Knight

**Class Pages**
Artificer ● Barbarian ● Bard ● Blood Hunter ● Cleric ● Druid ● Fighter ● **Knight** ● Monk ● Mystic ● Paladin ● Plague Doctor ● Ranger ● Rogue ● Sorcerer ● Warlock ● Wizard

**Note:** When choosing this class, you adopt the title "Sir" and are recognized as being knighted. It is encouraged for you to name the knight or lord who knighted you in your backstory. Your experience as a knight should be determined by your starting level (if you start at level 10, you would be considered experienced veteran knight while a level 1 character should probably be viewed as a freshly promoted squire).

# Knight Features

### Hit Points

* **Hit Dice:** 1d12 per knight level
* **Hit Points at 1st Level:** 12 + your Constitution Modifier
* **Hit Points at Higher Levels:** 1d12 (or 7) + your Constitution Modifier per knight level after 1st

### Proficiencies

* **Armor:** Medium armor, heavy armor, shields
* **Weapons:** Simple weapons, martial weapons
* **Tools:** None
* **Saving Throws:** Strength, Constitution
* **Skills:** Choose two from Animal Handling, Athletics, Intimidation, Persuasion, Perception, and Survival

### Equipment

* (a) a greatsword, or (b) a longsword and small shield
* (a) scale mail, or (b) ring mail
* An explorer's pack and four javelins

Alternatively, you can ignore the equipment from your class and background, and start with 4d4 x 10 gp.

### Multiclass Prerequisite

The prerequisite for multiclassing into Knight is 13 Strength.

# Knight Traits

## Valor

On your turn, you can activate Valor as a bonus action. While enabled, you gain the following benefits:

* Your attacks have a chance to apply the Frightened condition to targets you strike for 1 round. Targets must pass a a Charisma save equal to 8 + your knight level to resist this effect. Any target that passes the save is immune against this effect for 24 hours.
* Any healing done through magical means while Valor is active causes you to be healed for additional hit points equal to half your knight level for a minimum of 1.
* You have advantage on all strength saving throws and are immune to the stun condition.
* You are unaffected by attack rolls that result in critical failures. Count any critical fail as a regular miss.
* You gain +1 AC.

Valor lasts for 1 minute. It ends early if you are knocked unconscious or if you willingly choose for it to end as a bonus action.

Once you have used Valor the number of times shown for your knight level in the Valor column of the knight table, you must finish a long rest before you can use Valor again.

## Trusty Steed

You have a riding horse that you can choose the colour and name of. You may also write a backstory for your horse, though this is entirely optional. As your trusty steed, the horse gains advantage on attack rolls and is immune to being frightened whenever you are riding it. It also wears basic horse armor that grants it 15 AC.

Your trusty steed's ability scores and statistics are equal to that of a riding horse:

Your trusty steed gains 1d6+1 maximum hit points each time you gain a level.

## Ancestral Blade

You wield an ancestral longsword that has been passed down through your family for generations, of which you can choose the name of. This blade counts as a +1 longsword that cannot be destroyed by non-magical means.

## Templar's Defense

Starting at 2nd level, and whenever you are wearing any armor, you gain a bonus +1 to your AC.

## Knight's Charge

Starting at 2nd level, whenever you move up to 20 feet to attack a target, the target must also pass a strength saving throw equal to your attack roll or be knocked prone. If performed while on your riding horse, the target will also be stunned if they fail the saving throw.

## Born to the Saddle

Starting at 3rd level, you have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you're not incapacitated.

Finally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.

## Chivalrous Order

At 3rd level, you choose an order that shapes the path you've chosen to walk as a knight. Your choice grants you features at 3rd level, and again at 6th, 10th, and 14th levels.

* Order of Justice
* Order of the Blade
* Order of the Chained God
* Order of the Church
* Order of the Dragoon
* Order of the Ebon Hawk
* Order of the Kraken
* Order of the Obelisk
* Order of the Outlander
* Order of the Shield
* Order of the Steed
* Order of the Sun
* Order of Hope
* Order of War

## Ability Score Increase

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. You can't increase an ability score above 20 using this feature.

## Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 15th level in this class.

## Defensive Tactics

At 7th level, you gain one of the following features of your choice.

* **Escape the Horde:** Opportunity attacks against you are made with disadvantage. You may also use your reaction to evade up to one opportunity attack per round.
* **Multiattack Defense:** When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.
* **Steel Will:** You have advantage on saving throws against being frightened. Allies within 5 feet of you are inspired by your presence and also receive this benefit.

## Brutal Critical

Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.

This increases to two additional dice at 13th level and three additional dice at 17th level.

## Specialized Fighting Style

At 10th level, choose one of the following advanced fighting style options.

* **Advanced Defense:** While you are wearing armor, you gain a +2 bonus to AC.
* **Advanced Great Weapon Fighting:** When you roll a 1, 2, or 3 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, 2, or 3. The weapon must have the two-handed or versatile property for you to gain this benefit.
* **Advanced 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. If the attack still hits the target, it only inflicts fifty percent of the total damage. You must be wielding a shield.
* **Advanced Tunnel Fighter:** You excel at defending narrow passages, doorways, and other tight spaces. As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach at advantage.

## Well-Rested

Starting at 11th level, you gain additional hit dice each time you rest that counts as temporary hit points. For short rests of two hours or more, you gain 1d8 temporary hit points. For long rests, you gain 2d8 temporary hit points.

## For Honor

Beginning at 18th level, whenever a target performs a melee attack against an ally within range of your weapon, you may use your reaction to perform a guaranteed attack on that target but may still roll 1d20 in an attempt to land a critical hit.

## Insurmountable Defense

At 20th level, you have honed your body to perfection. Your Constitution score increases by 4. Your maximum for this score is now 24 and you are now immune to being blinded, charmed, and frightened. Your natural AC also becomes 11 rather than 10.

# Knight Class Archetypes

* Order of Justice
* Order of the Blade
* Order of the Chained God
* Order of the Church
* Order of the Dragoon
* Order of the Ebon Hawk
* Order of the Kraken
* Order of the Obelisk
* Order of the Outlander
* Order of the Shield
* Order of the Steed
* Order of the Sun
* Order of Hope
* Order of War

## Order of Justice

As a knight of the Order of Justice, you have sworn to dole out justice to all who you deem required. Your principal duties are to command, judge, sentence, and execute. Knights of this order typically work outside of the law to do what they feel is right, and are more likely than not going to be mistaken for vigilantes than chivalrous knights.

**Prerequisite:** Any Chaotic Alignment

### Commanding Shout

When adopting the Order of Justice, you have learned to master the ability to shout directions in combat at allies and enemies alike. On your turn as a reaction, you may perform one of the following shouts.

***Detaining Shout.*** Shout at a target that is currently attempting to move on their turn and order them to remain where they are. The target must make an intelligence save equal to your strength ability score (not your modifier) plus your intimidation modifier. On a fail, their movement is reduced by 10 for the duration of their turn. If their failed saving throw is equal to less than half of the DC, they cannot move for the duration of their turn. If a target passes the save, they are immune to all following uses of your Detaining Shout for 1 hour.

***Galvanizing Shout.*** Shout out at a friendly target while it is their turn and before they take their movement. That target can now move an additional 5 feet on their turn.

***Valorous Shout.*** A shout that empowers all friendly targets within 10 feet of you. Any ally within range who is at their maximum hit points receives your choice of +1 AC or +1 to attack rolls until the end of their following turns.

### Mark of Justice

Starting at 6th level, you may choose to mark one target as a wrongdoer for up to 1 hour. You have advantage on attack rolls against this target and receive bonus damage that corresponds to your knight level.

 10
 14

Once you mark a target, you must complete a short rest before you may do so again.

