Monday, September 5, 2016

Knight of Solamnia (5E class) Trial Balloon

Here is a first (and hopefully last) attempt at a Knight of Solamnia class for 5E. Anyone with a bit more experience in 5E, if something looks too powerful, or too weak, or just generally useless feel free to chime in in the comments. If this class goes over well, I'll have the player-side rules ready to go for a 5E sandbox game in Krynn. After that, I'll just need to modify the modules to fit 5E stats for monsters and I'll be ready to rock.

Class: Knight of Solamnia
The Knights of Solamnia are the defenders of that nation, but they are also known to travel the world, seeking to defend the weak, provide justice to the wronged, and stamp out evil where they find it. Knights of Solamnia follow the Oath and the Measure, which guides their actions. The Oath, “Est Sularus oth Mithas” (My honor is my life), is the general guiding principal of all Solamnic Knights. The Measure is an extensive set of rules, devised in ages past but still updated today, which regulates the three orders of knighthood.
Quick Build: You can make a Knight of Solamnia quickly by putting your highest ability score into Strength, followed by Wisdom. Second, choose the Noble background or the Knight variant.
The Knight of Solamnia
Level
Proficiency Bonus
          Features
1
+2
Fighting Style, Bravery
2
+2
Focused Strike
3
+2
Knightly Orders
4
+2
Ability Score Improvement
5
+3
Extra Attack
6
+3
Honor
7
+3
Knightly Order feature
8
+3
Ability Score Improvement
9
+4
Focused Strike (2)
10
+4
Knightly Order feature
11
+4
Fighting Style (2)
12
+4
Ability Score Improvement
13
+5
Extra Attack (2)
14
+5
Hearty
15
+5
Knightly Order feature
16
+5
Ability Score Improvement
17
+6
Dedicated
18
+6
Focused Strike (3)
19
+6
Ability Score Improvement
20
+6
Knightly Order feature


Class Features
Hit Points
Hit Dice: 1d10 per Knight of Solamnia level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) plus your Constitution modifier per KoS level after 1st
Proficiencies
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: none
Saving Throws: Strength, Wisdom
Skills: Choose two from Animal Handling, Athletics, History, Insight, Intimidation, Persuasion, and Religion
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
  • (a) scale mail and shield or (b) chain mail
  • any two martial weapons
  • (a) shortbow and 20 arrows or (b) any simple weapon
  • (a) a diplomat's pack or (b) an explorer's pack
Fighting Style
You may select any Fighting Style (PHB p. 72) except for Archery. You gain a second fighting style when you reach 11th level.
Bravery
You have advantage on all saving throws against fear effects.
Focused Strike
Starting at 2nd level, when you succeed on a melee attack, you may choose to have the attack deal an extra 1d8 damage. You may use this a number of times equal to your Wisdom modifier (minimum 1). You regain uses of focused strike after a short or long rest.
At 9th level, your focused strike improves to deal an extra 2d8 damage. At 18th level, your focused strike becomes so powerful that you deal an extra 3d8 damage.
Knightly Orders
At 3rd level, as soon as you can prove your worth to a Knightly Council, you join one of the three orders of knighthood. Choose from Crown Knight, Sword Knight and Rose Knight. These three knightly orders are detailed below.
Ability Score Improvement
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 abilities of your choice by 1. As normal, you can't increase the ability score above 20 using this feature.
Extra Attack
Starting at 5th level, when you use the Attack action, you can make two attacks instead of one. This feature improves at 13th level, allowing you to make three attacks when you use the Attack action.
Honor
At 6th level, as long as you keep to the Oath and Measure, you have advantage on all saving throws against enchantment magic.
Hearty
At 14h level, your intense physical training regimen makes you better able to resist certain types of attacks. You gain proficiency with either Dexterity or Constitution saving throws.
Dedicated
At 17th level, your dedication to the Oath and Measure make you better able to resist certain types of attacks. You gain proficiency with either Intelligence or Charisma saving throws.
Knightly Orders
A Knight of Solamnia must choose one of three orders upon reaching 3rd level, and their special abilities at certain levels are determined by their choice of order.
Crown Knight
The most common order of knighthood, Crown Knights have no special requirements for entry. Any Knight who fails the requirements for the Sword or Rose Orders must become a Crown Knight. Crown Knights are dedicated to the principles of Loyalty and Obedience. They are also the best warriors among the Knights of Solamnia.
Weapons Training
At 3rd level, select one of the following weapons: battleaxe, lance, longsword, spear, trident, or warhammer. If you select lance, you do not suffer disadvantage when attacking foes within 5' of you. If you select any other weapon, you deal its versatile (2 handed) damage when wielding it one handed.
Bonus Proficiency
At 3rd level, you gain two skill proficiencies from the following list: animal handling, insight, performance, or persuasion. Instead, you may choose to gain a tool proficiency in place of one of the skill proficiencies.
Reserves of Strength
At 7th level, when you take a short rest, if you do not spend any hit dice for healing, you regain up to two spent hit dice.
Power Strike
At 10th level, when you use your Focused Strike ability on a target of large size or smaller, the target must make a Strength saving throw (DC8 + your proficiency bonus + your Str modifier) or be knocked prone.
My Honor Is My Life
At 15th level, when you are the target of an attack that would reduce you to 0 hit points, you may make a Constitution saving throw (DC5 + the damage done). If you succeed, you retain 1 hit point. You must complete a short or long rest before you can use this ability again.
Lord Warrior
At 20th level, the Crown Knight becomes one of the Lord Warriors of the Knights of Solamnia, charged with leading their forces in battle, and is eligible to be elected as High Warrior, the leader of the Knights of the Crown and one of the three High Knights that rule over the organization.
The Lord Warrior also gains advantage on all saving throws against any spell effects, and resistance to necrotic damage.


