Tiroknight (5e Class)

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Tiroknight[edit]

Some Have Greatness Thrust Upon Them[edit]

<--Describe your class in greater detail here-->

Creating a Tiroknight[edit]

Tiroknight.jpg
We don't choose our path. Our path... chooses us...

Creating a Tiroknight works around the fact that your character didn't choose their current path, it was thrust upon them, be it by some greater force or "luck". What is your goal; your mission? Why was this path chosen to be yours and why must it be you? And do you choose to follow it? If not, does it seek you out? Always somehow pull you back down that road? Or have you decided you're just traveling wherever the road takes you? These are all questions to ask in the creation of a Tiroknight.

Quick Build

You can make a Tiroknight quickly by following these suggestions. First, choose your ability scores in this order: If you choose the Pledge of Resonance, make Dexterity your highest ability score, followed by WIS. If you choose the Pledge of Dissonance, make Wisdom your highest ability score, followed by DEX or CON. Second, choose the Folk Hero background.

Class Features

As a Tiroknight you gain the following class features.

Hit Points

Hit Dice: 1d8 per Tiroknight level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Tiroknight level after 1st

Proficiencies

Armor: Light, Mediuem
Weapons: Simple Weapons, Martial Weapons, Finesse Weapons
Tools: none
Saving Throws: Constitution, Strength
Skills: Choose 3 from Arcana, Acrobatics, Athletics, History, Insight, Perception and Investigation.

Equipment

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

  • (a) One simple melee weapon or (b) One martial melee weapon
  • (a) Leather Armor or (b) Chain Shirt
  • (a) Explorer's Pack or (b) Dungeoneer's Pack
  • (a) A Shortbow with 20 arrows or (b) A Light Crossbow with 20 bolts

Table: The Tiroknight

Level Proficiency
Bonus
Features Cantrips Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 Knightly Pledge
2nd +2 3 2
3rd +2 Forge Ahead 3 3
4th +2 Ability Score Improvement 4 3
5th +3 Fast Learner, Knightly Pledge Feature 4 4 2
6th +3 Extra Attack* 4 4 2
7th +3 Wanderer II 4 4 3
8th +3 Ability Score Improvement 4 4 3
9th +4 Knightly Pledge Feature 4 4 3 2
10th +4 Abhorrence or Acceptance 5 4 3 2
11th +4 Fast Learner II 5 4 3 3
12th +4 Ability Score Improvement 5 4 3 3
13th +5 Forge Ahead II 5 4 3 3 1
14th +5 Knightly Pledge Feature 5 4 3 3 1
15th +5 Extra Attack II* 5 4 3 3 2
16th +5 Ability Score Improvement 5 4 3 3 2
17th +6 Prodigy, Forge Ahead III 5 4 3 3 3 1
18th +6 Abhorrence or Acceptance II 5 4 3 3 3 1
19th +6 Ability Score Improvement 5 4 3 3 3 2
20th +6 Knightly Pledge Feature, Fast Learner III 5 4 3 3 3 2

Knightly Pledge[edit]

Starting at 1st level, you have had a certain knightly pledge thrust upon you. You may choose between the Pledge of Resonance and the Pledge of Dissonance. Features for your choice are granted at the 1st, 5th, 9th, 14th and 20th level. The features gained are described at the end of this page.

Ability Score Improvement[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.

Fast Learner[edit]

Starting at 6th level, you gain proficiency in one more skill from the Tiroknight's skill list of your choice.

Abhorrence or Acceptance[edit]

At the 10th level, from all that you've witnessed, you have either grown to hate the force that threw you into this life, or become thankful to them. You choose either the type of being that is the source of this, or one being of your choice that you have chosen to hunt. You have advantage on all attack rolls against this type of being and if your damage roll is less than half of the die(dice)'s possible max then you may treat the damage roll as half of the max possible roll.

Fast Learner II[edit]

At level 11, you gain proficiency in two more skills of your choice.

Forge Ahead II[edit]

At level 13 If you get three successes before three failures for your death saving throws, instead of waking up 1d4 hours later with 1 hit point, you wake up 1d20 rounds later (Natural 1 has no additional effect), a natural 20 is treated as a 1.

Extra Attack II*[edit]

Your Extra Attack feature improves at level 15, you now add your Wisdom modifier to attacks made with weapons you are proficient with.

(Different for the Pledge of Dissonance)

Forge Ahead III[edit]

At level 17 you have advantage on death saving throws.

Prodigy[edit]

At level 17, you have become incredibly skilled at your path of choice. You may increase one ability score by one point. That ability score's max is now 22 as opposed to 20.

Abhorrence or Acceptance[edit]

At level 18, your Abhorrence or Acceptance feature improves at level 18 and you now have advantage on damage rolls against the chosen type of being. You also add double your proficiency bonus on attack rolls to hit the type of being.

Fast Learner III[edit]

At level 20, you gain proficiency in three more skills of your choice.

Pledge of Potence[edit]

Archetypal Proficiencies You are proficient in Medium and Heavy armour, and shields. You are proficient in Martial Melee and Ranged Weapons.

