The Knight (5e Class)

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Stub Logo.png This page is incomplete and/or lacking flavor. Reason: This is a real bare class in terms of flavor. It sounds really barebones for the power level this gives.


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Conqueror[edit]

Conqueror who has great courage and effort. They do not have any talents at all. There is only effort. confidence, determination

Creating a Conqueror[edit]

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The man who overcomes everything for the highest goal

When creating a Conqueror, consider what motivates you to pursue this path of brave.Do you seek to rescue your kidnapped daughter, Perhaps you merely desire revenge against a noble who ruined the lives of you and your family? An The Knight is led by an intense desire or belief, so ensure to elucidate upon your motivations thoroughly.

Quick Build

You can make a Conqueror quickly by following these suggestions. First, Strength should be your highest ability score, followed by Constitution. Second, choose the soldier background. Third, choose the martial melee weapon, and the explorer's pack.

Class Features

As a Conqueror you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light armor, Medium armor, Heavy armor, Shields
Weapons: Simple, Martial Weapons, Improvised Weapons.
Tools: Vehicles (land)
Saving Throws: Strength, Constitution, Dexterity
Skills: Choose three from Acrobatics, Athletics, History, Insight, Intimidation, Perception, and Survival.

Equipment

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

  • (a) Long Sword and Sheild or (b) Any martial melee weapon and Sheild
  • (a) Plate Armor or (b) Leather armor, a longbow, and 20 arrows
  • (a) A dungeoneer's pack or (b) An explorer's pack
  • If you are using starting wealth, you have 5d4 × 10 in funds.

Table: The Conqueror

Level Proficiency
Bonus
Features Movement
1st +2 Awakening, Parry, Movement 20 ft.
2nd +2 Second Wind,Relentless Endurance, Fighting Style 20 ft.
3rd +2 Learn and adapt, Limit Break,Counter 20 ft.
4th +2 Ability Score Improvement, Brave Heart 30 ft.
5th +3 Extra Attack, Tactics, There is nothing that cannot be destroyed 30 ft.
6th +3 Taunt, Power of confidence 30 ft.
7th +3 Studied Strike, Favored Mount 40 ft.
8th +3 Ability Score Improvement, This is my mind, this is my power 40 ft.
9th +4 From faith to power, Primary Target 40 ft.
10th +4 Perfect Focus, Mighty 50 ft.
11th +4 Guillotine Cross, Unstoppable 50 ft.
12th +4 Ability Score Improvement, Weakness of fear 50 ft.
13th +5 Judgement 60 ft.
14th +5 Guts, Empowered 60 ft.
15th +5 Menace, Sentinel 60 ft.
16th +5 Ability Score Improvement, Perfect Being 70 ft.
17th +6 Temporal Shock 70 ft.
18th +6 Absolute Strength 70 ft.
19th +6 Ability Score Improvement, Eternal Vigor 80 ft.
20th +6 Endless Power 80 ft.

Awakening[edit]

You have started to unlock your true power, shattering any limiters once present on your might. Starting at 1st level,

Stenght of Conqueror.

you gain adventage and add twice your proficiency bonus to all your Strength checks and saving throws Additionally, you count as size larger when determining your carrying capacity and the weight you can push, drag, or lift. And size huge at 7th, gargantuan at 13th.

Conqueror Body.

At 5th level, You gain a +2 in your Strength and Constitution scores. These same scores increase by +1 at 7th, 9th, 13th and 17th level. In addition, your ability score limit is increased to 40.

Conqueror Speed

At 5th level, Your speed has been increased dramatically. Your movement speed doubles. In addition, you can take the Dash action as a bonus action.

Conqueror Health.

At 5th level, You gain advantage against disease and the poisoned or envenomed conditions. In addition, you gain resistance to poison damage.

Conqueror Vision.

You gain proficiency in the Perception skill, If you already you gain expertise and you gain blindsight with a range of 30 feet.

Parry[edit]

Starting at 1st level, In reaction 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.

Movement[edit]

Also at 1st level, your speed increases by 20 feet. This bonus increases when you reach certain Conqueror levels, as shown in the Conqueror table.

In addition, you gain the ability to move and run along vertical surfaces and across liquids on your turn without falling during the move.

Second Wind[edit]

At 2nd level, You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d12 + your Conqueror level.