Sword Knight
Sword Knights are less common than Crown Knights due to their strict requirements. This order is dedicated to the ideals of Heroism and Good, and strive to serve as living examples of a true hero. However, their mystical abilities sometimes cause them to be accused of witchcraft.
Restriction
To become a Sword Knight, you must be of a Good alignment. If your alignment ever changes, you may no longer advance as a Knight of Solamnia until such time as you regain your Good alignment.
Spellcasting
At 3rd level, you gain some limited ability to cast spells. See Chapter 10 of the PHB for the rules for spellcasting, and Chapter 11 for the list of cleric cantrips and paladin spells.
Cantrips: You learn two cantrips of your choice from the cleric list when you gain your spellcasting ability. At 10th level, you gain a third cleric cantrip of your choice. Until the true gods return, this is the limit of your spellcasting ability.
Spell Slots: Once the true gods return (if they return), you gain the ability to cast spells from the paladin spell list. The Sword Knight Spellcasting table shows you how many spell slots you have to cast your spells of 1st level or higher. To cast a spell, you must expend a spell slot of the spell's level or higher. You regain all used spell slots when you finish a long rest.
Spells Known of 1st level or Higher: You know three 1st level spells of your choice from the paladin spell list. As you gain levels, you can learn more spells, as shown on the Spells Known column of the Sword Knight Spellcasting table. When you gain a new spell, it must be of a level for which you have spell slots. Each time you gain a level, you may choose to replace a single spell you know for another spell for which you have spell slots.
Special Note: For all paladin spells that augment or modify divine smite, you may use these spells to augment or modify your focused strike ability. You must expend both a spell slot and a use of focused strike in order to do so.
Spellcasting Ability: Wisdom is your spellcasting ability. Use your Wisdom modifier any time a spell refers to your spellcasting ability. Wisdom also affects the DC of saving throws against your spells and your spell attack bonus:
Spell Save DC = 8 + proficiency bonus + Wis modifier
Spell Attack modifier = proficiency bonus + Wis modifier

Sword Knight Spellcasting
Knight
Cantrips
Spells
Spell Slots
level
Known
Known
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