Innate Magic

The cantrips and spells you know are chosen from any of the following class spell lists: Paladin, Cleric or Warlock. You do not need to prepare spells, once you know a spell, you know it by heart. Wisdom is your spellcasting ability modifier. Your spellsave DC = 8 + Your proficiency bonus + Plus your Wisdom Modifier. Your spell attack bonus = Your proficiency bonus + Plus your Wisdom Modifier. Starting at Level 2 you know an amount of spells equal to half your level (rounded up) plus your proficiency modifier, you can only learn spells of a level for which you have spell slots.

Aegis

Starting at level 4, due to your prowess in brawn and strength you gain the following benefits:

Unbelievable Might

At the 9th level, when making a roll that would add your Strength modifier, be it a saving throw, attack, damage or Athletics rolls, you may add double your modifier to the roll. After a use of this feature, you may not use it until you finish a short or long rest.

Invigorating Presence

At the 14th level, after you take the attack action you may make a Strength check as a bonus action, the DC is equal to 15 plus your target's Charisma modifier, on a failure they have disadvantage on all rolls until the start of your next turn, and your allies (Not you) have advantage against that target. On a success, the target focuses you for the next three rounds, and has advantage on all roll against you and you have disadvantage on saving throws required to be made due to the target. You may use this ability three times a day but never on the same target.

The Master

At the 20th level, since the point you had this life thrust upon you, you have mastered your martial and magical prowess. As a master of the Pledge of Potence, you perform great feats of might:

  • You add double your proficiency bonus to either your choice of Strength saving throws or Athletics.
  • If you reduce a creature to 0 HP with any attack on your turn, you gain an additional attack to your Extra Attack feature for the remainder of your turn.
  • When you make a Strength check to break restraints, damage an object, or win a contest of Strength, you gain advantage on that roll.
  • You gain two additional Archetypal Fighting Styles from your archetype's list.

Pledge of Resonance[edit]

Fighting Style

Starting at 1st level, you adopt a particular style of fighting as your specialty. Choose a fighting style from the list of optional features. You can't take the same Fighting Style option more than once, even if you get to choose again.

  • Defense: While you are wearing armor, you gain a +1 bonus to AC.
  • Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon, you can re-roll 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.
  • Brutal Strike: Whenever you hit a creature with a melee weapon that you are wielding with two hands, you can attempt to drive the target back. If the target is the same size as you or smaller, it must make a Strength saving throw. The DC=8 + Strength modifier. On a failed save, the target is pushed 5 feet away from you. The weapon must have the two-handed or versatile property for you to gain this benefit.
  • Gathering Steps: When you are wielding a melee weapon in one hand and your other hand is free, the weapon you are wielding is considered to have the reach property, if it does not have it already.
  • 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.
  • Power Attack: When you learn this fighting style, choose one melee weapon you are proficient in. Before you make an attack with the chosen weapon, you can choose not to add your proficiency bonus to the attack roll. If the attack hits, you add twice your proficiency bonus to the attack's damage.
  • Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Spellcasting

Starting at 2nd level, the cantrips and spells you know are chosen from any of the following class spell lists: Ranger, Druid, Bard. You do not need to prepare spells, once you know a spell, you know it by heart. Wisdom is your spellcasting ability modifier. Your spellsave DC = 8 + Your proficiency bonus + {{5a|Wis}] Modifier. Your spell attack bonus is equal to your proficiency bonus + your Wisdom Modifier. Starting at Level 2 you know an amount of spells equal to half your level (rounded up) plus your proficiency modifier, you can only learn spells of a level for which you have spell slots.

Alacritous

Starting at 4th level, due to your prowess in nimbleness and quick-thinking you gain the following benefits when your HP is reduced to one-quarter of its maximum (rounded down):

Unbelievable Haste

Starting at 9th level, your nimbleness increases drastically. You now have access to the following actions. You may use each action 1 time, and regain expended uses upon finishing a short or a long rest:

  • Reflexive Dodge: When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.
  • Reflexive Evasion: You can reroll a Dexterity saving throw that you fail. If you do so, you must use the new roll.
Heightened Precision

Starting at 14th level onward, when you make an attack roll that is lower than half your level (rounded down), you may roll your d20 again, and must use the new roll. You are able to use this feature 1 time, and regain expended uses upon finishing a short or a long rest.

The Master

Starting at level 20, you have mastered your martial and magical prowess. As a master of the Pledge of Resonance, you perform great feats of finesse:

  • You add double your proficiency bonus to either your choice of Dexterity saving throws or Acrobatics.
  • When you make an attack while you have the bonus from being below one-quarter HP from your Alacritous feature and you roll a 17-20 the attack is considered a critical hit.
  • You gain two additional Archetypal Fighting Styles from your archetype's list.

Pledge of Dissonance[edit]

Fighting Style

Starting at 1st level, you adopt a particular style of fighting as your specialty. Choose a fighting style from the list of optional features. You can't take the same Fighting Style option more than once, even if you get to choose again.

