Skip to content

Knight

Knights are the holy warriors of the realm, bound by sacred oaths to the gods or to ideals of justice and order. They wield Divine Magic, a power granted not by study or intuition, but by devotion and the favor of the divine. They are the shield of the innocent and the sword of the righteous.

Important: Knights use Divine Magic and the Divine Mana System. They are subject to the Daily Limit and Instant Limit of divine power.

Class Features

As a Knight, you gain the following class features.

Hit Points

  • Hit Dice: 1d10 per Knight level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Knight level after 1st

Proficiencies

  • Armor: All armor, shields
  • Weapons: Simple weapons, martial weapons, wands, staves
  • Tools: None
  • Saving Throws: Wisdom, Charisma
  • Skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, Religion, and Infernallia.

Equipment

You start with the following equipment, in addition to the equipment granted by your background: - (a) a martial weapon and a shield or (b) two martial weapons - (a) five javelins or (b) any simple melee weapon - (a) a priest's pack or (b) an explorer's pack - Chain mail and a holy symbol

The Knight

Level Proficiency Bonus Features Cantrips Known Max Spell Level
1st +2 Divine Sense, Lay on Hands - -
2nd +2 Fighting Style, Spellcasting, Divine Smite 1 1st
3rd +2 Divine Health, Sacred Oath 1 1st
4th +2 Ability Score Improvement 1 1st
5th +3 Extra Attack 2 2nd
6th +3 Aura of Protection 2 2nd
7th +3 Sacred Oath Feature 2 2nd
8th +3 Ability Score Improvement 2 2nd
9th +4 3 3rd
10th +4 Aura of Courage 3 3rd
11th +4 Improved Divine Smite 3 3rd
12th +4 Ability Score Improvement 3 3rd
13th +5 4 4th
14th +5 Cleansing Touch 4 4th
15th +5 Sacred Oath Feature 4 4th
16th +5 Ability Score Improvement 4 4th
17th +6 5 5th
18th +6 Aura Improvements 5 5th
19th +6 Ability Score Improvement 5 5th
20th +6 Sacred Oath Feature 5 5th

Class Features

Divine Sense

The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such 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 whose presence you sense, but not its identity. You can use this feature a number of times equal to 1 + your Wisdom modifier. When you finish a long rest, you regain all expended uses.

Lay on Hands

Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your Knight level × 5. As an action, you can touch a creature and draw power from the pool 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.

Fighting Style

At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options: - Defense: While you are wearing armor, you gain a +1 bonus to AC. - 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. - Great Weapon Fighting: When you roll a 1 or 2 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. - 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. You must be wielding a shield.

Divine Magic (Spellcasting)

At 2nd level, you can channel the power of the gods to cast spells.

Cantrips At 2nd level, you know two cantrips of your choice from the Divine spell list. You learn additional Divine cantrips of your choice at higher levels, as shown in the Paladin table.

Starting Spells Known At 2nd level, you have a Libram containing a number of 1st-level Divine spells equal to 1 + your Wisdom modifier.

Divine Mana You do not use spell slots. Instead, you channel mana directly from the Divine Source. - Daily Limit: Your body can safely channel a total amount of Mana per day equal to your Knight Level × Wisdom Modifier. - Instant Limit: You can safely channel a maximum amount of Mana in a single turn equal to your Proficiency Bonus + Wisdom Modifier. - Overchanneling (Burn/Exhaustion): You can cast spells that exceed your Daily or Instant limits, but doing so strains your body. - Burned: For every 5 points about your daily limit you gain one level of exhaustion - Excess Instant: If you cast a spell that costs more than your Instant Limit, you take 1d6 Radiant damage per excess point and may become Burned. - Mana Cost: Casting a spell costs Mana equal to the Spell Level. Cantrips cost 0 Mana. - Divine Recovery: You regain your full Daily Limit capacity when you finish a Long Rest. On a Short Rest, you restore 50% of your Daily Limit. - Every time you cast a spell the amount of Divine Mana you spend accumulates in your Aura.

Learning New Spells Each time you gain a Knight level, you learn a number of Divine spells of your choice equal to (your Proficiency Bonus + your Wisdom modifier)/4 Rounded Down. Each of these spells must be of a level below or equal to your max spell level (see Table: The Knight).

Spellcasting Ability Wisdom is your spellcasting ability for your Divine spells. - Spell save DC = 8 + your proficiency bonus + your Wisdom modifier - Spell attack modifier = your proficiency bonus + your Wisdom modifier

Spellcasting Focus You can use your Libram as a spellcasting focus for your Divine spells.

