is how they use it. Always in defense of their cause, never in anger, and only when it is necessary. This discipline keeps them strong.

Preparing and Casting Spells

The Royal Knight table shows how many spell slots you have to cast your Royal Knight spells. To cast one of your Royal Knight spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
The Royal Knight Table details how many spells you are able to learn from the Royal Knight Spell List, as detailed at the end of this class description. You begin with a number of spells as detailed by the Class table, and learn new ones as dictated by the spells known column. Additionally, whenever you gain a level in this class, you can replace a spell on your list with another spell from the Royal Knight list, in addition to any new spells gained.
Any spells you learn must be of a level you have spell slots for.

Spellcasting Ability

The Royal Knights are unique in that their Virtue determines their Spellcasting Modifier, either INT, WIS, or CHA. For the purpose of this class, the modifier will be referred to as your SCM (Spell Casting Modifier). You use your SCM whenever a spell refers to your spellcasting ability. In addition, you use your SCM when setting the saving throw DC for a Royal Knight spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your SCM

Spell attack modifier = your proficiency bonus +

your SCM

Spellcasting Focus

Royal Knights use a special type of focus for their Royal Knight Focus. A weapon, shield, medallion, or other significant item emblazoned with a symbol or motif of their Virtue can function as their focus. This item requires a one hour long ritual imbuing it with your magic. Once completed, it will function as a focus. Betraying their Virtue in a significant manner may render Royal Knight’s focus inert and powerless. This decision is made at the DM’s discretion and should be treated as an optional rule made known during, not after, character creation.

Royal Guard

At 3rd level, you gain the ability to magically defend against incoming attacks. When you take damage from an attack, you can expend one Royal Knight spell slot to reduce the damage you take from it. The damage is reduced by 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. Once you use this ability, you cannot use it again until the start of your next turn.

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.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Extra Attack

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

Hold the Line

AT 6th level, you are able to halt enemies from advancing past your defenses. As a Bonus action, you can target a creature within 15ft of you. That target must succeed a CHA saving throw vs your SCM. On a failure, it cannot move closer to any other creature than you until the end of its next turn. The first time a creature that fails this saving throw would attack a creature other than you, the attack is made at disadvantage. You can use this ability once per short or long rest.

Counterstrike

At 10th level, you gain the ability to swiftly strike back against attackers. Whenever you are targeted for a melee attack (but not an attack of opportunity), but the attack does not reach your AC, you can use a reaction to make a melee attack against the attacking creature. You cannot use any additional abilities in tandem with this attack

Heroic Resolve

At 14th Level, you are able to dig deep into a wellspring of resilience to withstand the perils of adventuring. Whenever you would make a saving throw of any kind, after you see the roll but before you learn the results, you can expend a spell slot to reroll the dice. You can use any roll. You can use this ability a number of times equal to your SCM per long rest.

Defender’s Duty

At 18th Level, you embody the spirit and duty of the Royal Knights and stand tall even against the harshest turmoil. Whenever you would be reduced to 0 HP while an allied creature is within 30ft of you, you can instead drop to 1 HP. If you use this feature again without taking a long rest, you must make a DC 10 CON Saving throw, or else fall unconscious. Each time you use this ability again without taking a long rest, the DC increases by 5. This ability cannot be used if the damage would kill you outright.

Heroic Sacrifice

The Royal Knight puts their duty before even their own life. At 20th Level, you gain the ability to weaponize your very life force for the greater good. As a bonus action, you enter into a powerful state of being, radiating with both Soul and power. When you do, you immediately gain the following benefits:

  • You immediately recover up to half of your maximum HP.
  • You immediately recover a number of spell slots, of any level, equal to your Spellcasting Modifier.
  • All of your Attacks are made at Advantage
  • As a reaction, you can add your SCM to any saving throw you make.

This ability lasts for a minute or until combat ends. When it does, your excess lifeforce leaves you. Your HP drops to 0 and you must immediately start making Death Saving Throws. You cannot be stabilized or healed magically while in this state. Only a Wish Spell can undo the effects. If you succeed on the saving throws, you stabilize with 1 HP and 4 levels of exhaustion. You cannot use this feature again for a week.

