Holy Grail Knight (5e Class)
Holy Grail Knight[edit]
A towering figure, encased in immaculate armor gleaming with otherworldly light, stands amidst a battlefield twisted by death and ruin. At their hip hangs a silver chalice, etched with runes that shimmer faintly in the gloom. Behind them, a host of warriors watches in reverent silence. A lone sunbeam breaks through the roiling black clouds above, casting divine radiance upon the knight as if their god’s eye gazes down upon them. Dipping fingers into the chalice, the knight clasps their hands, letting the sacred ichor flow between their palms as they murmur a prayer—not for victory, but for the fallen, their spirits lifted skyward by whispered devotion.
In the darkened alleys of a godless city, a woman cloaked in moonlight walks with purpose. Her footsteps echo in silence as she approaches a corner where a man waits, unaware. The chalice at her side faintly glows, casting pale halos upon the walls. She steps into the shadowed gap between buildings, and for a breath there is only silence. Then—a flash of blinding white and a scream torn from a soul. When dawn arrives, the city finds a man’s husk lying in that alley, drained and brittle, as though the divine had reached down and wrung the sin from his body.
Knights of The Divine[edit]
Grail Knights are sacred champions bound to the divine through a ritual known only as the Incandescence—a harrowing trial of unwavering faith and peerless devotion. Though its shape varies across time and place, the trial is always brutal, demanding immense strength, clarity of purpose, and steadfast loyalty to one’s god. Only the most resolute ever reach the final chamber, where the true test begins.
At the end lies a solitary chalice—ancient, radiant, and filled with a glowing liquid not of this world. It shines like consecrated gold and stirs like holy waters moved by unseen tides. It is said to be the distilled grace of the gods, offered only to those whose souls have been found worthy. To drink from it is to be changed forever.
And survive you have.
You drank deep from the sacred Grail, and the divine ichor has remade you. In that moment, pain and purity intertwined—your body wracked by fire, your soul pulled taut like a bowstring. Something within you shifted, as if your very being had been touched and weighed by the divine.
Those of faith believe it forges a bond between knight and god—an unbreakable link through which miracles might flow. Others, more scholarly or wary, fear what such power means. They whisper of candidates who were twisted, their bodies undone by a grace they could not endure. Of holy knights who returned... different. Blessed or cursed, none can say for certain.
The Grail Knight’s Chalice[edit]
A Grail Knight’s chalice is more than a divine instrument—it is a mirror of the self. No two are ever alike. Some are simple and smooth, carved from pale stone or polished silver, radiating quiet faith. Others are jagged and bold, inlaid with gold or crowned with horns, pulsing with righteous fury. A chalice may be shaped by peace or turmoil, devotion or doubt—its form an echo of the knight’s soul.
Over time, the chalice may change. Some begin to tarnish, rusting or cracking as the knight struggles. Others twist unnaturally, sprouting mutated growths or shedding pieces as if rejecting the hand that holds them. Ichor may turn thick, black, or cold. These are not merely signs of wear—they are omens, warnings, reflections of choices made and paths walked.
Forged in moments of trial or gifted through divine vision, each chalice tells a story. It reflects not just who the knight is… but what they carry within, and what they may yet become.
Creating a Grail Knight[edit]
When making a Grail Knight, it’s important to consider your character’s relationship with the divine. Did you pass the Incandescence with grace, or just barely survive it? Do you feel blessed or burdened by what you’ve become? Do you serve your god with true faith, or simply hope your deeds are enough? Does your power come from devotion… or from a fascination with the ichor itself, the strange miracle that pulses in your veins? Perhaps your bond to the divine has frayed, and yet the ichor remains—whispering, tempting, promising something more. These questions are often reflected in your subclass choice.
- Quick Build
You can make a grail knight quickly by following these suggestions. First, Strength should be your highest ability score, followed by Charisma. Second, choose the Noble or Soldier background. Third, choose Religion and Athletics for your skills.
Class Features
As a Holy Grail Knight you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Holy Grail Knight level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Holy Grail Knight level after 1st
- Proficiencies
Armor: Heavy armor, medium armor, Shield
Weapons: Martial Weapons, Simple Weapons
Tools: None
Saving Throws: Strength, Charisma
Skills: Choose two from Athletics, Intimidation, Performance, Religion, Persuasion, or Deception
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) A martial melee weapon and a shield or (b) Two martial melee weapons
- (a) 5 javelins or (b) Heavy crossbow and 20 crossbow bolts
- (a) Chain Mail or (b) Half Plate
- (a) Priest's Pack or (b) Explorer's Pack
- If you are using starting wealth, you have 5d4*10gp in funds.