You can use this feature a amount of times equal your proficiency bonus + Constitution modifier, you must finish a short or long rest before you can use it again

Relentless Endurance[edit]

At 2nd level, When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead.

You can use this feature a amount of times equal your proficiency bonus until you finish a long rest.

Fighting Style[edit]

At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

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

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

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

Interception

When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

Learn and adapt[edit]

You have enough experience to learn how to fight, At 3rd when you face a creature you adapt to its fighting style and attacks, every 30 second (5 turn) fighting with a creature you will get a +1 to the attack rolls against that creature, in addition you will +1 AC every 30 second (5 turn).

Limit Break[edit]

At 3rd level, Thanks to your experience in battles, you managed to make your body resistant. The number of times you can activate it is a number of times equal to your proficiency bonus + Constitution modifier. You regain all expended uses after taking a long rest. As a bonus action, when activating this ability for 2 minute, you get the following benefits:

  • You gain additional temporary increase to your AC by 5 + your level + with your Constitution modifier + proficiency modifier.
  • You gain twice your proficiency with Constitution checks and saves.
  • You become resistant to all damage except psychic damage.
  • Once you expend all of your uses per consequence you gain 1 point of exhaustion.
  • Your speed decreases 5 feet.

Counter[edit]

At 3rd level you’ve learned to use your increased reflexes to capitalize on an enemies mistake. Whenever a creature within 5 feet of you makes a melee weapon attack against you and misses, you can use your reaction to make an attack against it, enemies within your attack range will attack at a disadvantage.

Ability Score Improvement[edit]

When you reach 4th level, and again at 6th, 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. You can't increase an ability score above 20 using this feature.

Brave Heart[edit]

At level 4th level, The fact that your heart is braver than anything. No one can do anything to you, you are immune to being frightened and charmed, also if someone tries to enter your mind or control you they receive 2d6 psychic damage and fail in their attempt and you gain resistance psychic damage, and you are immune prone.

Extra Attack[edit]

Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action. The number of attacks increases to three at 11th level, And you can attack in bonus action.

Tactics[edit]

At 5th level, You learn to fight as a team with your allies, you and allies has advantage on an attack roll against a creature if at least you or one of allies is within 5 ft.

There is nothing that cannot be destroyed[edit]

At 5th level, When you reached this point, your strength was beyond anything to be resisted.

Your attacks are treated as magical, ignoring any resistances or immunities for the intended purpose.

Taunt[edit]

At 6th level, as a bonus action you can enrage creature into fighting you. creature must make a Charisma saving throw. On a failed save, creature 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, 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.

Power of confidence[edit]

While you are wielding weapon with two hands or sheild you will focus only on fighting At 6th level, You gain +2 AC, attack rolls and damage, At 10th +4, At 16th +6, At 20th +8

Studied Strike[edit]

At 7th level, you can dedicate time to study a single opponent. As a bonus action, choose a creature within 30 feet of you to study. As a bonus action, make a Wisdom (Perception) check against the target's AC. On a success, you gain a bonus to your attacks and damage rolls equal to your proficiency bonus.

This bonus lasts for 1 minute, until you are no longer concentrating (as if you were concentrating on a spell), when you attack another creature or when you use this feature again.

Favored Mount[edit]

By spending 8 hours with an animal one size larger than you and capable of safely carrying you, you form a bond with it. At 7th level, you may choose a creature to have already bonded with. , but a creature would be. This creature cannot have the opposite alignment to your own, however neutral-aligned creatures may be bonded to.

Your steed is bonded to you on a deeper level than most animals- it is almost like an extension of yourself. This bond is broken if you intentionally abuse the animal or part ways with it and can never be regained once broken. So long as you maintain your bond with your steed, you gain the following benefits: Your steed is bonded to you on a deeper level than most animals- it is almost like an extension of yourself. This bond is broken if you intentionally abuse the animal or part ways with it and can never be regained once broken. So long as you maintain your bond with your steed, you gain the following benefits:

  • Mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.
  • While you are riding your steed, any spells, attacks, or effects targeting it will instead target you. Any spells that you cast or features that target the self also target your mount as well.
  • On your turn, you may use one of your steed's attacks in the place of one of your own attack actions. The steed uses your proficiency bonus if it has a lower proficiency bonus than your own while riding it.
  • Your steed obeys you and only you. It will actively disobey anyone that is not you unless you decide it so. If it senses that it is being taken against your or its will, your steed will target the opposing creature using its own attacks if any. It gains the ability to shake anyone that is not you off of it. That creature must make a Strength or Dexterity saving throw or be knocked off the creature on a failure. On a success, that creature stays on your steed, but has disadvantage on any attack rolls, Concentration checks, and must roll a Concentration check while concentrating on spells. The creature, while riding your steed, must repeat a Strength or Dexterity saving throw while mounted on your steed to stay on. The creature cannot control your steed through non-magical means and has advantage against spell effects that would put it under the control of anyone else besides you.