Royal Knight Virtues

Virtue of Courage

Restrictions: You must have at least a 13 in CHA to choose this Virtue

Swift in speed and justice, those Knights who are first on the field of battle, regardless of the enemy, will find themselves embodying this virtue. These knights are not fearless, but rather overcome that fear to lead, both by example and from the front. These knights do not know retreat and will not rest until they are victorious.

Expanded Spell List

These spells are also available for you to learn and are treated as Royal Knight Spells for you. You must be able to cast the spell in order to take it (So you must be level 5 for the 2nd level spells, etc).

Level Spells Added
1st Gift of Alacrity, Zephyr Strike
2nd Blur, Invisibility
3rd Haste, Thunderstep
4th Freedom of Movement, Greater Invisibility
5th Far Step, Steel Wind Strike

Courageous

The bravest knights are always first into battle. They do not fear the unknown, instead inspiring and leading their allies. When you take this virtue, you have advantage on saving throws against the Fear effect. Additionally, any additional saving throws for that effect, you get to roll the saving throw at the start of your turn instead of the end. CHA is your SCM.

Bravery

At 2nd Level, you gain the ability to outmaneuver your enemies and avoid their attacks. When you gain this ability, whenever you make a DEX or CHA check or saving throw, you can choose to make the roll again. You must use the new roll. You can use this feature after you see the roll but before you learn the result. You can use this a number of times per long rest equal to your SCM.
Additionally, your walking speed increases by 10 ft and you add your CHA modifier to your Initiative rolls. This ability cannot be used while wearing or using Heavy Armor or Weapons.

Evasion

Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as an ancient red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. You cannot use this ability while wearing or using heavy weapons or armor.

Inspirational Leader

Courageous Knights lead their troops into battle with the goal of not just winning, but to bring their soldiers home. At 11th level, when another allied creature within 60 ft makes an INT, WIS, or CHA saving throw, you can have them add your SCM to their roll, provided you are not asleep, paralyzed, restrained or otherwise incapacitated. Each allied creature can benefit from this ability once per short or long rest. Additionally, you have advantage on concentration saves for any spell that targets an allied creature.

Dauntless

Courageous Knights know fear, but will never bow to its grip, and move their allies to do the same. At 15th level, you and any allied creature within 60ft of you are immune to the Fear effect. Additionally, when you are within the melee attack range of at least 2 or more enemies, you can make your first attack each round at advantage.

Virtue of Empathy

Restrictions: You must have at least a 13 in WIS to choose this Virtue

Those who embrace the Virtue of Empathy also embrace others. They are the caretakers of comrades, placing their needs ahead of their own. However, these are the fiercest fighters when others are threatened. Many have made the mistake of confusing their kindness with weakness. By the time they learn from this mistake, the damage is done. Those knights who choose this virtue hold an open hand for friends, and a strong fist for enemies.

Expanded Spell List

These spells are also available for you to learn and are treated as Royal Knight Spells for you. You must be able to cast the spell in order to take it (So you must be level 5 for the 2nd level spells, etc).

Level Spells Added
1st Entangle, Sleep
2nd Barkskin, Wither and Bloom
3rd Plant Growth, Revivify
4th Grasping Vine, Guardian of Nature
5th Commune with Nature, Reincarnate

Empathetic

When you take this virtue at 2nd level, you gain a deep understanding for this world and its inhabitants. You gain the Guidance and Resistance cantrips. They are treated as Royal Knight spells for you, do not count against your number of spells known and you can cast them as a Bonus Action. You cannot cast them again until their effects are used. Your SCM is WIS.

Magical Aid

The Virtue of Empathy requires you care for the needs of others before your own. At 2nd level, you gain the ability to use your magic for Healing. As an action, you can target another allied creature within 15 ft of you. You expend one Royal Knight spell slot to heal 1D8 + your SCM in damage from the creature, plus an additional D8 for each level spell slot over first, for a maximum of 5d8.