### Swift Intercessor

Starting at 10th level, you have learned to be reactive in the face of looming battle. At the start of an encounter, you can use this feature to forego rolling initiative and be placed at the start of the turn order. Once you use this feature, you must complete a short or long rest before you may use it again.

### Judge, Jury, Executioner

At 14th level, you acquire 3 justice points. You may expend 1 justice point as a free action to enact one of the following.

***Judge.*** As a reaction, you may choose to try and intercept any weapon attack that occurs within range of your current weapon. Make an attack roll against the target. If you hit, you successfully deflect the target's attack.

***Jury.*** As a reaction, you may impose advantage or disadvantage on any target's current attack roll.

***Executioner.*** Your next attack that does not miss is a critical hit.

You must complete a long rest to regain all/any expended justice points.

## Order of the Blade

The Order of the Blade vows to use their empowered weapons to strike down foes who stand in their way. Knights of the Order of the Blade typically carry blade blades that grow and reveal their true potential as the knights themselves realize their own capabilities as well.

### Awakened Heirloom

When adopting the Order of the Blade, your ancestral blade becomes awakened as it begins to show its true potential. Your ancestral blade is now a +2 silvered longsword.

### Heartseeker Blade

Starting at the 6th level, your ancestral blade's melee weapon strikes become more focused. You may choose to roll one attack roll at advantage, but you subtract 1d4 from both attack rolls. If you roll a natural 20, double your modifiers in addition to your dice rolls when determining damage. You may perform this feature only once per turn.

### Elemental Striking

Starting at the 10th level, your melee weapon attacks with your ancestral blade do an additional 1d8 elemental damage. Choose the type of damage you do each turn from cold, fire, lightning, necrotic, radiant, or thunder. You are not confined to one damage type, and may change your damage type as frequently as you desire.

### Maximum Impact

Starting at the 14th level, you may declare to use this feature before making any attack roll. If your attack lands, it deals maximum damage possible. Your target must also pass a strength save with a DC equal to your attack roll or be stunned until the start of its next turn. You must complete a short or long rest before you may use this feature again.

## Order of the Chained God

The Order of the Chained God is a small sect of knights who champion for the return of Vecna, The Chained God. They often work as bodyguards and enforcers for the Cult of Vecna, safeguarding their operations and rituals so that they can work towards their ultimate goal of freeing Vecna.

**Prerequisite:** Your knight must be of any evil alignment.

### Decaying Strike

When adopting the Order of the Chained God, you form a connection to Vecna much like a cleric would to their chosen deity. At the 3rd level, your melee weapon attacks deal an additional 1d4 necrotic damage. Your first attack against a target also reduces the target's maximum hit points by the same amount for 24 hours, and the target becomes immune to further maximum hit point reductions from this trait for the same length of time.

### Deathly Visage

Starting at the 6th level, you may use this feature to gain advantage on intimidation checks, impose disadvantage on any target that attacks you, and any target you deal damage to must pass a charisma save equal to your attack roll or be frightened of you for 1 minute. Targets that pass the save then become immune to this effect for 24 hours. This feature lasts for 1 minute, and you must complete a short or long rest before you can use it again.

### Death Feeds Life

Starting at the 10th level, the Chained God funnels residual power through you in combat. Whenever you land a killing blow against a target, you regain health equal to the damage that you inflicted to the target upon death.

### Immortal Stamina

Starting at the 14th level, whenever you fail a death saving throw, you gain advantage on the roll on your next turn.

## Order of the Church

Knights who belong to the Order of the Church traditionally have the backing or support of a Church, or come from religious households where the benefits of deity worship trickled into the knight's training and empowered them in profound ways. Knights of this order typically fight to preserve peace and uphold the law.

### Inspiring Leadership

When adopting the Order of the Church, your presence inspires allies on the battlefield. As a bonus action, you may give all allies within 60 feet of your 1d4 inspiration that lasts 1 hour and 1d8 temporary hit points. This increases to 1d6 inspiration and 1d12 temporary hit points at the 10th level. Once you use this feature, you must finish a short rest before you may use it again.