This is my mind, this is my power[edit]

At 8th level, When you have reached this point You can turn your beliefs into power.

Alignment Good :Radiant

Alignment Neutral :Force

Alignment Evil :Necrotic

When you hit a creature with a melee weapon attack, you deal additional 1d8 damage to the target, in addition to the weapon's damage. The damage increases to 2d8 if the target is an alignment opposite to yours.

From faith to power[edit]

At 9th level, The power within your mind has exploded more than ever before. You are more confident than ever, filled with faith, and stronger than before. As a result, you now receive the following benefits:

Alignment Good :Radiant

Alignment Neutral :Force

Alignment Evil :Necrotic

You spend one turn for charge power, The next time you hit a creature with a weapon attack, If not magic weapon your weapon crackles with force,It becomes an advantage attack and the attack deals an extra 5d10 damage to the target, And when you hit a creature with an Alignment opposite to yours, Damage will be doubled. Additionally, if this attack reduces the target to 50 hit points or fewer, you can choose banish it. If the target is native to a different plane of existence than the one you're on, the target disappears, returning to its home plane.

You can stack charges. The purpose is to bring coolness to the roleplay; for example, you spend 5 turns charging to finish off an enemy in one go.

Primary Target[edit]

At 9th level, whenever you are within 5 feet of a hostile creature, all melee attacks made by that creature against creatures other than you are made at disadvantage.

Alternatively, all ranged attacks made against friendly creatures within 5 feet of you are also made at disadvantage.

Perfect Focus[edit]

At 10th level, Through meditation, training, and dedication, you have the learned the principles of mind over matter. You are now able to push your body beyond its normal limitations through the power of your mind. You gain the following benefits:

  • You have 1 more turn.
  • You gain +5 AC, +5 To Hit and Damage Roll.
  • Passive Perception -5
  • This ability for 1 minute.

Mighty[edit]

At 10 th level, Creatures within your attack range will have disadvantage when attacking you.

Guillotine Cross[edit]

At 11th level, In the way you walked, whether out of respect or fear, he will bow his head to you.

  • When attacking a prone creature, your attack becomes a guaranteed critical hit.
  • Your critical hits with prone creature, your deal triple damage.
  • When you kill an enemy with a critical hit, all creature that can see you becomes frightened of you until the end of your next turn.

Unstoppable[edit]

At 11th level, nothing can stand in between you and your enemies. When you move past creatures, they must roll a Strength saving throw DC 8 + proficiency bonus + Strength modifier. If unsuccessful, they will be prone. Your movement is unaffected by difficult terrain, Finally, your movement speed is not reduced when climbing or swimming, and your standing long jump and high jump distance is equal to your running long jump and high distance.

Weakness of fear[edit]

At 12th level, Fighting fearful creatures is simpler than anything, When you hit a frightened creature, your attack becomes a guaranteed critical hit.

Judgement[edit]

At 13th level, It's time now for you to judge the perpetrator or those who stand in your way.

When you drops an creature to zero, you can attack the next enemy within your movement range. If this drops the second creature to zero, you may continue dealing damage to other creatures this way until there is no remainder when the damage is dealt or there are no more creatures in range(after you kill one creature regain your turn).

Guts[edit]

At 14 level, When you make a Death Saving Throw to add your proficiency bonus to the result and you gain advantage on Death Saving Throw, If the result of this check would stabilize you, you also regain 1 hit point. you can't die by exhaustion level 6.

Empowered[edit]

By 14th level, you can use your energy reserves to temporarily increase your power.

As a bonus action, make a Constitution check against a DC equals 10. Your result depends on the degree of your result.

9 or lower: You regain one use of this feature.