Token of Compassion

At 7th level, you can craft your caring for others into a concrete form. You can spend a long rest crafting your Token. When you do, select Fire, Cold, Lighting, Thunder, Acid or Poison Damage. Once you complete the rest, you complete the token. When held by another creature designated by you (you can choose more than one), the creature gains resistance to the chosen damage type. You choose the tokens appearance, though it must be a Tiny object. You may only create one token at a time, and only one creature may hold it at a time. You cannot gain the benefits of your own token. The token is destroyed when targeted by specific magical means, such as a Shatter spell, when you craft a new one or if you die.

Gracious Gift

The Gift of Healing runs deep within you. At level 11, as an action, you can target an allied creature within 30 ft. You can expend a number of your hit dice up to your SCM. When you do, you can heal that creature a number of HP equal to the roll. The hit dice are considered expended. Once you use this feature, you cannot do so again until you finish a short or long rest, or unless you expend a second level or higher spell slot.

Magical Protection

At 15th Level, you can help heal the wounds of your allies and protect them from future damage at the same time. Whenever you use your Magical Aid Feature to heal a creature, you can declare any type of damage. Until the start of your next turn, the creature resists that damage type. Additionally, the range of your Magical Aid feature extends to 30ft. If you use a 2nd level spell slot or lower, you can use the feature as a bonus action.

Virtue of Might

Restrictions: You must have at least a 13 in STR to choose this Virtue

The Virtue of Might is for those who rely on Power above all else. All problems can be solved with enough force, and these Royal Knights are excellent problem solvers. Those who wield their Might in the service of others will always be welcome allies and feared enemies. The earth shakes when these warriors march into battle, victory all but assured,

Mighty

When you choose this virtue, your You count as one size larger when determining your carrying capacity and the weight you can push, drag, lift, or throw. Additionally, you cannot learn spells on the Royal Knight spell list not marked with an Asterisk. Your abilities that specify your SCM use STR for the calculations.

Powerful Strikes

When you gain this ability, you become much more adept about putting your strength into your strikes with your magical energy. Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one Royal Knight spell slot to deal additional damage of the same type to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8.

Titan’s Might

At 7th Level, you do not tolerate enemies sticking their swords where they don’t belong. As an action, you can target a creature or object of a smaller size category than you. (Remember to account for Mighty). The opposing creature makes a STR saving throw vs your SCM. On a failure, you can throw the creature a number of ft equal to 10 x the number of size categories smaller than you. An object automatically fails. A creature thrown this way takes falling damage as if it had fallen this distance. If it strikes an enemy creature before it travels the entire distance, the creature must make a DEX saving throw vs your SCM, or it also takes this damage.
When the thrown creature lands, it makes a DEX saving throw vs your SCM. On a failure, it falls prone when it lands. Once you use this feature, you cannot use it again until finishing a short or long rest, or by expending a 1st level spell slot or higher.

Bunker Down

At 11th level, instead of nimbly dodging, you can attempt to take a hit head on. Whenever you would make a DEX saving throw, you can choose to use your STR+CON modifiers, instead of your DEX (you do not add your PB unless you are already proficient in DEX saves). If it includes an effect to take damage, you take only half damage on a failure and no damage on a success. Once you use this ability, you cannot do so again until you finish a short or long rest or expend a third level or higher spell slot.

Improved Extra Attack

When you gain this feature at 15th level, you can Attack three times instead of twice when you take the attack action.

Virtue of Serenity

Restrictions: You must have at least a 13 in INT to choose this Virtue

The Royal Knights who choose this virtue are able to view the world through a lens of calm and grace. The world is a roaring river, yet they can see the single drop as clearly as the ocean it pours into. They keep a great composure and are able to think calmly and rationally even in the face of overwhelming danger. Those who take this virtue are a calming presence on the battlefield, the anchor on which their companions rely on.

Expanded Spell List

These spells are also available for you to learn and are treated as Royal Knight Spells for you. You must be able to cast the spell in order to take it (So you must be level 5 for the 2nd level spells, etc).