Level | Proficiency Bonus |
Features | Ichor Charges |
---|---|---|---|
1st | +2 | Gift of the Heavens, Ichor Charges | 3 |
2nd | +2 | Grailburst | 5 |
3rd | +2 | Induction Path | 7 |
4th | +2 | Ability Score Improvement | 8 |
5th | +3 | Extra Attack | 10 |
6th | +3 | Induction Feature | 11 |
7th | +3 | Holy Weapon | 13 |
8th | +3 | Ability Score Improvement | 14 |
9th | +4 | Sickly Abundance | 15 |
10th | +4 | Induction Feature | 16 |
11th | +4 | Sunbathe | 17 |
12th | +4 | Ability Score Improvement | 18 |
13th | +5 | Drink Deep | 19 |
14th | +5 | Induction Feature | 20 |
15th | +5 | Never Empty | 21 |
16th | +5 | Ability Score Improvement | 22 |
17th | +6 | Savior of the Masses | 23 |
18th | +6 | Filled to the Brim | 24 |
19th | +6 | Ability Score Improvement | 25 |
20th | +6 | Herald of the Grail | 25 |
Gift of the Heavens[edit]
At 1st level you are granted a large, beautifully crafted chalice. Its exact appearance is entirely at the player's discretion. The chalice is held at your side by any means the player decides. For instance, it may be intricately supported by an odd scabbard, or it may be held by a leather strap that loops around the stand of the chalice. The chalice cannot be separated farther than 30 feet from you, after which it returns to your person via a brief puff of white smoke and yellow light.
Additionally, some actions you can take as a grail knight may require a DC and an attack modifier.
Spell Save DC: 8 + proficiency bonus + Charisma modifier
Spell Attack Modifier: proficiency bonus + Charisma modifier
Ichor Charges[edit]
Additionally at 1st level, you are gifted the ability to manipulate the divine ichor within your chalice. You gain an amount of ichor charges equal to the amount listed in the Ichor Charges column in the Grail Knight table. You regain any spent ichor charges when you finish a long rest. Additionally, you gain the following abilities (Flavored Cleric level 1 spells):
Favor of the Grail[edit]
You let the ichor spill across your blade, and it clings with holy luminance. For one minute, every strike you make gleams with divine power, dealing an extra of 1d4 radiant damage to the target. This damage increases to 1d6 at level 5, 1d10 at level 11 and 2d6 at level 15. (Divine Favor flavored)
Judging Light[edit]
You can expend 1 ichor charge as an action to grab a handful of the yellow liquid from your chalice and pulse radiant energy through it. You make a ranged spell attack against a creature that is, at most, 120 feet away. On a hit, the creature takes 4d6 radiant damage. The damage increases to 5d6 at 5th level, 7d6 at level 9, 8d6 at 13 level and 9d6 at 17th level. (Guiding bolt flavored)
Drops of Grace[edit]
You can spend 1 ichor charge and a bonus action to scoop and flick a few glowing droplets of ichor from the Grail toward a wounded creature within 60 feet. The liquid strikes their skin and spreads warmth through their wounds regaining 1d4 + your spellcasting modifier hit points. The healing increases to Level 3: 2d4, Level 7: 3d4, Level 11: 4d4, Level 17: 5d4 (Healing Word flavored)
Fighting Style[edit]
Moreover at 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a fighting style option more than once, even if you later get to choose again.
Archery[edit]
You gain a +2 bonus to attack rolls you make with ranged weapons.
Defense[edit]
While you are wearing armor, you gain a +1 bonus to AC.
Dueling[edit]
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.
Great Weapon Fighting[edit]
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.
Protection[edit]
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Two-Weapon Fighting[edit]
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Grailburst[edit]
At 2nd level, when you hit a creature with a melee weapon attack, you can expend 2 ichor charges to unleash a radiant burst. A shimmering bubble of divine energy erupts from the point of impact, searing the target with holy power. The target takes 2d8 radiant damage, increasing to 3d8 at 5th level, 4d8 at 9th level, 5d8 at 13th level, and 6d8 at 17th level. If the target is a fiend or undead, the radiant bubble pulses more violently, dealing an additional 1d8 radiant damage. You can choose to activate this ability after seeing the attack hit, but before rolling damage.
Sacred Calling[edit]
At 3rd level, you choose a Sacred Calling that defines the nature of your bond to the divine and your interpretation of the Grail’s purpose. Whether you see yourself as a holy crusader, a vigilant purifier, or a wayward soul seeking truth, your Calling shapes the path you walk.
Choose between the Calling of the Cursed, the Calling of the Champion, or the Calling of the Heretic, all detailed at the end of this class description. Your Calling grants you features at 3rd, 6th, 10th, and 14th level.