### Oathsworn Knight

Starting at the 6th level, your melee weapon attacks inflict an additional 1d8 force, radiant, or thunder damage. You determine the type of damage when making your attack roll.

### Divine Health

By 10th level, the divine magic flowing through you makes you immune to disease.

### Protective Spirit

Starting at 14th level, you regain hit points equal to 1d6 + half your knight level if you end your turn in combat with fewer than half of your hit points remaining and you aren't incapacitated.

## Order of the Dragoon

Over one thousand years ago, metallic dragons used to train humanoids to fight for them, either as lair bodyguards or in personal armies. These individuals were recognized as dragon knights (dragoons) by the mighty dragons, and were unified under the Order of the Dragoon. Though uncommon today, there are still some dragons who oversee the training of new dragoons so that they may fight against chromatic dragons who threaten the good of the world.

**Prerequisite:** Any Good Alignment

### Ancestral Lance

When adopting the Order of the Dragoon, you will be visited by the spirit of a metallic dragon in your sleep that will accept you as a dragoon. Your ancestral blade will be transformed into an ancestral lance. The colour of the lance matches that of the type of metallic dragon that visited you. The colour of the dragon may be discussed with the DM, or be left entirely up to the DM to choose. Changes reflected to your weapon are below.

 Damage Type
 Special Properties

### Draconic Mobility

Starting at the 3rd level, you gain proficiency in acrobatics. In addition, you can cast the Jump and Longstrider spells on yourself as cantrips once each per short or long rest.

### Armor Pierce

Starting at the 6th level, whenever you make a successful attack against a target that is not at maximum hit points, you reduce its AC by 1. This effect cannot occur more than once per round, and you cannot reduce a target's AC by more 3.

### Volatile Roar

Starting at the 10th level, you have learned the ability to let out a deafening roar that sounds akin to a dragon's. Any creature within 30 feet of you must pass a charisma saving throw equal to 15 + your strength modifier. Any targets that fail the save are intimidated by your presence for 1 minute. These targets cannot move towards you, but they can move around you and are incapable of attacking you or any of your allies within 10 feet of you out of fear of reprisal. Once you use this feature, you must complete a short or long rest before you may use it again.

### Sky Warrior

Starting at the 14th level, you are able to sprout dragon wings as a bonus action that grants you the following benefits:

* ***Flight.*** Flying speed of 60 feet.
* ***Aerial Assault.*** If you make an attack roll while airborne, you have advantage on the attack roll.
* ***Dragoon's Charge.*** If you move up to 30 feet straight while flying to strike a target, you will inflict an additional damage die + bonus damage equal to half your knight level.
* ***Intimidating Presence.*** You have advantage on all intimidation checks while you have wings.

The type of wings you sprout are determined by your character's alignment.

 Lawful Good
 Neutral Good

After 1 minute, your wings dissipate. You must then complete a short or long rest before you can sprout wings once again.

## Order of the Ebon Hawk

The Order of the Ebon Hawk foregoes the knightly tradition of travelling with a steed in favour of a giant black hawk, known as a nighthawk, that obeys the knight's every command. Knights of this order hunt with their black birds of prey after the sun goes down, looking to drive out demons, hags, vampires, and other evil entities out of hiding and destroying them. Knights of this order believe that creatures that prey on the good after sundown are vile abominations that threaten the safety of the free world. These knights make it their personal mission to destroy anything they deem evil and immoral that stirs at night.

