Silent Knight (5e Subclass)

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Silent Knight[edit]

A deadly mix between rogue and paladin, unlike their holy and righteous counterparts silent knights are more likely to keep their mouth shut around evil so that he may come back when evil is not looking and give it a good lesson in well... being good.

Silent knights are known for their silent but deadly fighting style, they are capable of casting spells without speaking and despite wearing the heaviest of armors are capable of completing the most discrete missions without being noticed. Their weak points lie in their inability to heal or turn undead like their paladin brothers nor can they sense or disable traps like most other stealthy classes. In a party a silent knight can fill the rolls of scout and tank quite effectively.

Silent Knight Code

A silent knight must be of lawful good alignment and loses all class abilities if she ever willingly commits an evil act.

Additionally, a silent knight’s code requires that she respect legitimate authority, act with honor (not lying, not cheating, not using poison, and so forth), help those in need (provided they do not use the help for evil or chaotic ends), and punish those who harm or threaten innocents.

While she may adventure with characters of any good or neutral alignment, a silent knight will never knowingly associate with evil characters, nor will she continue an association with someone who consistently offends her moral code. A silent knight may accept only henchmen, followers, or cohorts who are lawful good but are much less likely to do so then a paladin.

Ex-Silent Knights

A silent knight who ceases to be lawful good, who willfully commits an evil act, or who grossly violates the code of conduct loses all silent knight spells and abilities ( but not weapon, armor, and shield proficiencies). She may not progress any farther in levels as a silent knight. She regains her abilities and advancement potential if she atones for her violations (see the atonement spell description), as appropriate.

Like a member of any other class, a silent knight may be a multiclass character, but multiclass silent knights face a special restriction. A silent knight who gains a level in any class other than silent knight may never again raise her silent knight level, though she retains all her silent knight abilities.

Bonus Proficiencies

Starting at 3rd level, you gain proficiency with martial weapons, medium armor, and shields.

Divine Strike

Also at 3rd level, you don't need advantage on attack rolls to use your Sneak Strike against undead and fiends. In addition, you can choose to cause radiant damage with your additional sneak strike damage, instead of the normal damage.

Silent Knight Spellcasting
Rogue
Level
Cantrips
Known
Spells
Known
—Spell Slots per Spell Level—
1st 2nd 3rd 4th
3rd 2 3 2
4th 2 4 3
5th 2 4 3
6th 2 4 3
7th 2 5 4 2
8th 2 6 4 2
9th 2 6 4 2
10th 3 7 4 3
11th 3 8 4 3
12th 3 8 4 3
13th 3 9 4 3 2
14th 3 10 4 3 2
15th 3 10 4 3 2
16th 3 11 4 3 3
17th 3 11 4 3 3
18th 3 11 4 3 3
19th 3 12 4 3 3 1
20th 3 13 4 3 3 1
Spellcasting
When you reach 3rd level, you learn how to use spells in battle.
Cantrips
You learn two cantrips of your choice from the cleric spell list. You learn an additional cleric cantrip of your choice at 10th level.
Spell Slots
The Silent Knight Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. you regain all expended spell slots when you finish a long rest.
Spells Known of 1st Level and Higher
You know three 1st-level paladin spells of your choice. The Spells Known column of the Silent Knight spellcasting table shows when you learn more war caster spells of 1st level or higher.
Whenever you gain a level in this class, you can replace one of the paladin spells he know with another spell of your choice from the paladin spell list. The new spell must be of a level for which you have spell slots.
Spellcasting Ability
Charisma is your spellcasting ability for the Silent Knight spells, since you gain this power through your devotion to the forces of good. You use your Charisma whenever a spell refers to his spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a war caster spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Silent Casting

Beginning at 9th level, you can cast your Silent Knight spells without using verbal components. In addition, creatures have Disadvantage on saving throws against your Silent Knight spells when you are hidden.

Divine Stealth

At 9th level, you don't suffer disadvantage on Dexterity (Stealth) checks for wearing an armor.

In addition, you gain proficiency with heavy armor.

Divine Ward

At 13th level, whenever you take damage from a melee weapon attack, you can use your reaction to gain temporary hit points equal to half your rogue level (rounded down) + your Charisma modifier.

You can use this feature a number of times equal to your Charisma modifier. You regain your uses when you finish a long rest.

Protection from Evil

When you reach the 17th level, as a bonus action, you can give yourself the benefits of protection against good and evil for 1 minute.

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