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.
Extra Attack[edit]
Starting at 5th level, you may attack twice instead of once when you take the attack action on your turn.
Holy Weapon[edit]
Starting at 7th level, you may use your ichor to manifest holy weapons. By expending a bonus action and 2 ichor charges, you can summon an amount of weapons with this feature equal to your Charisma modifier. These summoned weapons deal one additional damage die worth of that weapon's damage, and the weapon deals radiant damage instead of the damage it originally dealt. You cannot summon weapons with this feature that you are not proficient with. Weapons you summon that have the ammunition property do not require ammunition, and instead generate their own ammunition when used to make ranged attacks.
Weapons summoned with this feature are considered magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage. Weapons summoned through this feature disappear if you dismiss the weapon, or if you die. Dismissing the weapon is a free action.
Creatures who make attack or damage rolls with weapons summoned via this feature can use their Wisdom or Charisma modifier in place of their Dexterity or Strength Modifier.
Sickly Abundance[edit]
Starting at 9th level, your chalice’s ichor grows into a abundance. You gain the following abilities:
Radiant Wave[edit]
You may choose to spend 3 ichor charges and an action to slam your chalice into the ground, causing its wine to spill forth. All creatures in a 60 foot cone must make a Dexterity saving throw. On a failure, the creatures take 2d6 radiant damage and 4d8 acid damage, and their movement speed is halved. On a successful save, the creatures take half damage.
Sun Rays[edit]
After using radiant coating, you may choose to spend an additional 2 ichor charges to further the effects of that feature. After furthering the effects, successful attacks made with radiant coating deal an additional 2d6 fire damage. Additionally, once per turn you may attempt an extra melee attack with a weapon suffering the effects of sun rays. The weapon gains 15 feet of range. When you attack with a weapon that is under the effects of sun rays, a thin arc of radiant energy slices through the air towards the target of your attack. On a successful attack, you add the damage granted by radiant coating and sun rays to the damage of the weapon.
Solar Flare[edit]
You may choose to spend 3 ichor charges and an action to point your chalice in the direction of the heretic. All creatures in a 10 foot thick and 60 foot long rectangle must make a Dexterity saving throw. On a failure, the creatures take 4d8 radiant damage and 4d4 fire damage, and are blinded for 1d4 rounds. On a success, the creatures take half damage and are not blinded.
Sunbathe[edit]
At 11th level, you’ve learned to use your ichor in combination with the sun itself. You may choose to spend 4 ichor charges and an action to throw an amount of ichor into the air, forming a luminescent mist. All creatures within a 60 foot radius of a chosen point within 30 feet of you must make a Dexterity saving throw. On a failure, the creatures take 4d10 radiant damage and are poisoned for 2d4 rounds. Creatures poisoned by this feature can also expend an action and attempt a Constitution saving throw in order to end the effect prematurely. On a success, the creatures take half damage and are not poisoned.
Additionally, the radius created by this ability lingers as a fog of yellow particles. The 60 foot radius created by this ability is considered a heavily obscured area, and this effect lasts for 2d4 rounds. Any creatures that end their turn in the radius must make a Constitution saving throw. If the creature fails, they take 2d10 radiant damage and are poisoned for 2d4 rounds. Creatures poisoned by this feature can also expend an action and attempt a Constitution saving throw in order to end the effect prematurely. On a success, the creatures take half damage and are not poisoned.
Furthermore, if any part of the fog created by this ability overlaps with sunlight additional effects occur. The damage increases to 5d10 radiant damage, and the creature is also blinded if they fail the save.
Drink Deep[edit]
At 13th level, you drink deep of your chalice and your soul is cascaded with vitality. You may expend up to half of all of your ichor charges and a bonus action to drink from your chalice. You regain an amount of hit points equal to an amount of d6s that are equivalent to half the amount of ichor charges you sacrified through this feature. Before you may roll these d6s to determine how many hit points you gain, you must make a Constitution saving throw (DC equal to yours). If you fail, you regain an amount of hit points equal to an amount of d4s, instead of d6s, that are equivalent to half the amount of ichor charges you sacrificed through this feature and you take an amount of psychic damage equal to half your grail knight level. If you succeed, you regain an amount of hit points equal to an amount of d8s, instead of d6s, that are equivalent to half the amount of ichor chrages you sacrified through this feature and you gain a pool of d4s equal to your proficiency bonus. This pool of d4s can be spent on any d20 roll that occurs before you complete a long rest. After you've completed a long rest, you lose any remaining d4s in your pool.
