Strongest Knight (5e Class)

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Strongest Knight[edit]

Strongest Knight is before strongest. He is the weakest person first. But with effort and effort, more effort than yesterday and tried harder than the week before Try harder than the month before and try harder than the year before. You break the limits over and over again and again. What is the reason you have to try so hard? Try so hard your body will break, try so hard your bones will break, your body will scream over and over again. But every morning you still wake up and walk to the same place to continue training yourself. over and over again from Morning to evening From dusk to morning Even on rainy days, thunder days, heavy snow days, scorching hot days. All that for what? What makes an ordinary person like you, who is not chosen by a god like a paladin, what makes an ordinary person try so hard? try not to fall Trying to get up over and over again What makes you, who doesn't even have magic powers? Fight against many evil things, thieves, psychotic murderers, monsters, giant creatures, dragons, creatures from other dimensions, or even the god of evil.

Because you are a "knight"

People around you "believe" in you, believe in your strength. "Believe" in you "Believe" in your efforts "Believe" in your courage "Believe" in your mind "Believe" in your decision. "Believe" in a fight that you will not lose. "Believe" in who you are and you will come back every time. "Believe" in everything that makes you you.

Because you are a "knight" Knight who protects children "Knight" who protects the village "Knight" who protects the city A "Knight" that protects everything you want to protect.

But in order to do that So you need to be able to be. And you have to be. "The Strongest Knight"

Attributes that a Strongest Knight should have[edit]

Note " This part is just the creator's personal opinion. You don't have to follow this. I'm just writing this as a guide and perspective on the strongest knights. What kind of person should a person be before becoming the strongest knight? "

Note To DM : Since this class was created with the word Strongest, if the person who owned this class was a bad person, it would cause the word "Knight" to lose its sacredness. Because please filter your players whether they should let them play this class or not.

The Strongest Knight should be a human race, I mean just humans, not Variant Humans, because humans are a weak race but nevertheless have infinite possibilities and variety in every aspect. Therefore, the Strongest Knight should be a human race. The Strongest Knight should not be from a noble family and should be from an ordinary to poor family. Because when people face hardships, it will make you not want to accept that fate and will stand up to change your destiny. The person who will receive the strength of a Strongest Knight should be someone with Alignment Lawful Neutral. Because you have strong power and can easily overwhelm you, it is important to always know what is right and what is wrong.


Creating a Strongest Knight[edit]

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The Sable Knight

by [1]

Quick Build Strongest Knight

You can make a Strongest Knight by following these suggestions. First, Strength should be your highest ability score, followed by Dexterity. Second, choose the Soldier background.

Class Features

As a Strongest Knight you gain the following class features.

Hit Points

Hit Dice: 1d12 per Strongest Knight level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Strongest Knight level after 1st

Proficiencies

Armor: Light armor, medium armor, heavy armor
Weapons: Simple weapons, martial weapons, Special, Improvised Weapons.
Tools: One of your choice
Saving Throws: Constitution, Strength
Skills: Choose 5 from Acrobatics, Athletics, Deception, Insight, Intimidation, Medicine, Perception, Performance, Persuasion, Religion, Stealth and Survival

Equipment

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

  • (a) Perfect Knight Sword or (b) martial weapon
  • (a) Full Plate armor or (b) Half Plate armor
  • (a) dungoneer's pack or (b) explorer's pack
  • If you are using starting wealth, you have 5d4x10 in funds.

