Knight

A trained, strong warrior bound by oath. Fighting for their kingdoms, militia's, and loved ones. Their experience makes them the most resilient fighters out there, and their code of ethics pushes their spirit into performing seemingly superhuman feats. How painful it is to see their code and ethics mercilessly torn apart by Gehenna. And what would become of one such as the Knight, without the sanity, ethics, and brains behind their tactics?

Alignment: Anything within 1 step of lawful good.

Hit Die: D10

Skills: Craft, Heal, Profession, Sense Motive

Starting Wealth: 56 Silver

Level BAB Fort Save Ref Save Will Save Special
1st +1 +2 +0 +2 Aura, Defense Stance
2nd +2 +3 +0 +3 Divine grace, lay on hands
3rd +3 +3 +1 +3 Armor Training, mercy
4th +4 +4 +1 +4 Fast Stance
5th +5 +4 +1 +4 Mercy
6th +6/+1 +5 +2 +5 Foresight
7th +7/+2 +5 +2 +5 Offensive Stance, Mercy
8th +8/+3 +6 +2 +6 Vigor
9th +9/+4 +6 +3 +6 Mercy
10th +10/+5 +7 +3 +7
11th +11/+6/+1 +7 +3 +7 Mercy
12th +12/+7/+2 +8 +4 +8
13th +13/+8/+3 +8 +4 +8 Mercy
14th +14/+9/+4 +9 +4 +9
15th +15/+10/+5 +9 +5 +9 Mercy
16th +16/+11/+6/+1 +10 +5 +10
17th +17/+12/+7/+2 +10 +5 +10 Mercy
18th +18/+13/+8/+3 +11 +6 +11
19th +19/+14/+9/+4 +11 +6 +11 Mercy
20th +20/+15/+10/+5 +12 +6 +12

Class Features

All of the following are class features of the Knight


Divine Grace

The Knight gains a bonus equal to their Intelligence bonus on all Saving Throws.


Armor training

The Knight takes halved damage on any attacks of opportunity. .


Lay On Hands

The Knight can heal wounds (their own or those of others) by touch. Each day they can use this ability a number of times equal to 1/2 their level plus their Intelligence modifier. With one use of this ability, a Knight can heal 1d6 hit points of damage for every 2 levels they possess. Using this ability is a standard action, unless the Knight targets themself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability.


Aura

You have a strong aura, showing your alignment. You cannot hide or mask this.


Mercy

At 3rd level, and every 2 levels thereafter, a Knight can select one Mercy. Each Mercy adds an effect to the Knight's lay on hands ability.

A full list of the Knight's Mercies and which levels they can be accquired from can be found here: Mercies

These abilities are cumulative. Once a condition or spell effect is chosen, it can’t be changed.


Fast Stance

When in Fast Stance, a Knight gains an extra 20 feet of movement and an +2 Bonus to their AC. They also take an additional 1D6 damage, and have a 1D4 penalty when dealing damage. Entering a stance takes 1 standard action.


Defense Stance

When in Defense Stance, a Knight gains a +5 bonus to their AC and a 1D6 damage reduction. They also lose 15 feet of movement, and have a 1D4 penalty when dealing damage. Entering a new stance takes 1 standard action.


Offensive Stance

When in Offensive Stance, a Knight rolls for attack with advantage and gains an additional 2D6 when dealing damage. They also take and additional 1D6 damage and lose 15 feet of movement. Entering a new stance takes 1 standard action.


Vigor

The Knight gains an extraordinary burst of energy to push forward, and gains an additional standard action in just 1 turn. Can be casted twice per long rest.


Foresight

The Knight's training and experience puts them 2 steps ahead of the enemy. Gain the ability to ask the GM what every enemy will do either this round or the next, and they must respond truthfully.