Never Empty[edit]
At 15th level, you have been taught the difficult technique of regenerating ichor from nothing. You can convert rolled hit dice into ichor charges. When you take a short rest and decide to roll your hit dice to regain hit points, you can decide to convert any amount of the hit dice you rolled into ichor charges. When you use more than half of your hit dice through this feature, and then again when you use all of your hit dice through this feature, you must make a Constitution saving throw (DC equal to yours). If you fail, you take one level of exhaustion.
Additionally, if you are within sunlight, this process becomes easier. So long as you are standing in sunlight, you do not need to make the Constitution saving throws when activating never empty.
Savior of the Masses[edit]
At 17th level, you’ve learned how to help others with your ichor; whether they want to be helped or not. You may expend an action and attempt to grapple a creature within 10 feet of you. If you fail to grapple the creature, nothing more happens. If you successfully grapple the creature, as part of the same action, you may expend half of all your ichor charges to force the grappled creature to drink from the chalice. They must make a Constitution saving throw with disadvantage. If they succeed, they are poisoned for the next 1d4 hours and take two levels of exhaustion. If they fail, they take 10d12 acid damage, are poisoned for 2d4 hours, and they take three levels of exhaustion. Acid damage dealt through this ability ignores immunity and resistance; changing immunity to resistance, and resistance to a lack of resistance. If a creature affected by this ability is vulnerable to radiant damage, they take the acid damage as if it was radiant damage. Creatures killed with this ability are incapable of being resurrected and are also horribly disfigured; as if they were trying to ingest several gallons of highly toxic acid.
Additionally, you may expend ichor to heal others. You may expend any amount of ichor charges to heal a creature within 10 feet of you. They regain an amount of hit points equal to an amount of d4s equivalent to the amount of ichor charges you expended.
Filled to the Brim[edit]
At 18th level, you’ve learned how to make the most of your chalice’s blessed ichor. By expending an action and all of your ichor charges, you violently pour out the entirety of the contents of your chalice. All creatures within a 120 foot cone must make a Dexterity saving throw. If they fail, they take an amount of d10s equal to the amount of ichor charges you sacrificed in acid damage, and take half of the dealt damage on the creatures next turn. If they succeed, they take half damage. Acid damage dealt through this ability ignores immunity and resistance; changing immunity to resistance, and resistance to a lack of resistance. If a creature affected by this ability is vulnerable to radiant damage, they take the acid damage as if it was radiant damage
Herald of the Grail[edit]
At 20th level, your connection to your god granted to you through your chalice grows ever stronger. While in sunlight, moonlight or darkness (depending on your deity), whenever you deal radiant damage you also deal an additional amount of radiant damage equal to your level plus proficiency bonus and Charisma modifier.
Additionally, when in the preferred lighting conditions of your god, you may completely negate the ichor charge cost of a feature. Once you use this feature, you must take a long rest before you can use it again.
Sacred Calling[edit]
Calling of the Cursed[edit]
You drank deeply of the chalice — not out of faith, but out of desperation, ambition, or raw hunger. Whether you sought power, salvation, or simple survival, you did not wait for permission. And in doing so, you took more than you were meant to. Your body bears the consequences. The ichor within you surges and writhes with unnatural energy. You are changed — perhaps blessed, perhaps defiled. Some call you cursed, an aberration walking in holy armor. But you know the truth: power this great always has a price. Whether you regret your decision or revel in what you've become, the light that flows through you is twisted, burning with brilliance and ruin both.
Aberrant Form[edit]
Starting at 3rd level, you have been cursed by the grail with an alternate form that grants you extraordinary strength and power. By expending an action, you drink deep from your chalice and grotesquely transform into an aberrant monstrosity. The exact description of this change is up to the player. You can transform an amount of times equal to your proficiency bonus before you must finish a short or long rest to transform again.
When you transform, the following changes occur:
- Your armor class changes to 14
- Your size is now one size category larger than it was before
- Your creature type is now aberration
- Your movement speed changes to 60 feet
- Your Intelligence score changes to 10, unless if it is already lower
- You are incapable of using weapons, and can barely blurt out words to form cohesive sentences
- Your Strength score increases by 4
- You are immune to the frightened condition
- You make Intimidation checks with advantage
- Your hit points multiply by 1.5
- You cannot use any abilities that would consume ichor charges when in your aberrant form
- You are immune to any spell or effect that would alter your form
- You gain the multi-attack action. By expending your action, you make 1d4 melee weapon attacks in addition to any extra attacks granted by your class. This ability has a recharge of 5-6.
- You have 1d4 “arms” and you can use your limbs and mouth to attack.
Limb. Melee Weapon Attack: + Str. Mod. to hit, reach 10 ft., one target. Hit: 2d8 + Str. Mod. Bludgeoning damage.