Divine Smite

Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend Divine Mana to deal radiant damage to the target, in addition to the weapon's damage. - Cost: 1 Mana per 1d8 Radiant Damage. - Limit: You can spend Mana up to your Instant Limit on a single Smite. - Bonus: The damage increases by 1d8 if the target is an undead or a fiend.

Divine Health

By 3rd level, the divine magic flowing through you makes you immune to disease.

Sacred Oath

At 3rd level, you swear the oath that binds you as a Knight forever. Choose an oath, such as the Oath of Devotion, Oath of Glory, Oath of Vengeance, or Oath of the Watchers. Your choice grants you features at 3rd, 7th, 15th, and 20th level. Those features include Oath Spells and the Channel Divinity feature.

Oath Spells

Each oath has a list of associated spells. You automatically know these spells, and they don't count against the number of spells you can know. If you gain an oath spell that doesn't appear on the Knight spell list, the spell is nonetheless a Knight spell for you.

Channel Divinity

Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it. When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again.

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 of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus. At 18th level, the range of this aura increases to 30 feet.

Aura of Courage

Starting at 10th level, you and friendly creatures within 10 feet of you can't be frightened while you are conscious. At 18th level, the range of this aura increases to 30 feet.

Improved Divine Smite

By 11th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage.

Cleansing Touch

Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain expended uses when you finish a long rest.


Sacred Oaths

Oath of Devotion

The Oath of Devotion binds a knight to the loftiest ideals of justice, virtue, and order. Knights who take this oath are paragons of their class, leading by example and inspiring all who follow.

Tenets of Devotion

  • Honesty: Don't lie or cheat. Let your word be your promise.
  • Courage: Never fear to act, though caution is wise.
  • Compassion: Aid others, protect the weak, and punish those who threaten them.
  • Honor: Treat others with fairness, and let your honorable deeds be an example.
  • Duty: Be responsible for your actions and their consequences, protect those entrusted to your care.

Oath Spells

Knight Level Spells
3rd Sanctuary, Shield of Faith
5th Lesser Restoration, Zone of Truth
9th Beacon of Hope, Dispel Magic
13th Freedom of Movement, Guardian of Faith
17th Commune, Flame Strike

Channel Divinity

At 3rd level, you gain the following Channel Divinity options: - Sacred Weapon: As an action, you can imbue one weapon you are holding with positive energy. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (minimum +1), and the weapon emits bright light in a 20-foot radius. - Turn the Unholy: As an action, you present your holy symbol and speak a prayer censuring fiends and undead. Each undead or fiend within 30 feet must make a Wisdom saving throw or be turned for 1 minute.

Aura of Devotion

At 7th level, you and friendly creatures within 10 feet can't be charmed while you are conscious. At 18th level, the range increases to 30 feet.

Purity of Spirit

At 15th level, you are always under the effects of a protection from evil and good spell.

Holy Nimbus

At 20th level, as an action, you emanate an aura of sunlight for 1 minute. During this time, bright light shines from you in a 30-foot radius, dim light for another 30 feet. Enemies in the bright light have disadvantage on saving throws against your Knight spells and Channel Divinity. Once used, you can't use this again until you finish a long rest.

Oath of Glory

Knights who take the Oath of Glory believe they are destined for greatness, and they strive to achieve legendary deeds.

Tenets of Glory

  • Actions over Words: Strive to be known by glorious deeds, not words.
  • Challenges Are but Tests: Face hardships with courage, and push yourself to excel.
  • Hone the Body: Training and athleticism are paths to self-improvement.
  • Discipline the Soul: You must measure your prowess against your foes and push your limits.

Oath Spells

Knight Level Spells
3rd Guiding Bolt, Heroism
5th Enhance Ability, Magic Weapon
9th Haste, Protection from Energy
13th Compulsion, Freedom of Movement
17th Commune, Flame Strike

Channel Divinity

At 3rd level, you gain the following Channel Divinity options: - Peerless Athlete: As a bonus action, you can use Channel Divinity to augment your athleticism for 10 minutes. You gain advantage on Athletics and Acrobatics checks, you can carry/push/drag twice as much, and distances of your jumps increase by 10 feet. - Inspiring Smite: When you deal damage with Divine Smite, you can use Channel Divinity to distribute temporary hit points equal to 2d8 + your level to creatures of your choice within 30 feet (including yourself).