Level Spells Added
1st Dissonant Whispers, Silent Image
2nd Suggestion, Tasha's Mind Whip
3rd Counterspell, Intellect Fortress
4th Confusion, Raulothim's Psychic Lance
5th Synaptic Static, Telekenesis

Serene

When you take this Virtue at 2nd level, you gain an inner peace that imbues your Soul. As an Action, you can recover a number of spell slots of a combined level equal to your proficiency bonus. You can only use this ability once per long rest. Your SCM is INT.

Connected Mind

At 2nd Level, when you commit to this virtue, you gain the ability to gleam the surface thoughts of friendly creatures. You can speak telepathically to any allied creature within 60 ft of you. The creature is able to understand you regardless of if it shares a Language, though it must know at least one. The creatures in range can respond to you telepathically but cannot communicate to one another in this way. This ability cannot be used while you are unconscious, stunned or otherwise incapable of gathering your thoughts.

Memento

At 7th level, you gain the ability to return to imbue an object with your power. On a long rest, you can summon a mystical token. You choose the tokens appearance, though it must be a Tiny object. You may only create one token at a time, and only one creature may hold it at a time. Whenever a creature is holding the token, they can use a bonus action to return to a space they stood earlier this turn. The token is destroyed when targeted by specific magical means, such as a Shatter spell, when you craft a new one or if you die.

Calm Composure

At 11th level, you remain calm in the face of menacing threats. When a creature targets you with an attack, spell, or ability, you can choose to add your SCM modifier to the saving throw (even if it already uses the stat). You can use this ability after you make the roll, but before you see the results. You can use this a number of times equal to your SMC. On a failure, you cannot use this ability again until you finish a short or long rest, or you expend a 2nd level or higher spell slot.

Mental Assault

Your mental composure makes you adept at exploiting the mental weaknesses of your enemies. At 15th level, whenever you deal psychic damage to an enemy, you can psychically mark them. The next time they would make an INT, WIS, or CHA saving throw, they make the save at disadvantage. You can use this ability a number of times equal to your SCM per long rest.

Lost Knight

Reality and Ideals are constantly at odds with one another. Sometimes one’s strength of character is weak, or their ideal is flawed or too simple to withstand the weight of circumstances. A Black and White view of the world can often falter to the Greys of life. A Royal Knight who finds their virtue waver significantly may find their power corrupted. Many who fall do not recover, but some find themselves a morality or purpose in their failure.

Abandoned Virtue

Players and DMs should work together when considering this subclass option. It is a thematic option that an existing Royal Knight can convert to when they find their world view broken or shattered or that a new player can create. However, both are encouraged to consider the story implications and find a narrative that works for everyone at the table. Cooperation is key. A Lost Knight could be a noble warrior, fallen from grace trying to return, or one irredeemably corrupted; And just about anything else a player wants it to be.

Expanded Spell List

These spells are also available for you to learn and are treated as Royal Knight Spells for you. You must be able to cast the spell in order to take it (So you must be level 5 for the 2nd level spells, etc).

Level Spells Added
1st Inflict Wounds, Ray of Sickness
2nd Acid Arrow, Ray of Enfeeblement
3rd Bestow Curse, Stinking Cloud
4th Blight, Vitriolic Sphere
5th Cloudkill, Negative Energy Flood

Fallen Warrior

Due to the Lost Knight’s Nature, they can be quite varied. When you take this subclass, either at 2nd level or converting to it later, you choose one of the following options and gain those benefits:

  • Your SCM is INT. Whenever you would make a Skill Check, Attack Roll or damage roll that does not use your INT, you can add your INT modifier to it. You can use this ability a number of times per long rest equal to your SCM.
  • Your SCM is WIS. Whenever you cast a Royal Knight Spell, you gain Temporary HP equal to your WIS modifier + the Spell Level.
  • Your SCM is CHA. Whenever you cast a Royal Knight spell that deals damage, you can add your CHA modifier to the total damage rolled.

Once you choose an option, you cannot change it. If you change from another subclass option to this one, you immediately lose any spells that were on that Virtue’s expanded spell list. When you do, you can replace them with any number of spells on the Royal Knight spell list or this subclass’s expanded spell list.