Maw. Melee Weapon Attack: + Str. Mod. to hit, reach 5 ft., one target. Hit: 2d8 + Str. Mod. Piercing damage.
- If you grapple a creature, you can take the rend action immediately afterwards as apart of the same action.
Rend. Melee Weapon Attack: + Str. Mod. to hit, reach 5 ft., one target. Hit: 2d10 + Str. Mod. Piercing damage. You also gain half of the damage dealt as hit points.
Your aberrant form ends early if your hit points reach or go below zero, or if you expend an action to turn back into a person. Once your aberrant form ends, you must make a Constitution saving throw with a DC equal to 8 plus the amount of rounds you were in your aberrant form for. If you were not in combat when you took your aberrant form, the DC is 10. If you succeed the save you take 1 psychic damage. If you fail the save, you take an amount of psychic damage equal to your grail knight level and suffer one point of exhaustion. If your aberrant form ends because your hit points reach or go below zero, you don't need to make the Constitution saving throw.
Blessed Mutation[edit]
At 6th level, you gain two Mutations of your choice. Mutations are certain additions you can make to your aberrant form. You are granted 2 mutations to choose from freely at every 5 levels, resulting in 2 mutations at level 6, 4 at level 11, and 6 at level 16 and above.
Your selection of Mutations are located at the bottom of this sub-class.
Additionally, at every level gained past level 6, you can choose to switch out one of the mutations you've chosen and replace it with another mutation, pending the mutation's level prerequisites.
Writhing Madness[edit]
Additionally at 6th level, your body twists with unnatural power when your true nature is revealed. While in your aberrant form, any creature that can see you must succeed on a Wisdom saving throw or become frightened of you for 1 minute. A creature may repeat the saving throw at the end of each of its turns, ending the effect on a success.
A creature that succeeds on the saving throw or ends the effect is immune to this feature for 24 hours.
Your very presence is wrong — not cursed, but changed — and the minds of the unprepared reel at the sight.
Inherent Radiance[edit]
At 10th level, the divine power that fuels you no longer dims in your most transformed state. You may choose a number of grail knight abilities equal to your Charisma modifier; the chosen abilities must require ichor charges to activate. You may use these selected abilities while in your aberrant form.
You cannot choose or use the following abilities in aberrant form: Filled to the Brim, Savior of the Masses, Drink Deep, and Holy Weapon.
Unquenchable Thirst[edit]
At 14th level, you learn to survive even the most devastating of wounds. When your hit points reach, or go below, zero while in your aberrant form, you can choose to instead drop to one hit point and gain an amount of temporary hit points equal to any amount of ichor charges you have. You can use this ability once, after which you must complete a long rest in order to do so again.
Mutations[edit]
Adhesive Excretions
Your aberrant form constantly excretes a sticky fluid that allows your unnatural body to climb practically any surface. You can move up, down, and across vertical surfaces and upside down along ceilings. You also gain a climbing speed equal to your movement speed.
Winged
Strange, otherworldly flesh-wings sprout from you back, giving your already unpleasant body an even stranger appearance. You gain a fly speed of 30 feet.
Aquatic Locomotion
Your body is granted the various implements needed to survive in water. You have a swim Speed of 30 feet, you can breathe water, and you can survive the crushing depths of the ocean.
Compact Bones
The bones of your strange body are malleable and collapsible. You make checks against being restrained or grappled with advantage, and you can move through a space as narrow as 1 foot without needing to squeeze.
Distorted Visage
You can twist the otherworldly flesh of your Aberrant Form's face into a distorted visage of one creature you can see. Additionally, you can speak in that creature's voice. If that creature makes a saving throw to see if they are frightened by you or not, they roll with disadvantage.
Great Maw
Your Aberrant Form's teeth become twisted and mangled; like the face of an aggressive lawn mower. When you successfully hit a creature with your Maw, the creature takes an additional 2d4 Piercing damage at the end of their next 1d4 turns.
Incessant Voices
Your fetid body is covered in a series of smaller, jagged mouths. These mouths are too small to be used for combat, but they are talkative enough to confuse or intimidate other creatures. Any creature hostile to you that starts or ends its turn within 15 feet of you, and can hear you, must make a Wisdom saving throw, unless if you are unconscious. If the creature succeeds, nothing happens. If they fail, they are frightened until their next turn.
Abborant Hands
You grow a pair of arms and hands similar in shape and form to those from your original form. With these limbs, you can wield weapons as if you were in your normal form.
Putrid Ichor
Your Aberrant body is constantly producing Ichor, to the point that you can spit it as if it were a strange ammunition. As an Action, you can vomit up a spray of poisonous ichor. Creatures within a 30 foot cone must make a Dexterity Saving Throw. If they fail, they take 4d8 Poison damage and their Movement Speed is halved. If they succeed, they take half damage. This ability has a Recharge of 4-6.