Table: The Strongest Knight

Level Proficiency
Bonus
Limits Break Features
1st +2 1 Strongest Parry, A Knight Who Vows Not To Lose, Limits Break
2nd +2 1 Rise!!, Knight Sense, Knight Body, Taunt
3rd +2 1 Call him a Strongest Knight, Knight Sense, Strongest Knight's Training
4th +2 2 Ability Score Improvement, Knight's Honor, Brave and Honest
5th +3 2 Knight Body+, Strongest Knight's Attack, Extra Attack
6th +3 2 Ability Score Improvement, Limits Break+, That's him. That's Strongest Knight
7th +3 3 Hey little one, can you help me?, Don't you dare!, Cunning Action
8th +3 3 Ability Score Improvement
9th +4 3
10th +4 4 Ability Score Improvement
11th +4 4
12th +4 4 Ability Score Improvement
13th +5 5
14th +5 5 Ability Score Improvement
15th +5 5
16th +5 6 Ability Score Improvement
17th +6 6
18th +6 6
19th +6 7 Ability Score Improvement
20th +6 7

Strongest Parry[edit]

At 1st level, your study of combat with melee weapons leads you to make you know what is just as important as attack and defense. But prevention cannot prevent everything, but parrying can prevent everything.

Parry: You have learned to parry the strikes of your foes. When you are hit with a melee attack, you may use your reaction to add +2 to your AC for the purposes of that attack, possibly causing it to miss. Regardless of weather the attack hits or misses, your AC returns to normal after you parry the attack. You may use this reaction after the DM announces the results of the attack roll, but before damage is rolled.
Parry Spell: As a reaction, you can attempt to parry any spell that requires an attack roll. You make an attack roll against the attack roll of the incoming spell attack. If you succeed, you parry the spell away harmlessly.
If you take a -5 penalty to your parry roll and succeed, you can parry that spell back at its caster. Use your parry roll as the spell attack roll.
Parry Shield: If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.

A Knight Who Vows Not To Lose[edit]

At 1st level, When you enter the battlefield, your conscience tells you to fight to protect because if you lose here, many lives may be lost just because you failed, so you gave it your all from the start.

While you are wielding your weapon and wearing armor, you gain a +2 to your AC, +2 to attack, damage rolls, Strength, Constitution, Dexterity and Wisdom checks. As you gain levels in this class, your damage, AC, attack, Strength, Dexterity, Constitution and Wisdom increases, increasing in another +2 at 4th level (+4), at 10th level (+6), and 16th level (+8).

Limits Break[edit]

At 1st level, When your body reaches its limit, your vision blurs, your consciousness begins to fade. You begin to not remember why you are here, why you are fighting. Before the knight's mind shouted out, "DON'T FORGET WHO YOU ARE !!!!!"

You can spend one or more Hit Dice and rolls the die and adds Constitution modifier to it. you regains hit points equal to the total

you number of abilities that can be used is shown in the Limits Break column of the Strongest Knight table.

Rise!![edit]

Starting at 2nd level, Yes. You fall. You fall before your enemy's eyes. You fall before the eyes of the people you are trying to protect. Get up, Get up!!. You can fall as many times as you want, but you must NOT LOSE!!!!.

If you drop to 0 hit points you can use Rise!! you drop to 1 hit point instead.

You can use this feature a amount of times equal your proficiency bonus + Constitution modifier

Knight Body[edit]

At 2nd level, You practice over and over destroying and repairing. break and repair Until your body is ready to clash with everything

Your hit point maximum increases by an amount equal to twice each time you level up in this class.. Whenever you gain a level thereafter, your hit point maximum increases by Constitution modifier.

Taunt[edit]

At 2nd level, as a bonus action you can enrage enemies into fighting you. Enemies must make a Charisma saving throw. On a failed save, enemies have disadvantage against creatures other than you with melee attacks on a success the creature will be forced into anger and attack you. The DC is 8 + Strength Modifier + Proficiency. This feature lasts for one minute, and the affected creatures can repeat the saving throw at the end of its subsequent turns. Creatures immune to the charmed condition automatically pass this saving throw.

You can use this feature an equal amount of times to your Proficiency Bonus. You recover all uses on a long rest.

Knight Sense[edit]

At 2nd level, The intense training from the previous battle sharpened your senses. As a knight, it is very difficult for you to fight 1-1 because evil creatures tend to come in groups.

You Gain blindsight with a range of 30 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Experience In Battle[edit]

At 3rd level, your experience in battle and time as a Regent made you upgrade all your senses.