Toxic

Lost Knights must contend with the taint that has found its way within their power. At 2nd level you become imbued with a sickness about you. You gain resistance to Poison Damage. Additionally, as a bonus action, you can exude a measure of your sickness. Any creature within 15 ft of you must make a CON saving throw. It takes 2D6 + your SCM in Poison damage and becomes poisoned on a failed save or half as much on a successful one and does not become poisoned. The damage increases to 3D6 at level 6, 4D6 at level 10 and 5d6 at level 14. You can use this ability a number of times equal to your SCM per long rest.

Corrosive

Your Power is particularly harmful to any being, including yourself. At 7th Level, whenever you cast a spell on your Expanded spell list or use your Toxic Trait, you take 1D4 Poison Damage per spell level in Poison Damage. The Toxic trait inflicts 1 D4 Poison damage in this way. This damage cannot be resisted or negated in anyway and ignores any Temp HP or Barrier (though it does not damage or remove them). Any creature targeted a spell or feature effected by this ability cannot be immune to its damage, instead only having resistance, and a creature with resistance does not resist the damage. Magical resistance still applies.
Additionally, you can reroll any 1s you roll with these spells or the Toxic feature. If you do, you must use the new roll.

Survivor

Years away from your cause have taught you how to get by with Nothing but yourself when in a tight spot. At 11th Level, whenever you would fail a saving throw, you can reroll it. When you do, you do so with Advantage, regardless of how you made the initial roll. Once you use this ability, you cannot do so again until you finish a long rest. As an action, you can regain this ability early by expending a 3rd level or higher spell slot.

Lost and Found

The Nature of a Lost Knight is difficult to reconcile with that of the Royal Knight. You can stand alone, but still have the power and desire to protect. At 15th level, you learn to give that dissonance form. The Following abilities activate whenever their conditions are met:

  • Whenever you are not within 30 ft of an ally, you gain a +2 to your AC and all Saving Throws. In addition, you may use your bonus action to make a weapon attack on an enemy.
  • Whenever an ally is within 30 ft of you, all allied creatures within that range gain +1 to their AC and all saving throws. Additionally, they can use their bonus action to move up to their movement speed towards you. This movement does not provoke attacks of opportunity.

This ability cannot be used when you are asleep, incapacitated or otherwise disabled

Royal Knight Spells

1st Level
  • Absorb Elements*
  • Alarm*
  • Bless
  • Cause Fear
  • Command
  • Compelled Duel
  • Detect Evil & Good*
  • Earth Tremor
  • Expeditious Retreat*
  • Feather Fall*
  • Jump*
  • Heroism
  • Ice Knife
  • Longstrider*
  • Protection From Evil and Good*
  • Shield of Faith*
2nd Level
  • Darkvision*
  • Enhance Ability*
  • Flame Blade*
  • Find Steed*
  • Hold Person
  • Knock*
  • Magic Weapon*
  • Maximillian’s Earthen Grasp
  • Minor Restoration*
  • Protection from Poison*
  • Shadow Blade*
  • Summon Beast*
  • Warding Bond*
  • Zone of Truth
3rd Level
  • Dispel Magic
  • Elemental Weapon*
  • Erupting Earth, Fear
  • Glyph of Warding
  • Life Transference*
  • Protection from Energy*
  • Remove Curse*
  • Slow
  • Wall of Sand*
  • Wall of Water*
  • Wind Wall
4th Level
  • Banishment
  • Death Ward*
  • Dominate Beast
  • Find Greater Steed*
  • Fire Shield*
  • Locate Creature*
  • Ottiluke’s Resilient Sphere
  • Sickening Radiance
  • Stoneskin*
  • Wall of Fire
5th Level
  • Dominate Person
  • Hold Monster
  • Holy Weapon*
  • Greater Restoration*
  • Skill Empowerment*
  • Wall of Force*
  • Wall of Light
  • Wall of Stone

*Holy Weapon is intended to be available to the Virtue of Might

Game Credit

This Class was inspired by the game Hollow Knight by Team Cherry. A labor of love made solely for entertainment purposes and not-for-profit. No copyright infringement is intended.

Designed by: Nick

 

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