Aberrant Chromatophores
Prerequisite: 8th level
Your aberrant form is granted the intricate muscular organs that allow one to change color and texture. You can change the color and texture of your body at will, and you can turn entirely invisible. This invisibility lasts until you are successfully struck by an attack, after which it must be reactivated again. Turning invisible is a bonus action, and you can turn invisible via this feature an amount of times equal to your proficiency bonus. Once you’ve expended your invisibility charges, you must finish a short rest to do so again.
Corrosive Wounds
Prerequisite: 8th level
Whenever you take damage, creatures within 10 feet of you need to make a Dexterity saving throw. If they fail, they take 4d10 poison damage. If they succeed, they take half damage.
Exoskeletal Membrane
Prerequisite: 8th level
Your otherworldly flesh is covered in a strange chitin. When in your aberrant form, your armor class is now 18.
Lord Tamlaine’s Many Tongues
Prerequisite: 8th level
The mouth of your Aberrant Form is given a frankly unpleasant amount of tongues; all of which are also unpleasantly long. When you take the multiattack action, you can decide to do so with your many tongues instead of your limbs. The damage of your multiattack then changes to 4d6 bludgeoning damage and 2d8 poison damage. This feature grants you three 10 feet long tongues.
Mann’s Whispering Tooth
Prerequisite: 8th level
Your aberrant form’s teeth become thin and somewhat translucent, and they make a sound almost like whispering voices when they grind together. When you successfully hit a creature with your maw, the creature must make a Wisdom saving throw. If they succeed, they take damage as normal. If they fail, the creature is charmed by you for 1d4 rounds.
Additionally, the damage dealt by your aberrant form's maw is now psychic instead of piercing.
Otherworldly Vision
Prerequisite: 8th level
Your aberrant form is haphazardly covered with several functional eyes. You gain the following benefits while in your aberrant form: you make Perception checks with advantage, you can’t be surprised while you are conscious, creatures don’t gain advantage on attack rolls against you as a result of being hidden from you, and your passive perception increases by an amount equal to your Charisma modifier.
Calling of the Champion[edit]
You answered the call with unwavering resolve. When the chalice was offered, you drank not out of desire, but out of duty. You were chosen — not because you hungered for power, but because you were worthy of it. Your every action reflects discipline, restraint, and faith. The ichor within your grail stirs only when truly needed, flowing in perfect harmony with your will. You are a sword in the hand of the divine, a vessel of sacred purpose, and you carry your burden with honor. Some see you as inflexible, others as incorruptible — but you know the truth: to serve a higher will is not to surrender yourself, but to be refined by it. You walk in the light not as a beggar or thief, but as a rightful bearer of its flame.
Champion’s Aura[edit]
At 3rd level, your presence alone can inspire courage and conviction in your allies. As an action, you can expend 2 ichor charges to release a surge of righteous energy. All friendly creatures of your choice within 30 feet gain 10 temporary hit points. For the next minute, allied creatures within this radius who can see you deal additional radiant damage equal to your Charisma modifier (minimum 1) the first time they hit with a weapon or spell attack on each of their turns. This aura radiates unwavering resolve and divine authority — a testament to the sacred purpose you carry.
Relics of the Pure Hearted[edit]
At 5th level, you gain two holy relics of your choice. These relics are extraordinary abilities granted to you as a result of your worship. From 5th to 10th level you have two relics. Then from 11th to 15th level you have four relics, and then finally from 16th to 20th level you have six relics.
Your selection of Holy Relics are located at the bottom of this subclass.
Additionally, when you gain a level in this class, you can choose one of the relics you know and replace it with another relic that you can learn at that level.
Excise Corruption[edit]
At 10th level, your purifying presence can cleanse even the deepest afflictions. You can expend an action and 4 ichor charges to unleash a wave of radiant force in an 80-foot cone. All creatures of your choice within the area regain hit points equal to 4d8 + your Charisma modifier.
If a creature healed by this feature is affected by one or more conditions, you may choose one of those conditions to end.
Aberrations within the area instead take radiant damage equal to 4d8 + your Charisma modifier, and they do not benefit from the healing or condition removal.
In addition, when you target a creature with Warming Rays, you may choose to end one condition affecting them.
Sainthood[edit]
At 14th level, your body and spirit shine with the grace of the divine. You become a living conduit of holy power, a beacon of hope and judgment.
Miraculous Restoration. As an action, you may expend 8 ichor charges to choose a creature within 60 feet of you. That creature regains 8d8 hit points, and all conditions affecting them end.
