Delta Knight (5e Class)

From D&D Wiki

Jump to: navigation, search
Stub Logo.png This page is incomplete and/or lacking flavor. Reason: Almost no class page is in a finished state when it is first posted. For guidance, see the 5e Class Design Guide.


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

Delta Knight[edit]

Delta Knight[edit]

Creating a Delta Knight[edit]

aad8e65b21c7896d0bbfedd6191bcedbb3f5ce7e.jpg
Quick Build

You can make a Delta Knight quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Constitution. Second, choose the Knight background. Third, choose the rapier, leather armor, and a explorer's pack this includes a hand crossbow with 20 bolts and a set of tinker's tools.

Class Features

As a Delta Knight you gain the following class features.

Hit Points

Hit Dice: 1d10 per Delta Knight level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Delta Knight level after 1st

Proficiencies

Armor: Light armor, medium armor
Weapons: Any one-handed melee weapon, hand crossbows, one-handed firearms (Optional)
Tools: Tinker's tools
Saving Throws: Strength, Dexterity
Skills: Choose two from Athletics, Acrobatics, Arcana, Perception, Survival, Sleight of Hand, Investigation, and Insight

Equipment

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

Table: The Delta Knight

Level Proficiency
Bonus
Features Gadgets Known
1st +2 Delta Training 0
2nd +2 Unorthodox Fighting Style, Gadgets 2
3rd +2 Delta Path 2
4th +2 Ability Score Improvement 2
5th +3 Extra Attack 3
6th +3 3
7th +3 4
8th +3 Ability Score Improvement 4
9th +4 5
10th +4 5
11th +4 5
12th +4 Ability Score Improvement 6
13th +5 6
14th +5 6
15th +5 7
16th +5 Ability Score Improvement 7
17th +6 7
18th +6 8
19th +6 Ability Score Improvement 8
20th +6 8

<!-Class Feature->[edit]

<!-Class feature game rule information->

<!-Use semi-colons for subheaders->

<!-Subclass Feature->[edit]

<!-At <!-insert level-> level, you chose a <!-insert name of subclass feature i.e. path, archetype, discipline, etc.->. Choose between <!-list the subclass options->, <!-all/both-> detailed at the end of the class description. Your choice grants you features at <!-insert the level when subclass features begin-> and again at <!-list all the levels the class gains subclass features->.->

Ability Score Improvement[edit]

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.

<!-Class Feature->[edit]

<!-Class feature game rule information->


<!-Class Option 1->[edit]

<!-For subclasses introduce this class option here->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Option 2->[edit]

<!-Introduce this subclass here->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Delta knight class, you must meet these prerequisites: Dexterity or Strength score of 13 or higher.

Proficiencies. When you multiclass into the Delta knight class, you gain the following proficiencies: Any one-handed melee weapon, hand crossbows, tinker’s tools, light and medium armor

0.00
(0 votes)

Back to Main Page5e HomebrewClasses

Home of user-generated,
homebrew pages!


Advertisements: