Knight of the Round Table (5e Class)

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Knight of the Round Table[edit]

Welcome Knight![edit]

Have you ever wanted to slay monsters with swords, guns, and your wits?

Creating a Knight of the Round Table[edit]

Quick Build

You can make a KotRT quickly by following these suggestions. First, Strength should be your highest ability score, followed by Dexterity. Secondly, choose the Military Asset background.

Class Features

As a KotRT you gain the following class features.

Hit Points

Hit Dice: 1d8 per KotRT level
Hit Points at 1st Level: 1d8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per KotRT level after 1st


Armor: Light Armor, Medium Armor, Shields
Weapons: Simple Weapons, Martial Weapons, Firearms
Tools: Tinker's Tools
Saving Throws: Strength, Dexterity
Skills: Choose three skills from Acrobatics, Animal Handling, Athletics, History, Insight, Perception, Religion, and Stealth


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

  • (a) an automatic rifle with 30 bullets or (b) an automatic pistol with 30 bullets
  • (a) Chain Shirt or (b) Leather
  • (a) a Martial Weapon and a Shield or (b) two Martial Weapons
  • (a) a Dungeoneer's Pack or (b) an Explorer's Pack

Table: The KotRT

Level Proficiency
1st +2 Gunsmithing, Gun Training (+2)
2nd +2 Fast Movement, Stroke of Genius (1d6)
3rd +2 Point Defense
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Gun Training (+3)
7th +3 Stroke of Genius (1d8)
8th +3 Ability Score Improvement
9th +4 Evasion
10th +4 Instant reload
11th +4 Gun Training (+4)
12th +4 Ability Score Improvement, Stroke of Genius (1d10)
13th +5
14th +5
15th +5
16th +5 Ability Score Improvement, Gun Training (+5)
17th +6 Stroke of Genius (1d12)
18th +6
19th +6 Ability Score Improvement
20th +6


You are trained in cleaning, maintaining, disassembling, and crafting modern firearms.

Gun Training[edit]

When you hit a creature with a firearm attack, you gain a +2 bonus to the damage roll. This bonus damage increases by 1 when you reach 6th level (+3), 11th level (+4), and 16th level (+5).

Fast Movement[edit]

Starting at 2nd level, your speed increases by 10 feet while you aren't wearing heavy armor.

Stroke of Genius[edit]

Starting at 2nd level, you are adept at improvising and using your wits to quickly come up with surprisingly effective plans for any situation. When you make an ability check, attack roll, or saving throw, you may choose to roll a d6 and add the result to your roll. You can use this feature a number of times equal to your proficiency bonus. You get all your uses back whenever you finish a short or long rest. The die you use for this feature becomes a d8 once you reach 7th level, a d10 once you reach 12th level, and a d12 once you reach 17th level.

Point Defense[edit]

Beginning at 3rd level, when you are wielding a loaded firearm, and a creature you can see enters a space within 15 feet of you, you may use your reaction to make a firearm attack against the creature with advantage.

Ability Score Increase[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]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.


Beginning at 9th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Instant Reload[edit]

Beginning at 10th level, the speed at which you can reload a firearm is second to none. Once on your turn, you may reload a weapon with the reload property without using an action or a bonus action.

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Must have consumed Knight's Blood.

Prerequisites. To qualify for multiclassing into the KotRT class, you must meet these prerequisites: Strength 13, Dexterity 15

Proficiencies. When you multiclass into the KotRT class, you gain the following proficiencies: Firearms, Tinker's Tools

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