Resurrection. As an action, you may expend 10 ichor charges to return a creature to life, so long as it has been dead for no longer than two weeks, is not undead, and its soul is free and willing. The creature returns to life with 1 hit point.
Blessed Overflow. Whenever you heal a creature, or deal damage to an undead, aberration, or fiend, you gain 1 ichor charge.
Divine Immunity. You are immune to the charmed condition and to radiant damage. You can also see through magical darkness.
Radiant Aura. You can choose to emit bright sunlight in a 15-foot radius at will. You can activate or suppress this light as a bonus action.
Holy Relics[edit]
Beacon of Faith
Your very presence bolsters the faith of those around you. When you activate champions aura, the following modifications occur:
- The radius of its sunlight and dim light doubles
- The temporary hit points gained when a friendly creature ends their turn in the dim light are instead hit points
- Hostile creatures that end their turns in the dim light take an additional amount of radiant damage equal to your proficiency bonus and Charisma Modifier
Blinding Banner
This relic radiates the blinding fury of divine judgment. As an action, you can place a blinding banner within 5 feet of you. The banner emits bright sunlight in a 30-foot radius and dim light for an additional 30 feet. Hostile creatures that end their turn in the banner’s sunlight take radiant damage equal to your Grail Knight level + your Charisma modifier, and must succeed on a Constitution saving throw or be blinded until the end of their next turn. On a success, they take the damage but are not blinded. Additionally, hostile creatures have disadvantage on attack rolls against any target that is standing in direct sunlight emitted by the blinding banner. You can use this feature a number of times equal to your proficiency bonus, and you regain all uses after a short or long rest.
Flax Candle
Among high-ranking Grail Knights of the Induction of Lustration, creating radiant sunlight is a sacred art — but for others, there are flax candles, imbued with divine purpose.
You have a number of flax candles equal to your proficiency bonus. As an action, you may light a flax candle and place it in an unoccupied space within reach. The candle emits sunlight in a 15-foot radius and dim light for another 15 feet. Sunlight in Darkness. Flax candles function even in magical darkness, but when doing so, their dim light is suppressed, and their sunlight radius is reduced to 5 feet. Sustaining Light. Friendly creatures within the light of the flax candle automatically succeed one death saving throw if they must make one. Holy Comfort. A friendly creature that ends its turn within the sunlight of the candle gains 1d4 temporary hit points. This can only occur once per creature, but the creature can benefit from it again after losing the previous temporary hit points. You may also light and place a flax candle using a bonus action. Flax candles cannot be extinguished by normal means, and only you may extinguish one as a bonus action. You regain all expended flax candles after a short or long rest.
Purity Stones
These stones are forged from an alchemical mixture of bone, soapstone, marble, and limestone, each engraved with sacred scripture. Though their origin is strange, they are essential to many holy rites and defensive rituals. You begin with a number of purity stones equal to your Grail Knight level + your Charisma modifier. Shield of the Faithful. When you take damage, you may use your reaction to expend any number of purity stones (minimum 1) to reduce the incoming damage by that amount. You cannot reduce the damage by more than its total value. Deflection of Judgment. When a creature makes an attack roll against you, you may expend purity stones (minimum 1) to reduce the attack roll by the number of stones expended. You cannot reduce the roll by more than the total sum of its bonuses and modifiers. You can use this ability a number of times equal to your proficiency bonus, and regain all uses after a short rest.
Tome of Incarceration
These heavy tomes are typically wielded by elite judges within the empire’s justice system — but a Grail Knight’s judgment carries far more weight. Bound in iron and scripture, the tome is a tool of divine restraint. As an action, choose one creature within 120 feet. That creature must make a Strength saving throw. On a success: The creature takes 2d6 radiant damage, and you lose a use of this ability. On a failure: The creature takes 2d4 radiant damage and becomes grappled. It must then immediately make a second Strength saving throw. On a second success, it remains grappled. On a second failure, it becomes restrained instead. While grappled, the creature is pulled 30 feet closer to you at the start of each of its turns. While restrained, the creature is pulled 60 feet closer to you at the start of each of its turns. You can use this ability a number of times equal to your proficiency bonus, and regain all uses after a short rest.
Blessed Blade Prerequisite: 8th level
You can briefly call upon the divine to grant you a weapon of radiant judgment. When you activate Holy Weapon, you may choose to expend 4 ichor charges instead of the usual 2 to summon a singular, sacred blade. This weapon takes the form of a longsword that deals: 6d8 + your Charisma modifier radiant damage when wielded with two hands, or 4d8 + your Charisma modifier radiant damage when wielded with one hand. You are considered proficient with this weapon, and it scores a critical hit on a roll of 19 or 20. Additionally, when you strike an aberration, fiend, or undead, the weapon critically hits on an 18, 19, or 20, and deals an additional amount of radiant damage equal to your proficiency bonus.