### Nighthawk Companion

When adopting the Order of the Ebon Hawk, you spend your first long rest coaxing a nighthawk to you in order to bond with it and befriend it. After completing your long rest, you may name your nighthawk. Out of combat, you may give the nighthawk simple instructions that the DM will then carry out to the best of the bird's understanding. In combat, the nighthawk shares initiative with you and you may choose to control it before or after you take your turn. Your nighthawk's size is large, and you may ride it if your own size is tiny or small (medium is considered too cumbersome). Stats for the nighthawk are identical to the giant eagle, which are as follows:

 Strength
 Dexterity
 Constitution
 Intelligence
 Wisdom
 Charisma
 Alignment
 Languages

 Talon (Attack)
 Darkvision (Trait)
 Keen Sight (Trait)
 Multiattack (Trait)
 Rideable (Trait)

Your nighthawk gains a level whenever you do. When you level, your nighthawk gains 1d4+1 maximum hit points. In addition, your nighthawk has death saving throws that work in the same way as a player character.

### Favored Enemy

Starting at the 3rd level, choose a type of favored enemy: aberration, construct, fiend, ghost, gnoll, hag, troll, or vampire.

You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.

You choose one additional favored enemy, as well as an associated language, at 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventure.

### Death Sentence

Starting at the 6th level, you may mark any target as a bonus action. For 1 minute, you and your nighthawk both inflict additional damage to the target when you successfully strike it. The amount of damage you deal increases as you level.

 10th
 14th

Once you use this feature, you must finish a short rest before you may use it again.

### Molded by Darkness

Starting at the 10th level, you have honed your vision to the point that you have improved sight in dark and dim conditions. You gain the following benefits when in dark/night conditions:

* ***Adept Tracker:*** All nature and survival rolls you make in dark/night conditions are at advantage.
* ***Low Light Vision:*** You have low light vision up to 60 feet. This effect does not work in areas where you cannot see (such as an underground cave with no light source), or if you are blinded in any way.
* ***Night Huntsman:*** If a target makes a melee attack against you and does not move away from you, your next attack against it is at advantage if it remains within range.

### Unstoppable Force

Starting at the 14th level, you roll for initiative at advantage. In addition, you gain the following benefits on the first round of combat:

* ***Accurate Striking:*** Advantage on your first attack roll. Reroll any 1 that you may roll.
* ***At the Ready:*** Advantage against all non-magical saving throws.
* ***Exploitive Opportunist:*** Opportunity attacks may be used freely and do not use your reaction.
* ***Vigilant Defender:*** +3 AC against any incoming melee attack.

You may choose to not move and take no action on the first round of combat. If you do so, all benefits with the exception of Vigilant Defender will carry over to the next round.

## Order of the Kraken

Knights who follow the Order of the Kraken are closely affiliated with the coastal cities, sailors, the sea, and marine life. Similarly to how many knight orders focus on protecting and serving those *on land*, knights of the Order of the Kraken devote their life to serving as protectors of those who live by or on the sea. Fishermen, merchants, and sailors can be seen with knights of this order taking up residence in their coastal towns or aboard their vessels. Knights of this order typically cherish the sea more than any other geographical biome throughout the world and feel at home on the ocean more than they do anywhere else.

### Nautical Combatant

When adopting the Order of the Kraken, you become proficient in moving through water. Your swim speed is your base movement speed + 10 and you are unhindered by your armor when swimming. You are also unimpeded by difficult terrain that features water.

### Spellcasting

As a knight of the Order of the Kraken, aquatic magic flows through you that is used to both protect allies and ward off attackers.

#### Spell Slots

The following table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your spells of 1st through 5th level, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

#### Spells Known

 6th
 10th
 14th
 20th

#### Spells Known

 6th
 10th
 14th
 20th

#### Spellcasting Ability

Charisma is your spellcasting ability for your spells. You use your charisma whenever a spell refers to your spellcasting ability.

**Spell save DC** = 8 + proficiency bonus + Charisma mod

**Spell attack mod** = proficiency bonus + Charisma mod

### Biological Compass

Starting at 6th level, your vision is unimpeded by fog and you can see through any fog or mist up to 100 feet. In addition, you always know which direction is north, south, east, or west.

