Knight Protector (5e Class)
From D&D Wiki
The proud Knight Protector is a warrior of notable marital prowess and physical endurance who has decided to become a champion of the weak and knightly values, precisely, making sacrifices for their community, whether it be defending a village from a Gnoll raid or protecting their fellow party member from a potentially fatal blow. The Knight protector follows a code of honor which focuses on protection, and thus it becomes a part of their fighting style.
Prestige Class: Knight Protector
- Strength 13
- Charisma 13
- Any Lawful Alignment
- 5th Level Minimum
- Proficiency with heavy armor and shields
To qualify for multiclassing into the Knight Protector class, you must meet these prerequisites:
As a Knight Protector you gain the following class features.
- Hit Points
Hit Dice: 1d12 per Knight Protector level
Hit Points per Level: 1d12 (or 7) + Constitution modifier per Knight Protector level
|Features||Protection of Others Damage reduction|
|1st||Protection of Others Defensive stance +2||0|
|2nd||Interception, Best Effort +2||-1|
|3rd||Best Effort +2||-2|
|4th||Defensive stance +3||-3|
|6th||Best Effort +3||-5|
|7th||Defensive stance +4||-6|
|9th||Best Effort +4||-8|
|10th||Defensive stance +5, Retributive attack advantage||-9|
Protection of Others
Starting at 1st level, whenever an ally of yours takes damage, you may make a Charisma saving throw in order to transfer the damage received to you, receiving 1/2 of it on a successful saving throw and 1/4th of it on a failed saving throw then reducing the amount of damage taken.
At the start of any turn when a Knight Protector is within 10 feet of an ally, the Knight Protector may transfer a number of Armor Class points up to 2 to one of his allies who currently has an armor class below that of 20 + your charisma level. The maximum number of points that can be transferred is increased to 3 at 4th level, 4 at 7th level, and 5 at 10th level.
At 2nd level, you gain the ability to put yourself between an opponent that is attacking an ally. Whenever an opponent lands a successful attack on an ally within 5 feet of you, you may chose to intercept and become the new target before damage is taken, if your Armor Class would cause the attack to miss then it does so. You can not use this ability again until a short rest.
Beginning at 3rd Level, you gain the ability to add +2 to one of your skills checks, you must declare this before your roll and can not use it in a skill you already are specialized in (A skill which you add double your proficiency to) you may not use this ability again until you take a short or long rest. The bonus increases to +3 at 6th level and +4 at 9th level
Beginning at 5th level, whenever a Knight Protector rolls for damage with a weapon that deals slashing damage, you may reroll any dice that come up as a 1 and must use the new result.
At 8th Level, you gain the ability to make a number of retributive attack equal to your charisma modifier (Minimum of 1) against an opponent who has knocked an ally unconscious, if you hit the opponent, then you deal an extra 10 damage. You regain the usage of this ability after a long rest. At 10th level the retributive attack is made with advantage.