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.
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 |
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.
These could work well for a knight from Breland or Thrane in my Eberron campaign.
ReplyDeleteIt 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!
ReplyDeleteJust 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.
ReplyDeleteThanks, 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! ;)
DeleteAlso, I'd love to hear how the class plays out, so please keep me updated.