Aura of Alacrity

At 7th level, you emanate an aura that fills you and your companions with supernatural speed. You and friendly creatures within 10 feet increase their walking speed by 10 feet. At 1 8th level, the range increases to 30 feet.

Glorious Defense

At 15th level, you can turn defense into a sudden strike. When you or a creature within 10 feet is hit by an attack, you can use your reaction to grant a bonus to the target's AC against that attack equal to your Charisma modifier. If the attack misses, you can make one weapon attack against the attacker as part of this reaction.

Living Legend

At 20th level, as a bonus action, you transform into an avatar of heroism for 1 minute. During this transformation: - You have advantage on Charisma checks - Once on each of your turns when you miss with a weapon attack, you can cause that attack to hit instead - If you fail a saving throw, you can use your reaction to succeed instead Once used, you can't use this feature again until you finish a long rest.

Oath of Vengeance

The Oath of Vengeance is a solemn commitment to punish those who have committed grievous sins. Knights who uphold these tenets are willing to sacrifice even their own righteousness to mete out justice.

Tenets of Vengeance

  • Fight the Greater Evil: Faced with a choice between fighting my sworn foes or combating a lesser evil, I choose the greater evil.
  • No Mercy for the Wicked: Ordinary foes earn my fury, but true enemies deserve no mercy.
  • By Any Means Necessary: My qualms can't get in the way of exterminating my foes.
  • Restitution: If my foes wreak ruin, those who were wronged will be avenged.

Oath Spells

Knight Level Spells
3rd Bane, Hunter's Mark
5th Hold Person, Misty Step
9th Haste, Protection from Energy
13th Banishment, Dimension Door
17th Hold Monster, Scrying

Channel Divinity

At 3rd level, you gain the following Channel Divinity options: - Abjure Enemy: As an action, you present your holy symbol and speak a prayer of denunciation. Choose one creature within 60 feet. That creature must make a Wisdom saving throw. On a failed save, it is frightened for 1 minute or until it takes damage. While frightened, its speed is 0. - Vow of Enmity: As a bonus action, you can utter a vow of enmity against a creature you can see within 10 feet. You gain advantage on attack rolls against the creature for 1 minute.

Relentless Avenger

At 7th level, when you hit a creature with an opportunity attack, you can move up to half your speed immediately after the attack as part of the same reaction. This movement doesn't provoke opportunity attacks.

Soul of Vengeance

At 15th level, when a creature under the effect of your Vow of Enmity makes an attack, you can use your reaction to make a melee weapon attack against that creature.

Avenging Angel

At 20th level, as an action, you transform into an angelic avenger for 1 hour. You gain a flying speed of 60 feet, and you emanate an aura of menace in a 30-foot radius. The first time any enemy enters the aura or starts its turn there, it must make a Wisdom saving throw or become frightened of you for 1 minute. Once used, you can't use this again until you finish a long rest.

Oath of the Watchers

The Oath of the Watchers binds knights to protect the mortal realm from extraplanar threats—aberrations, celestials, elementals, fey, and fiends.

Tenets of the Watchers

  • Vigilance: The threats you face are cunning and powerful. Be ever alert for their corruption.
  • Loyalty: Never accept gifts or favors from fiends or those who truck with them. Stay true to your order and your mission.
  • Discipline: You are the shield against the endless terrors that lie beyond the stars. Your blade must be sharp, your mind keen.

Oath Spells

Knight Level Spells
3rd Alarm, Detect Magic
5th Moonbeam, See Invisibility
9th Counterspell, Nondetection
13th Aura of Purity, Banishment
17th Hold Monster, Scrying

Channel Divinity

At 3rd level, you gain the following Channel Divinity options: - Watcher's Will: As an action, choose a number of creatures equal to your Charisma modifier within 30 feet. For 1 minute, you and the chosen creatures have advantage on Intelligence, Wisdom, and Charisma saving throws. - Abjure the Extraplanar: As an action, present your holy symbol. Each aberration, celestial, elemental, fey, or fiend within 30 feet must make a Wisdom saving throw or be turned for 1 minute.

Aura of the Sentinel

At 7th level, you and creatures of your choice within 10 feet gain a bonus to initiative rolls equal to your proficiency bonus. At 18th level, the range increases to 30 feet.

Vigilant Rebuke

At 15th level, when you or a creature you can see within 30 feet succeeds on an Intelligence, Wisdom, or Charisma saving throw, you can use your reaction to deal 2d8 + your Charisma modifier force damage to the creature that forced the saving throw.