Ochroid Disc
Prerequisite: 8th level
Ochroid discs are extremely powerful, extremely rare, and extremely expensive religious items used in certain Aureate rituals. Whenever a creature you can see within 30 feet of you takes damage, you can expend your reaction to summon a halo of light around them and negate all damage they take.
You can use this ability once, after which you must complete a long rest to do so again.
Shield of Valor
Prerequisite: 8th level
Whenever you activate holy weapon, you can expend an additional 2 ichor charges to summon a shield built of sunlight in addition to any other weapons you decide to summon through holy weapon. While shield of valor is active, and a creature you can see makes a successful ranged or melee attack against a creature within 5 feet of you, you can expend your reaction to place the shield of valor between the attack and the target creature. The damage dealt to the creature is completely negated. Additionally, when a creature you can makes a ranged or melee attack roll against a creature within 5 feet of you, you can expend your reaction to impose disadvantage on the attack roll. If the attack misses, the attack hits the shield of valor instead and the damage is completely negated.
The shield of valor dissipates after it has been used to negate damage an amount of times equal to your Charisma Modifier.
Calling of the Heretic[edit]
Not all who survive the Incandescence remain loyal to the divine will that forged them. Some, through doubt or revelation, stray from the path — turning away from the gods who tested them and toward powers thought forbidden. You have rejected the one who lit the way, and in doing so, your grail has soured. Its glow has dimmed, its blessing twisted. But another force has seen promise in your defiance. A rival deity, ancient and shunned, now fills your cup. You are not abandoned — you are reclaimed. You are a heretic, yes — but your power is undeniable.
Cruel Fate[edit]
At 3rd level, your fate is a cruel one; torn between a god who poisons your every movement, and a god who does not yet know if you are worthy of power. Whenever you activate a feature that expends ichor charges, you take an amount of d4s worth of necrotic damage equal to the amount of ichor charges expended, and you gain an amount of temporary hit points equal to half the necrotic damage dealt. This gaining of temporary hit points is added after the necrotic damage is dealt.
For every 8 hit points you lose, grail knight features that expend ichor charges deal an additional die of damage.
Knights of the Black Grail[edit]
Additionally at 3rd level, all grail knight features that deal radiant damage instead deal necrotic damage, and any feature that deals fire damage instead deals force damage. Any feature that grants benefits when standing in sunlight now instead only grant those benefits when standing in moonlight.
Hungry Eyes[edit]
At 6th level, your renouncing of your god has left you feeling empty, but perhaps that emptiness is instead a great hunger. Your very touch can siphon the life from others; a trick one such as yourself will need. If you touch a creature that has been affected by a grail knight feature that expends ichor charges within the last 24 hours, you can force that creature to make a Wisdom saving throw. If they fail, you deal an amount of d8s worth of necrotic damage to them equal to the amount of ichor charges you expended to affect them, and you regain an amount of hit points equal to the necrotic damage dealt. If they succeed, they take half damage, but you still regain the amount of damage dealt as hit points.
Emptiness[edit]
At 10th level, you feel your devotion should have been met with some modicum of interest by your new god, but all you feel is empty. Whenever you successfully affect a creature with a grail knight feature of that expends ichor charges, you can force them to make a Wisdom saving throw. If they fail, they take an amount of necrotic damage equal to your grail knight level plus your proficiency bonus, and the creature is frightened of you for 1 minute. If they succeed, they take half damage and are not frightened. A creature can expend an action to end the frightened condition prematurely by reattempting the saving throw. If a creature’s saving throw is successful or the effect ends, the creature cannot be frightened by this feature for the next 24 hours.
Additionally, you are resistant to necrotic and force damage, and if you are reduced to 0 hit point or otherwise knocked unconscious, you remain conscious and alive if you still possess temporary hit points.
Herald of the Beast[edit]
At 14th level, you’ve proven your worth to Xulth, and she has granted you immense power; but at great cost. Whenever you successfully affect a creature with a grail knight feature that expends ichor charges, you can expend, as part of the same action or bonus action, any amount of ichor charges to deal an additional amount of d10s in force damage equivalent to the amount of ichor charges you expend. You also regain one fourth of the additional damage dealt as temporary hit points. Once you’ve used this feature, you must complete a short rest to use it again.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into Grail Knight, you must meet these prerequisites: Strength 13 and Charisma 15
Proficiencies. When you multiclass into Grail Knight, you gain the following proficiencies: Intimidation and Religion
Back to Main Page → 5e Homebrew → Classes