### Friend of the Sea

At 10th level, your connection to the sea has caused you to earn a steadfast ally of your choosing from the available races below. If your ally is killed, you may choose a new one 24 hours later.

***Available Races:*** Bullywug, Giant Crab, Giant Octopus, Locathah, Merfolk, Merrow, Reef Shark, or Sahaugin.

### Aspect of the Storm

At 14th level, you can beseech the sea to transform you or one of your allies into a Storm Giant. The Storm Giant form has hit points equal to 320 + the target's level multiplied by two. While in the form of a Storm Giant, the target can use all features and traits associated with Storm Giants and they retain all of their own class/race features and traits. The Storm Giant form lasts until the target reaches 0 hit points (at which point they return to their original form at their previous hit point value) or they will it to end.

Once the Storm Giant form fades, you must finish a long rest before you may use this feature again.

## Order of the Obelisk

The Order of the Obelisk is a sect of knights who have trained to become immovable war machines on the field. Combined with their natural might, knights of this order are particularly hard to damage, or even push around, as they have mastered the art of planting themselves where they stand and deflecting all that comes their way without even blinking.

### Advancing Guard

When adopting the Order of the Obelisk, you understand how to prepare yourself to defend against attacks. On any turn that you do not perform an action or bonus action, you gain +2 AC until the beginning of your next turn.

### Defensive Rush

At the 6th level, you become resistant to grapples and knockback effects and have advantage on all saving throws and skill checks associated with them. At the 14th level, you become immune to grapples from any creature that is classified as large or smaller.

### Deflection

At the 10th level, you are able to use your reaction to attempt to deflect any projectile with your shield, magical or otherwise, that would pass within 5 feet of you. Contest the attacker's attack roll with your own dexterity check and add your proficiency modifier. If you successfully roll higher than the attack roll, you may deflect the projectile. If it is magical in nature, the effect will dissipate. If it is physical in nature (such as an arrow), you may choose which direction to deflect the projectile in. It may travel up to 20 feet and may strike any target within that radius for half damage.

### Song of Courage

At the 14th level, you may use your action to let out a bellowing song of courage to rally your allies. Yourself and up to four targets of your choosing within 60 feet receive 1d8 inspiration and +3 AC and for 1 minute. Once you use this feature, you must complete a long rest before you may use it again.

## Order of the Outlander

Knights who belong to the Order of the Outlander are trained to protect the frontier and remote towns and villages that would otherwise not be able to defend themselves. Knights of this order are devoted to lending protection to those who would typically not have any to begin with.

### Frontier Tracker

When adopting the Order of the Outlander, you become proficient in your choice of investigation or perception. In addition, you have trained yourself to be able to be able to discern basic features and properties of objects and people in well-lit conditions for up to 150 feet. You also cannot be surprised if you are surrounded by flat land for 30 feet in all directions.

### Close the Gap

At 6th level, you are spurred on when friendly targets grow further away from you and adrenaline kicks in that allows to you quickly return to aid your friends. Whenever a friendly target is 30 feet or more away from you, you gain an additional 10 feet of movement per turn if you move towards them.

### Borderland Warden

Starting at 10th level, you become an expert fighter in open fields and wide areas. You now have advantage on all ranged attacks unless hindered through magical or various means.

### Preemptive Strike

At 14th level, if you attack a target that is not yet in combat and they are unaware of your assault, your attack roll is at advantage and you inflict maximum damage possible.

## Order of the Shield

The Order of the Shield is the most widespread group of knights. Knights in this order have mastered the use of the shield and can not only use it to defend themselves and their allies, but also use it proficiently as a weapon.

### Shield Strike

When adopting the Order of the Shield, you become adept at attacking with your shield. On any turn, you may perform a full attack with your shield as a bonus action. Use your proficiency and strength modifier when rolling to strike with your shield. Shield damage is equal to Xd6 bludgeoning, where X is equal to the amount of base AC provided by your shield (a shield with 1 AC provides 1d6 damage, 2 AC provides 2d6 damage, and so forth).

