Knave Class - 5e

by williamBeuregardBagginsIII

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The Knave

Class Features

A Knave is a tomb-raiding, adventure seeking ne’er-do-well who wields a spell book just as easily as a blade. Inspired by Ben Milton's "Knave" rpg

The Knave

Level Proficiency Bonus Features
1st +2 Spell Reader, Tool Aficianado,
2nd +2
3rd +2
4th +2 Ability Score Improvement
5th +3
6th +3 Ability Score Improvement
7th +3
8th +3 Ability Score Improvement
9th +4
10th +4

Hit Points


  • Hit Dice: 1d8 per knave level
  • Hit Points at 1st Level: 8 + CON bonus
  • Hit Points at Higher Levels: 1d8 (or 5) + CON bonus per Knave level after 1st

Proficiencies


  • Armor: All
  • Weapons: All
  • Tools: All, these days everything comes with instructions

  • Saving Throws: Any 2, or roll 2x on the ability table below
  • Skills: Any 3, or roll 3x on the skill table below

Spellcasting

  • Spellcasting Ability: INT
  • Spell Save DC: 8 + INT + proficiency bonus
  • Spell Attack: d20 + INT + proficiency bonus

Equipment

  • Starting Wealth: 5d4 x10 gold pieces
  • see equipment section in "Creating a Knave"

Spell Reader

Knaves can read spells found in spellbooks, scrolls, grimoires, etc (see Magic for more details)

Tool Aficianado

A Knave gains proficiency with any tools they carry after practicing for 24 hours, most of these tool kits come with instructions anyways (Knaves actually read them)

Ability Score Improvement

Increase one ability scores by 2 or two ability scores by 1, up to a maximum of 20

Item Slots

  • PCs have a number of item slots equal to their Constitution Score
  • Most items, including spell books, potions, a day’s rations, light weapons, tools and so on take up 1 slot.
  • Particularly heavy or bulky items like armor or medium to heavy weapons may take up more slots.
  • Groups of small, identical items may be bundled into the same slot. 100 coins can fit into 1 slot.
  • 1 slot can hold around 5 pounds.

Magic

A knave can learn spells from any spell list, but cannot memorize them like a typical spellcaster

Casting spells:
  • Knaves may only cast a spell of a spell level equal to their Intelligence modifier or less
  • Spells are cast out of spell books, which must be held in both hands and read aloud.
  • Each non-cantrip spell book can only be used once per day.
  • Each spell book only holds a single spell
  • Each spell book takes up an item slot
Gaining spells:
  • Knaves are unable to create, copy or transcribe spell books.
  • Knaves can only get spells by recovering them from dungeons or looting them from other magicians.
  • The higher the level of the spell book, the rarer and more valuable it is.
  • Knaves openly carrying high level spell books are likely to be hounded by bandits and wizards looking to “acquire” them.
  • Spells typically cost 50 x spell level gp, Cantrips cost 25gp

Creating a Knave

Ability Scores

For each ability roll 4d6 and drop the lowest d6, then assign a bonus based on the below table:

Ability Score Bonus
1 −5
2–3 −4
4–5 −3
6–7 −2
8–9 −1
10–11 +0
12–13 +1
14–15 +2
16–17 +3
18–19 +4
20 +5

Races

d20
1-10 Human
11-12 Dwarf
13-14 Elf
15-16 Halfling
17-18 Half-Orc or Half-Elf
19-20 Dragonborn, Gnome, or Tiefling

Backgrounds

d20 d20
1 Acolyte 11 Noble
2 Charlatan 12 Outlander
3 Criminal 13 Pirate
4 Entertainer 14 Sage
5 Folk Hero 15 Sailor
6 Gladiator 16 Soldier
7 Guild Artisan 17 Spy
8 Guild Merchant 18 Urchin
9 Hermit 19+ choose any
10 Knight

Saving Throws Proficiencies (x2)

d6 d6
1 Strength 4 Intelligence
2 Dexterity 5 Wisdom
3 Constitution 6 Charisma

Skill Proficiencies (x3)

d20 d20
1 Acrobatics 11 Nature
2 Animal Handling 12 Perception
3 Arcana 13 Performance
4 Athletics 14 Persuasion
5 Deception 15 Religion
6 Insight 16 Sleight of Hand
7 Intimidation 17 Stealth
8 Investigation 18 Survival
9 History 19+ choose any
10 Medicine - -

Random Starting Equipment

Roll once on each of the tables below.

Weapons

d20
1-3 1 Simple
4-14 2 Simple or 1 Simple + Shield
15-19 1 Martial
20 2 Martial or 1 Martial + Shield

Armor

d20 d20
1-3 None 15-19 Medium Armor
4-14 Light Armor 20 Heavy Armor

Tools

d20 d20
1-2 Artisan’s Tools 11-12 Musical Instrument
3-4 Disguise Kit 13-14 Navigator’s Tools
5-6 Forgery Kit 15-16 Poisoner’s Kit
7-8 Gaming Set 17-18 Thieves’ Tools
9-10 Herbalism Kit 19-20 choose any

Gear

d6 d6
1 Burglar's Pack 4 Entertainer's Pack
2 Diplomat's Pack 5 Explorer's Pack
3 Dungeoneer's Pack 6 Scholar's Pack

Bonus Item

d20
1-10 Tool
11-17 Armor or Weapon
18-20 Cantrip or Common Magic Item

Notes

Why Play as a Knave

It's multiclassing without multiclassing and in a lot of ways it's much more freeing to be able to say "I'm basically a Wizard because I only carry spellbooks" or "I'm a Fighter because I have armor, weapons, and some more weapons". It also allows that "Wizard" to quickly become a "Fighter" just by selling their spells and carrying weapons and vice versa.

Thematically it explains why Wizards don't wear armor and generally falter in combat compared to a Fighter.

One more note, I've noticed when playing with my kids, they always have these crazy ideas for character concepts that never fit nicely into existing classes, using Knave I could just tweak their items and BOOM! we have a fighting elf that can turn invisible under the full moon and wields a magic bow that shoots lightning.

Max Level 10?

Yep, keep going if you want to though

No Class Abilities or Feats

Feel free to "imbue" a class abilities into an item or just allow a player to take a feat instead of the Minor Ability Score Improvement, problem solved!

The imbued item works great if the ability it grants becomes OP, because then it can always be stolen by some bad guy

Party Composition

Generally a party is full of Knaves, because mechanically a knave would be outshined by other classes, but also thematically no Wizard or Fighter would waste their time with a Knave. Mix the party at your own risk

Resources and Inspirations

  • Knave by Ben Milton...obviously

Might be nice to add a picture here or something :\

 

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