  • Battlemage: You've learned to empower your spells, drawing every bit of power you can from the Weave. You gain the following benefits:
  1. Before you make a spell attack roll for a cantrip, you can choose to take a -5 penalty on the attack roll. If the attack hits, you add +10 damage to the spell’s damage.
  2. Before you cast a spell that requires a saving throw to avoid damage, you can choose to lower the spell’s saving throw DC by an amount up to your proficiency bonus. If a target fails the saving throw to avoid damage, they receive an additional 1 point of damage per damage dice of the spell for every 2 that the DC is lowered by.
  3. When you reduce a creature to 0 hit points with a spell attack, you can use your bonus action to redirect the remaining damage at another target within 5 feet of the spell effects initial target using the original attack roll result.
  • Cheap Caster: You start learning how to cast spells that require simple material components without the need of them. You can cast any spell that require material components that is equal to or less than 50 gp without the need to use such materials. For example, if you are 3rd-level, and you have the continual flame spell which require material components which are worth 50 gp. Upon taking this style, you can cast this spell without needing consume such materials.
  • Combat Caster: You are adept at casting in combat, gaining the following benefits:
  1. Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls.
  • Arcane Armor: Your arcane abilities have begun to have an effect on your very body giving you the following benefits:
  1. You gain a +2 bonus to your AC.
  2. You have advantage on saving throws against poison, and you have resistance to poison damage.
  • Fierce Caster: Once per turn when you roll damage for a spell you cast, you can reroll the damage dice and use either total.
  • Inert Aura: Your magical power forms a subtle aura that grants you a limited resistance against magic and disrupts spellcasting attempts near you. You gain the following benefits:
  1. As long as you are conscious, you gain a +1 bonus to saving throws against the effect of spells, and all damage you take from spells is reduced by 2.
  2. When a creature you can see within 5 feet of you cast a spell, you can use your reaction to emanate your aura to interrupt its spellcasting process. Make an ability check using your spellcasting ability. The DC equals 10 plus the spell's level. On a success, the creature's spell fails and has no effect. Once you use this feature, you must finish a long rest before you can use it again.
  • Last Ditch Caster: You use your force of will to sacrifice lower level spells to cast higher level spells:
  1. You may cast spells higher than level 1 by spending unused lower level slots.
  2. Spell slots being spent must add up to at least 1.5 times the Spell being cast's level rounded down.
  3. Spells being cast must follow the normal rules/availability of the casters class.

Example: Casting a 4th level spell would cost (2) level 3 slots, (3) level 2 slots, (6) level 1 slots, or any combination of spell slots lower than 4 that add up to 6.

Spellcasting

The cantrips and spells you know are chosen from any of the following class spell lists: Wizard or Sorcerer. You do not need to prepare spells, once you know a spell, you know it by heart. Wisdom is your spellcasting ability modifier. Your spellsave DC = 8 + Your proficiency bonus + Plus your Wisdom Modifier. Your spell attack bonus = Your proficiency bonus + Plus your Wisdom Modifier. Starting at level 1, you know an amount of spells equal to your level plus your proficiency modifier, you can only learn spells of a level for which you have spell slots. Also your spell slot table is now considered as a full caster instead of a half-caster, using this spell slot table instead:

Dissonancespells.jpg

Sagacious

Starting at 4th level, due to your prowess of intellect and discernment you gain the following benefits:

  • You can maintain your concentration on two spells or magical effects, instead of one.
  • When you make an Intelligence or Wisdom check that allows you to add your proficiency bonus to the check, you can choose to add double your proficiency bonus, instead of your normal proficiency bonus. Once you use this feature, you must finish a short rest or long rest before you can do so again.
  • When you cast a cantrip that requires you to make a ranged attack roll, the cantrips' range is doubled.
Extra Attack

At the 6th level, when casting a cantrip with a casting time of one action, you can choose to cast it twice, instead of once, as a single action.

Unbelievable Wit At the 9th level, you gain advantage on Arcana checks. Twice a day, until you need a long rest before you may use it again, you may increase your spell save DC by 2. Pick one 1st level spell you know, you may now cast that spell at level 1 without using a spell slot, you may use this feature twice until you need a long rest before you may use it again. You may change what spell you have chose for this feature upon completing a long rest.

True Savvy

At the 14th level, although neither your Wisdom Score nor modifier actually increase, your Spell Save DC and Spell Attack Bonus both increase by one.

Extra Attack II

At the 15th level, when you use your second casting of your Archetypal Extra Attack, you now add your Wisdom modifier to the damage of the cantrip if it would do damage. If you use your Archetype Extra Attack with a cantrip that does not do damage you regain hit points equal to your Wisdom modifier.

The Master

At the 20th level, since the point you had this life thrust upon you, you have mastered your martial and magical prowess. As a master of the Pledge of Dissonance, you perform great feats of the arcane:

  • You add double your proficiency bonus to your choice of either Wisdom saving throws or Arcana.
  • If you reduce a creature to 0 HP with a spell you cast on your turn, you may deal half of the damage that spell did to the target, to another target that's within 30 feet of the first target.
  • You gain two additional Archetypal Fighting Styles from your Archetype's list.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:


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