### Shield Cover

Starting at the 6th level, you and all allies within 10 feet of your location gain +1 AC for as long as you carry your shield.

### Empowered Defense

Starting at the 10th level, you may use your reaction to raise your shield and reduce all incoming damage by fifty percent. This cannot occur more than once per round. Once you use this feature, you must complete a short or long rest before you may use it again.

### Defensive Expertise

At the 14th level, you choose to make your shield fully protect you from non-magical bludgeoning, piercing, or slashing damage. For as long as you carry a shield, you are immune to your selected damage type. Once you choose one type of damage to become immune to, you cannot change to another.

In addition to this, you are also unaffected by fall damage unless the total distance exceeds 30 feet.

## Order of the Steed

Knights of the Order of the Steed are animal lovers at heart and have formed intense bonds with their horse companions. Horse and knight work in unison together to create a powerful force that few can hope to walk away from in one-on-one combat. Knights of this order are masters of mounted combat.

### Firmly Saddled

When adopting the Order of the Steed, your horse gains an additional +1 AC. In addition, you cannot be knocked off or removed from your horse unless the target passes a strength check or makes an attack roll equal to twice your strength score.

### Ride Like the Wind

Starting at the 6th level, your riding horse can take the dash action as a bonus action at any time.

### Mounted Warmaster

At the 10th level, you inflict bonus damage equal to half your knight level whenever you make a successful melee weapon attack while mounted.

### Knight's Assault

At the 14th level, the effectiveness of your Knight's Charge is increased. Whenever you move up to 10 feet to attack a target, the target must also pass a strength saving throw equal to your attack roll or be knocked prone and take additional bludgeoning damage equal to 1d8 + your knight level. If performed while on your riding horse, the target must will also be stunned if they fail the saving throw.

## Order of the Sun

Knights of this order find solace in sunlight and warmth, and are innately gifted with magic capabilities. These knights, while still powerful warriors in their own right, also harness the power of burning magic in the form of burning fires and radiant blasts. Often mistaken for paladins, though the key difference between the two is that paladins can support allies while knights of this order use their innate magic solely for battle.

### Solar Striking

When adopting the Order of the Sun, your melee weapon attacks inflict bonus damage. Choose whether this is fire or radiant damage when rolling the bonus damage die in the table below.

 6th
 10th
 14th

### Spellcasting

As a knight of the Order of the Sun, burning magic flows through you that is used to both smite and set ablaze.

#### Spell Slots

The following table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your spells of 1st through 5th level, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

#### Spells Known

 6th
 10th
 14th
 20th

#### Spells Known

 6th
 10th
 14th
 20th

#### Spellcasting Ability

Charisma is your spellcasting ability for your spells. You use your charisma whenever a spell refers to your spellcasting ability.

**Spell save DC** = 8 + proficiency bonus + Charisma mod

**Spell attack mod** = proficiency bonus + Charisma mod

### Blinding Light

Starting at the 6th level, you may use your reaction to unleash a blinding light from your hand in the direction of any target making a melee weapon attack against you that is within 10 feet. The target must pass a wisdom save with a DC equal to your strength ability score. On a fail, their attack automatically misses and they are considered magically blinded for 1 minute. Once you use this feature, you must finish a short rest before you may use it again.

### Radiating Heat

Starting at the 10th level, your melee weapon attacks against a target causes all other targets within 10 feet to take bonus damage from your Solar Striking feature.

### Force of the Sun

At the 14th level, you may choose as a bonus action to magically ignite your weapon. For 1 minute, your melee weapon attacks inflict an additional damage die, your solar striking damage is doubled, and targets who attack you from within 5 feet take 2d6+5 fire damage each time an attack attempt is made against you. In addition, you may freely cast Fireball at the 5th level one time from your flaming weapon without expending any spell slots.

Once you use this feature, you must complete a short or long rest before you may use it again.

