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#### Fighter: ### Knight of the Last promise *Attention! This is not a good day. This is earth's darkest hour! And look at you miserable lot. We are the fallen and today we shall rise, the Army of the Dead shall save the Land of the Living. This is not the order of a general, nor the whim of a lunatic. This is a promise! The promise of a soldier! You will sleep safe tonight.*
-[Death in Heaven](https://www.doctorwho.tv/stories/death-in-heaven)
The knights of the last promise call on the dead to honor their vows once more. To protect their flock and stand stalwart against the enemy, even after their sacrifice
\- for promises do not end in death. #### Threshold veil Starting at 3rd level, you can use your bonus action to conjure a necromantic veil over your face. The veil lasts until you dismiss it as a bonus action. You gain the following features while wearing it: - You can communicate simple ideas with unintelligent undead, using gestures and motions. - You can cast *Spare the dying* and *Toll the dead*, using Wisdom as your spellcasting modifier. - You gain proficiency in death saving throws. \columnbreak
#### Oathbinder Starting at 3rd level, you can call on to spirit of dead warriors to aid you. As an action, you can magically summon an **Oathbound knight**. It appears in an unoccupied space of your choice within 30 feet of you. The knight vanishes when it is reduced to 0 hit points, when you use this feature to summon the knight again, or when you die. Alternatively, you can use your action to target a humanoid corpse within 30ft of you, transforming it into your Oathbound knight. The corpse returns to its former appearance when the knight vanishes. The knight is friendly to you and your companions, and it obeys your commands. See its game statistics in the accompanying Oathbound knight stat block, which uses your proficiency bonus (PB) in several places. In combat, the knight shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the knight can take any action of its choice, not just Dodge. You can use this feature a number of times equal to your PB, and regain expended uses on a long rest. \pagebreak
#### Forget-me-not Starting at 7th level, your knights pass onto you their determination when they vanish. When your Oathbound knight is reduced to 0 hit points, you gain advantage on all attack rolls and saving throws until the end of your next turn. #### Honor guard Starting at 10th level, you gain the ability to call upon higher echleons of knights. When you summon a knight, it gains your choice of Defence, Dueling, or Protection Fighting Style. #### Last stand Starting at 15th level, your call rallies your knights to your side, bolstering their undying resolve. When you use Second wind, your knights also regain the same amount of hit points. #### Legion of hope Starting at 18th level, your promise and your determination inspire your knights to stand together. You can have two knights at the same time, though you can only summon one at a time. In addition, the creature type of your knights changes to Celestial, and they cannot be charmed or frightened. ___ > ## Oathbound knight >*medium undead* > ___ > - **Armor Class** 12 + PB (conjured armor) > - **Hit Points** 5 times your Fighter level (the knight has a number of hit dice [d10s] equal to your level) > - **Speed** 30ft >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|6 (-2)|15 (+2)|6 (-2)|14 (+2)|12 (+0)| >___ > > - **Saving Throws** Str +3 plus PB, Con +2 plus PB > - **Senses** darkvision 60ft, passive Perception 12 > - **Damage Immunities** poison > - **Condition Immunities** poisoned > - **Languages** understands the languages you speak. > ___ > > ### Actions > **Ceremonial blade.** *Melee Weapon Attack:* +3 plus PB to hit, reach 5 ft., one target. Hit: 1d8 plus PB piercing damage. > **Grave bloom (1/LR).** The knight conjures a bloom of flowers and petals around a creature within 30ft of it, granting 1d8 + twice your level as temporary hit points to the creature. > ### Reactions > **Vowed protection.** The knight intercepts harm to protect another creature. When a creature within 5ft of the knight would take damage, the knight takes the damage instead.
Knight of the last Promise by [Lucifer](https://www.gmbinder.com/profile/Lucifer1389)
Art by [Jessie jiang](https://www.artstation.com/polyvolchant/)