Bound by honor and reverence for their chosen deity, a Knight of the Order takes the pledge made upon becoming an acolyte and transforms it into a pact of undying loyalty. While Clerics pledge an oath to spread the word of their chosen deity and perform acts of charity, the Knight of the Order is charged with executing the tenets of their deity. Knights can be found guarding temples or other holy sites; they can be found leading the charge of armies in battle, in the name of their deity; they can be found enforcing their deity's will across the world. They are marked not only by their armor and holy symbols, but by their divine weapons, known to enemies as Divine Avengers, chosen weapons wreathed in holy flames, empowered by their deity. Knights of the Order serve as beacons for their deity and are respected by all followers of their faith and others, but any knight that violates their oath becomes a pariah until penance has been made.
hit dice:
1d10
hit points at 1st level:
10 + Con modifier
hit points at higher levels:
1d10 (or 6) + your Con modifier per knight level after 1st.
armor proficiencies:
All armor, shields
weapon proficiencies:
Simple weapons, marital weapons
tools:
None
saving throws:
Wisdom, Charisma
skills:
Choose two from: Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion.
starting equipment:
You start with the following equipment plus any granted by your background:
- Martial weapon and shield or two martial weapons
- five javelins or a simple melee weapon
- priest's pack or an explorer's pack
- Chain mail and a holy symbol
spellcasting:
In lieu of spell casting, Knights of the Order gain the Divine Avenger class ability, as described below.
class features:
Divine Sense
Your divine connection to your deity grants you near supernatural senses, allowing you to feel the dark aura of evil creatures or the glowing strength of good ones. Using an action, you can channel your awareness to detect these forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being you sense, but not its identity.
Within the same radius you can sense any place or object that has been desecrated or consecrated.
You can use this ability a number of times equal to 1 + your Charisma modifier. When you finish a long rest you regain all uses.
Lay on Hands
Your divine power allows you to perform limited healing throughout the day. You draw from a pool of divine energy to restore a total numer of hit points equal to your knight level x 5.
As an action, you can touch a creature and draw upon this divine power to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.
Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.
This feature has no effect on undead or constructs.
Fighting Style
At 2nd level you adopt a style of fighting as your specialty. Choose one of the following options. You can't choose a style more than once even if you later get to choose again.
Defense
While wearing armor, you gain +1 bonus to AC
Dueling
When wielding a melee weaon 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 yo make with a melee weapon that you are wielding with two hands, yhou can reroll the die and must use the new roll. The weapon must have the tow-handed or versatile property for you to gain this benefit.
Protection
When a creature you can see attacks a target other than you within 5 feet of you, you can use your reaction to imposte disadvantage on the attack roll. You must be wielding a shield.
Divine Smite
Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one charge to deal additional damage of the type granted by your deity and the Divine Avenger ability, in addition to the weapon damage. The extra damage is 2d8 beginning at 2nd level. At 5th level it increases to 3d8, 4d8 at 9th, and 5d8 at 13th. The damage increases by 1d8 if hte target is undead, a fiend, or celestial, to a maximum of 6d8. The number of uses per day are listed below and are restored upon a long rest.
Uses are gained as follows:
2nd | 2 uses
3rd | 3 uses
5th | 4 uses
7th | 5 uses
9th | 6 uses
11th | 7 uses
13th | 8 uses
16th | 9 uses
19th | 10 uses
Divine Health
By 3rd level, the divine energy flowing through you makes you immune to disease.
Sacred Pact
When you reach 3rd level you swear an oath that binds you to a sacred pact with your deity and marking you as a true Knight. Your choice grants you the Divine Avenger ability with powers unique to each deity. You gain features at 3rd level and then again as your power grows at 7th, 12th, 16th, and 20th level.
Divine Avenger
With your oath sworn and your pact sealed, you are blessed as a divine instrument of your deity. While swearing your sacred oath at 3rd level you do so upon a weapon of your choosing and are granted the ability Divine Avenger ability. At will you are able to wreath your weapon in the holy flame of your deity, gaining additional bonuses as listed in the subclass options below. Each deity offers unique abilities to their chosen warriors and in return they expect undying loyalty to their oaths. If a knight fo the order fails to live up to the tenets of their deity, then this divine power is taken from them until they have atoned for their failings.
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 ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Alternatively, in consultation with your DM, you may select a feat in lieu of an ability score increase.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Aura of Protection
Starting at 6th level, whenever you or a friendly creature within 10 feet has to make a saving throw, you gain a bonus equal to your Charisma modifier (w/ minimum of +1). You must be conscious to grant this bonus.
At 18th level, the range increases to 30 ft.
Aura of Courage
Starting at 10th level, you and friendly creatures within 10 feet of you can't be frightened while you are concious.
At 18th level the range is increased to 30 ft.