## Order of Hope

Knights of the Order of Hope aspire to be natural born leaders and beacons of confidence, faith, and hope. They seek to inspire those around them to strive to be greater than what they believe themselves to be capable of. While knights of this Order embody all of these qualities, they are also powerful warriors and the sight of a knight of this Order engaged in combat alone is also capable of encouraging and inspiring those who follow the knight.

**Prerequisite:** Your knight must be of any good alignment.

### Imbue Hope

When you adopt the Order of Hope, you gain the ability to grant inspiration to those around you. You may imbue an ally with inspiration a number of times dictated in the chart below. If inspired target uses their inspiration anywhere within range of your vision, you also gain advantage on attack rolls until the end of your next.

 5
 11
 14

### Moving in Harmony

Starting at the 3rd level, whenever you or a friendly target begin a turn within 5 feet of each other, you can assist each other during one another's turn by granting the other +5 speed on your turn. For example, on the knight's turn, their ally within 5 feet can choose to move 5 feet in any direction as a free action.

### Show of Strength

Starting at the 6th level, you now score a critical hit on a 19 or 20. Upon doing so, you fill all allies within 30 feet with hope. Until the end of your next turn, yourself and all affected allies have advantage on attack rolls.

### Lending a Hand

Starting at the 10th level, you gain the ability to give up one of your Extra Attack actions to an ally within 5 feet who may then use the Extra Attack on their turn as long as they stay within 5 feet of you. Until they use the Extra Attack that you bestowed upon them, your AC is enhanced by any incoming attacks. Roll 1d8 and add it to your AC against any attack that is made against during this time (this does not stack, as your AC equals Base AC + 1d8 versus any attack).

### Paragon of Salvation

Starting at 14th level, your presence on the battlefield inspires all allies around you. On the first round of any encounter, yourself and all allies within 60 feet gain the following benefits:

* 1d10 inspiration
* Temporary hit points equal to your knight level + 1d10.
* Advantage on attack rolls made on the first round of combat.

## Order of War

Knights of this order are bred, and live, for war. Typically commoners who are forced to pursue a life of militaristic servitude to both military and nobility in times of conflict and war, Knights of the Order of War exist solely to carry out the will of kingdom militaries and monarchs, giving their life to kill and protect whatever, or whomever, they are told.

### Ferocious Strike

Starting at the 3rd level, you have a pool of bonus damage equal to 10 + your knight level. Whenever you do damage, you may choose to expend damage from this pool and add it to the total value of your attack's damage roll (you may expend no more than half of your pool in a single use). Upon completing a long rest, you regain all points of damage that you expended from your bonus damage pool.

### Strength in Numbers

At the 6th level, your combat training allows you to excel when surrounded by allies. For every friendly ally within 10 feet of you when you make a melee weapon attack, add +1 to each damage die that you roll when determining your damage.

### Trench Fighter

At the 10th level, you learn how to make the best use of cover. Attacks against you are at disadvantage whenever you have cover. You also gain additional AC based on the type of cover you currently have:

 Half Cover
 Three-Quarters Cover

### Fortified Rush

At the 14th level, you gain the Fortified Rush feature. During a combat encounter, you may activate this feature as a bonus action to gain the following benefits for one full round of combat:

* +10 to your base speed.
* Attack rolls do not miss regardless of your roll. You also score a critical if your attack roll (before modifiers) is 17 or greater.
* Resistance to non-magical bludgeoning, piercing, and slashing damage until the start of your next round.
* Your movement cannot provoke attacks of opportunity.

If you use this feature more than once per combat encounter, you suffer one point of exhaustion for each additional time you use it beyond the first.

   **Class Pages**
Artificer ● Barbarian ● Bard ● Blood Hunter ● Cleric ● Druid ● Fighter ● **Knight** ● Monk ● Mystic ● Paladin ● Plague Doctor ● Ranger ● Rogue ● Sorcerer ● Warlock ● Wizard