Mortal Bulwark

At 20th level, you gain resistance to damage from spells. Additionally, when you are forced to make a saving throw against a spell, you can use your reaction to gain advantage on the save and impose disadvantage on the spell's attack roll (if any). Once used, you can't use this feature again until you finish a long rest.

Oath of Obedience

The Oath of Obedience is a dark mirror of the traditional Knight. Where other oaths bind a knight to ideals or gods, this oath binds them to a specific infernal master — a powerful demon lord or mortal infernal caster. Power flows freely in exchange for absolute obedience. Disobedience triggers severe infernal backlash (corruption, mutations, and potentially soul forfeiture).

Important: This oath uses Infernal Magic and the Entropy/Tolerance System (NOT Divine Mana). Your spellcasting ability is Charisma (not Wisdom), and you select spells from the Infernal spell list (not the Divine list). You do not gain fixed Oath Spells — instead, you freely choose from the Infernal list at each level.

Tenets of Obedience

  • Submit to Your Master: Your patron's commands are absolute. Defiance invites ruin.
  • Crush All Opposition: Your master's enemies are your enemies. Show no mercy.
  • Strength Through Servitude: Power is the reward for loyal service. Embrace it without hesitation.
  • The Pact is Eternal: You chose this path. There is no redemption, only deeper commitment.

Magic System Override

When you take this oath at 3rd level, your magic fundamentally changes: - System: Infernal (Entropy/Tolerance) — replaces Divine (Burn) - Spellcasting Ability: Charisma — replaces Wisdom - Spell List: Infernal — replaces Divine - Focus: Infernal Brand (a mark burned into your flesh by your master) - No Oath Spells: You freely select spells from the Infernal list each level

Tolerance - Instant Tolerance: CON modifier + Knight Level - Daily Tolerance: CON modifier × Knight Level - Exceeding Instant Tolerance causes infernal backlash (necrotic damage). - Exceeding Daily Tolerance accumulates corruption.

Spell Learning Rate You learn new Infernal spells at an accelerated rate compared to other Knights: - Spells Known at Level 2: 1 + CHA modifier - Spells Learned Per Level: (Proficiency Bonus + CHA modifier) / 2 (rounded down) - Max Spell Level: Same as base Knight progression table

Dark Command

At 3rd level, you gain two Dark Command options (these replace Channel Divinity naming but use the same resource): - Compel Submission: As an action, target one creature within 60 feet. The target must make a Wisdom saving throw (DC = 8 + proficiency bonus + CHA modifier) or be knocked prone and frightened until the end of its next turn. Recharges on short or long rest. - Infernal Rebuke: When you are hit by a melee attack, you can use your reaction to deal 2d8 + your Charisma modifier necrotic damage to the attacker. Recharges on short or long rest.

Infernal Smite (Replaces Divine Smite)

At 3rd level, when you hit a creature with a melee weapon attack, you can channel infernal energy to deal extra damage. This generates entropy rather than consuming a resource. - Damage: 1d8 necrotic + 1d4 fire per point of entropy generated - Maximum: You can generate entropy up to your Instant Tolerance in a single smite - Bonus: +1d8 necrotic damage if the target is a celestial or fey creature

Soul Siphon (Replaces Lay on Hands)

At 3rd level, you gain an offensive self-healing ability. As an action, make a melee spell attack against a creature. On hit: - Deal 2d8 + CHA modifier necrotic damage - Heal yourself for half the damage dealt - Generates 1 entropy per use - Uses: Equal to your Proficiency Bonus per long rest

Aura of Dread

At 7th level, enemies within 10 feet of you have disadvantage on saving throws against being frightened. At 18th level, the range of this aura increases to 30 feet.

Improved Infernal Smite (Replaces Improved Divine Smite)

At 11th level, all of your melee weapon strikes deal an additional 1d8 necrotic damage automatically, without generating entropy.

Aura of Suffering

At 15th level, enemies that start their turn within 10 feet of you take necrotic damage equal to your Charisma modifier (minimum 1). At 18th level, the range increases to 30 feet.

Infernal Ascendance

At 20th level, as an action, you can transform into an infernal avatar for 1 minute. Once you use this feature, you can't use it again until you finish a long rest. While transformed: - You gain resistance to fire and necrotic damage - You sprout bat-like wings, gaining a flying speed of 60 feet - Your Infernal Smite deals double dice - Enemies within your aura range have disadvantage on saving throws against your spells and Dark Command abilities