10 to 15: You gain a +5 in your Strength and Constitution modifier.

16 to 20: You gain temporary hit points equal to your hit points x 2.

21 to 25: You gain the 10 to 15 benefits and a bonus to your AC and all saving throws equal to your Strength and Constitution modifier.

A roll of 20 on the d20: You gain all benefits.

Unless stated otherwise, any benefits you gain from your extreme effort lasts for 1 minute. This feature ends early if you are incapacitated, reduced to 0 hit points, or if you use this feature again.

You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain any expended uses when you finish a long rest.

Menace[edit]

At 15th level, you also add an extra damage dice to the total damage of your choice depending on your Strength modifier.

Faith Density Damage Dice
If you have a +1 in Strength d4
If you have a +2 in Strength d6
If you have a +3 in Strength d8
If you have a +4 in Strength d10
If you have a +5 in Strength d12

Depending on your Alignment, your extra damage die changes to a specific damage type.

Sentinel[edit]

At 15th level, You may elect to place yourself in the path of danger in order to protect a alliance. Any time that you are within your movement of them, and they suffer an attack, you may switch places with them and receive the attack in their place. You must declare this before the attack roll is made. You can use this feature a number of times equal your proficiency bonus + con modifier and are restored after short rest or long rest.

Perfect Being[edit]

At 16th level, No matter how strong the enemy, you are ready to face and fight it. When you start fighting, you gain AC, To Hit, and Damage equal to the enemy's CR, choosing the one with the greatest number in the case of multiple enemies.

Temporal Shock[edit]

At 17th level, whenever you score a critical hit on an attack against a target, the target is knocked prone and paralyzed until the end of your next turn. Additionally, any opponent you land a critical attack on, cannot roll guaranteed/critical successes against you for 1 minute.

Absolute Strength[edit]

At 18th level, your strength is something that cannot be compared in the world, you receive a +2 to your Strength modifier, its maximum now being 26, you can push and carry anything regardless of weight, even moving things. and creatures that cannot be pushed or moved, ignoring those effects. Additionally, when you trap a creature in a grapple, You can force it to fail a Strength save immediately, if a creature requests a check, Saving throw, or anything that uses Strength, you will automatically succeed. and that creature is automatically counted as a fail, due to your colossal strength, you can incapacitate and capture creatures that are immune to this status effect. This strength also allows you to grab things that are ethereal, even being able to close a Crater with your bare hands.

Eternal Vigor[edit]

At 19th level, You cease to age past the physical prime of your race. You become immune to any effects that age you magically.

You are immune condition and While making a Death Saving Throw, you won't be knocked unconscious and can continue fighting.

Endless Power[edit]

At 20th level, You have released your body's ultimate limits, squeezing out every drop of energy. You gave it your all this time.

You can only use a Feature once per long rest, and when the Feature expires you must roll a con save DC 20 On a fail you are knocked unconscious for 1d7 days. when activating this ability for 1 minute, you get the following benefits:

  • Your HP doubles (previous HP loss is regenerated and you gain maximum HP) and you regain 20 hit points at the start of each turn if you have at least 1 hit point.
  • Your exhaustion will vanish completely.
  • You can add d10 damge when your are use this feature, and advantage on attack rolls.
  • Your truesight increases to a range of 120ft and your tremorsense range increases to 60ft, You gain advantage in Wisdom (Perception) checks.
  • Your movement speed quadruple, and creatures cannot perceive you moving, thus creatures can’t take reactions in response to your movement, unless they have blindsight.
  • You gain immunity to non-magical bludgeoning, slashing and piercing damage.
  • You gain proficiency in all saving throws and have advantage on all ability checks related to Strength, Dexterity, and Constitution.
  • You have 17-20 critical chance, and now your critical attacks knock creatures prone.
  • You are immune to effects that would kill you instantly.
  • Your From faith to power instantly gains 10 charges, ensuring a guaranteed critical hit and successful attack. Upon using this ability, Endless Power ends immediately.
  • Once you expend all of your uses per consequence you gain 5 point of exhaustion, This exhaustion can't be reduced in any way except you must finish a long rest.

Multiclassing[edit]

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

Proficiencies. When you multiclass into the Conqueror class, you gain the following proficiencies: Light armor, Medium armor, Heavy armor, Shields, Simple and Martial Weapons.

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