Channel Divinity
At 3rd level, you gain the ability to channel divine energy (regardless of whether the true gods have returned or not). You have two choices of how to use this divine energy. Once you use it, you cannot use it again until you finish a short or a long rest. You have the following powers:
Champion Challenge: You issue a challenge to your enemies. Any enemies you choose that you can see within 30' of you must make a Wisdom saving throw (DC equals your spell DC). Those that fail cannot willingly move more than 30 feet from you. This effect ends if you are incapacitated, die, or if the creature is moved more than 30 feet from you.
Turn the Tide: As a bonus action, you can bolster other creatures with your Channel Divinity. Each creature of your choice that can hear you within 30' of you regains hit points equal to 1d6 + your Wisdom modifier (minimum 1) if it has no more than half of its hit points.
Divine Shield
Starting at 7th level, if an ally within 5' of you is struck by an attack, you can use your reaction to shield the ally from the blow. Your ally takes no damage, and you suffer the damage of the attack instead.
Heroic Swordplay
At 10th level, you gain the ability to undercut the resistance of your enemies to your spells. When you hit a creature with a weapon attack, that creature has disadvantage on any saving throws made to resist a spell you cast before the end of your next turn.
Unyielding Spirit
At 15th level, you gain advantage on saving throws to avoid becoming paralyzed or stunned.
Lord Clerist
At 20th level, the Sword Knight becomes one of the Lord Clerists of the Knights of Solamnia, charged with leading their forces in battle, and is eligible to be elected as High Clerist, the leader of the Knights of the Sword and one of the three High Knights that rule over the organization.
The Lord Clerist is an inspiration to all allies on the battlefield. You can use your action to gain the following benefits for 1 hour:
  • you have resistance to damage from bludgeoning, piercing and slashing damage from nonmagical weapons
  • your allies have advantage on death saving throws while within 30' of you
  • you and all allies within 30' of you have advantage on all Wisdom saving throws
This effect ends if you are incapacitated or dead. Once you use this feature, you can't use it again until you finish a long rest.


Rose Knight
Rose Knights are less common than Crown Knights due to their strict requirements. This order is dedicated to the ideals of Justice and Honor, and strive to right wrongs and act as champions of order. However, their dedication to laws and rules sometimes leads them to excess.
Restriction
To become a Rose Knight, you must be of a Lawful alignment. If your alignment ever changes, you may no longer advance as a Knight of Solamnia until such time as you regain your Lawful alignment. In the past, royal or noble blood was needed, but that restriction has been relaxed.
Rallying Cry
At 3rd level, you gain the ability to inspire your allies to fight through their injuries. As an action, you regain 1d10 + your level hit points, and up to three allies within 60' regain a number of hit points equal to your level. Once you use this ability, you cannot use it again until you complete a short or a long rest.
Solamnic Envoy
Starting at 7th level, you gain the persuasion proficiency if you do not already have it. If you have it already, you gain one skill proficiency from the following list: animal handling, history, insight, or intimidation. In addition, your proficiency bonus for the persuasion skill is doubled, whether you gained it from this ability or not.
Inspiring Surge
At 10th level, as a bonus action, up to two allies within 60' that can see and hear you can each make a melee or ranged attack as a reaction. Once you use this ability, you cannot use it again until you complete a short or a long rest.
Bulwark
At 15th level, when you have to make an Intelligence, Wisdom or Charisma saving throw and are not incapacitated, you can use your reaction to gain advantage on the saving throw, and one ally within 60' also gains advantage on the saving throw. After using this ability twice, you cannot use it again until you complete a long rest.
Lord of Justice
At 20th level, the Rose Knight becomes one of the Lords of Justice of the Knights of Solamnia, charged with leading their forces in battle, and is eligible to be elected as High Justice, the leader of the Knights of the Rose and one of the three High Knights that rule over the organization.
Your Rallying Cry, Inspiring Surge and Bulwark abilities all improve, being able to affect double the number of allies. Rallying Cry now affects up to six allies, Inspiring Surge now affects up to four allies, and Bulwark now affects up to two allies.

4 comments:

  1. These could work well for a knight from Breland or Thrane in my Eberron campaign.

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  2. It would be cool if someone would give them a try. I'm having too much fun with Jack to make a switch right now, though!

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  3. Just wanted to say this is fantastic. Have one of my group play testing it now. Not sure if you're into fantasy grounds but parsing this would be HUGE. People will love what you've done with this.

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    Replies
    1. Thanks, Kellly! I'm not on Fantasy Grounds, but if you are and care to do the work to put it into the system (not sure how much work that would involve), just make sure you give me credit for it! ;)

      Also, I'd love to hear how the class plays out, so please keep me updated.

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