Cleansing Touch
Beginning at 14th level, you can use your action to end one spell on yourself or on another willing creature you touch. You can use this feature a number of times equal to your Charisma modifier (minimum of once). You regain expended uses when you finish a long rest.
subclass options:
Sacred Pacts
Knight of the Judge
Knights of the Judge follow the tenets of Demoriel, the Judge of the Dead. Demoriel maintains, and his knights obey, the following tenets:
Honesty. Don't lie or cheat. Knights of Demoriel must be forthright for death is a solemn rite of passage and those left behind do not need hollow words to keep them.
Impartiality. One must remain impartial in most matters for fate will decide the course of outcomes. Knights should always err on the side of maintainig a balance between things like good and evil. Sometimes action and choices will be necessary and Demoriel will always be merciful to his Knights should they need to make a choice. Death is a part of life and Knights of Demoriel should not interfere. It is forbidden for any holy follower of Demoriel to attempt Raise Dead, Resurrection, or True Resurrection; that choice belongs only to Demoriel and Lady Fate.
Mercy. Knights of Demoriel must be merciful in their choices. If a situation presents a choice between life and death, Knights should err on the side of life. All will see Demoriel eventually when lady fate demands it. However, Knights are also encouraged to end suffering if the outcome is hopeless, and only naught but pain awaits the dying.
Honor. Knights of Demoriel should be fair in all dealings and true to their word. Do as little harm as possible and always tend to the dead as well as the family left behind.
Destory the trapped undead. Demoriel accepts that undeath is another facet of the natural order, but he loathes undead whose souls are trapped or remain from his grasp after their natural life has expired. Knights of Demoriel have the discretion to leave certain undead alone, such as zombies, skeletons, ghouls, etc. However, if a Knight of Demoriel discovers undead whose souls have not yet left the material world then they must hunt down those abominations and destory them. This would include wraiths, ghosts, wights, or Liches.
Channel Divinity
When you take this oath at 3rd level, you gain the following two options:
Sacred Weapon. As an action you can imbue any weapon you are holding (not just your Divine Avenger), with holy energy. For 1 minutes, you add your Charisma modifier to attack rolls made with that weapon (minimum bonus of +1). The weapon also emits bright light in a 20 foot radius and dim light 20 feet beyond that (does not apply to Divine Avenger, which already has this feature). If the weapon is not already magical, it becomes so for the duration.
You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, the effect ends.
Turn the Undead. As an action, you present your holy symbol and speak a parayer censuring undead, using your Channel Divinity. Each undead that can see or hear you within 30 feet of you must make a Wisdom saveing throw. If the creature fails its save, it is turned for 1 minute or until it takes damage.
A turned creature must spend its turns trying to move as far away from you as possible, and i tcan't willingly move into a space within 30 feet of you. It also can't take reactions. for its actionm, it can only use the Dash action or tryot excape from an effect that prevents it from moving. If there's nowher to move, the creature can use the Dodge action.
Avenger of the Judge
At 3rd level your Divine Avenger becomes wreathed in silver flame and gains the following abilities at the specified levels:
3rd|Flame Weapon. 1d8 Necrotic Damage on each attack, flame from the weapon sheds bright light out 20 feet and dim light 20 feet beyond that. This ability can be quenched at will but will result in losing all related abilities.
7th | Aura of Flame.As a bonus action the flame from can be made to engulf the Knight for a number of rounds equal to their Wisdom modifier (minimum of 1 round). This ability is restored after a short rest. Any enemy striking the Knight takes 2d8 necrotic damage as retribution.
Improved Flame Weapon. Damage increases to 2d8 necrotic and the weapon is considered magical with a +1 bonus to hit and damage.
10th| Gain one additional use of Aura of Flame per short rest.
12th| Improved Aura of Flame. Retribution damage increases to 4d8 necrotic and provides resistance to necrotic damage. Gain a third use per short rest.
Greater Flame Weapon The Knight can now choose between dealing Radiant or Necrotic damage. Weapon gains +2 to attack and damage.
16th| Greater Aura of Flame. The Knight can now choose to imbue a friendly and willing creature within 30 feet with their aura, instead of themselves. The aura deals 4d8 necrotic or radiant (Knights' choice) retributive damage as well as provides resistance to the chosen damage type. Additionally, the creature affected by the aura heals a number of hit points equal to the damage dealt (after resistances are applied). Gain a 4th use per short rest.
Divine Flame Weapon The damage die increase to 2d10 of either Radiant or Necrotic damage. The weapon is now gains +3 to attack and damage.
20th| Aura of Judgement. The Knight is now a pure instrument of Demoriel. As such, their aura applies to themself and all allies within 30 feet. The aura deals 4d8 necrotic or radiant damage as retribution along with resistance to the chosen type. Any creature affected by the aura is also healed a number of hit points equal to the damage dealt (after resistances are applied). Gain 6 uses per short rest.
Hand of the Judge. The Knight's weapon now acts as if Demoriel himself were swinging it. The weapon gains a +4 bonus to attack and damage. The damage die increase to 2d12 of either Radiant or Necrotic. The Knight also gains a 3rd attack action, only if they are wielding their Divine Avenger.