You get proficiency in Perception(Wisdom) additionally you can add your proficiency bonus to your Initiative rolls and gain an additional Reaction per turn.

Call him a Strongest Knight[edit]

At 3rd level, It didn't matter how many of them came, but here you were, you wouldn't let even one of them pass by. Even if it's ten, hundreds, thousands, YOU'll ALWAYS BE STANDING HERE!!!.

When you start fighting. you gain a +1 to your AC, +1 to attack, damage rolls for each enemy you fight within 30 range.

Strongest Knight's Training[edit]

At 3th level, your overall capacity evolved to a higher level because of your intense training.

You can chosen to gain 1 proficiency of your chosen in saving throws Dexterity, Intelligence, Charisma and Wisdom. Additionally you gain advantage on all saving throws made with Strength, Constitution and the chosen saving throws.

Knight's Honor[edit]

At 4th level, You live like a knight. In the way of a knight Fight like a knight Eat like a knight sleep like a knight That makes people around you praise you, greet you, see you as an example because you are an honorable knight.

Creatures will behave towards you according to their alignment :

All Good Alignment: If you need help they will help you as much as they can. And they always smile or behave well in front of you. If it's a living thing, it will want to get close to you. If it listens to you, you could try asking it to do something, or you could ask to ride it. It might accept.
you gain advantage on Persuasion with creatures All Good Alignment
All Neutral Alignment: These people may not like you, but they don't hate you. You won't be treated badly like cheating on the price of products or tricking you.
you gain advantage on Performance with creatures All Neutral Alignment
All Evil Alignment: They will hate you and want to fight you all the time. If you walk in a street full of thieves, it is impossible for you not to get into trouble.
you gain advantage on Intimidation with creatures All Evil Alignment

Brave and Honest[edit]

At 4th level, Courage to face even death and determination beyond what any dimensional demon could dare to possess. You, who trained them in both ways, made everyone call you a knight.

you can't be charmed or frightened

Strongest Knight's Attack[edit]

At 5th level, You learn how you can make your attacks as strong and decisive as possible. You brought everything you learned to this attack.

If you make a critical hit, the creature must pass a Constitution saving throw DC 8+Proficiency Bonus + Strength modifier on a success the creature only takes the weapon damage on a fail save one of the creatures limb is severed (except head).

Extra Attack[edit]

Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on or outside your turn. You also gain an additional weapon attack in 9th and 13th level.

Knight Body+[edit]

At 5nd level, After fighting many evils in all their forms, murderers, poisoners, black magicians, evil creatures, evil spirits, you fought them over and over until you obtained this body.

You have resistance to all damage except Force damage.

Limits Break+[edit]

At 6nd level, After you break your limits over and over until your body evolves to the next level.

After using Limits Break if you already are proficient in Acrobatics, Athletics you gain Expertise in Acrobatics, Athletics and your speed is x Proficiencies

That's him. That's Strongest Knight[edit]

At 6nd level,Years of intense combat and extensive weapons training granted you great physical power both in and out of combat.

One hand is more than enough: When attacking with a weapon that has the versatile property in one hand, you may roll damage as if you were holding it in both hands.
You want to fight?: When you attack someone with an unarmed strike you may as a bonus action attempt to grapple them
This isn't enough.: You now count as one size larger when determining your carrying capacity and the weight that you can push, drag, or lift.

Hey little one, can you help me?[edit]

At 7th level, You learn that your knight's mount can't get you anywhere and you'll need something more powerful as your mount.

If you come across a creature suitable for your mount, you can make Persuasion So that it can lead you and your friends to your desired destination or ask it to join in the fight if it agrees And because you want a mount that suits you, it might be a ferocious beast. You'll have to take care of it according to Cr per Day so it will listen to your request.

Don't you dare![edit]

At 7st level, whenever a friendly creature you can see within a distance equal to your movement speed is targeted by an attack, you can use a reaction to teleport to an unoccupied space within 5 feet of it.

You can also choose to make the attack target you instead, as part of the same reaction.

Cunning Action[edit]

At 7st level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

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