The Chivalric Order

by Bunnygeon Master

Search GM Binder Visit User Profile
CLASSES | WARLOCK

Otherworldly Patron

At 1st level, a warlock chooses an otherworldly patron. The Chivalric Order is a new option for that feature, in addition to those found in the Player's Handbook.

The Chivalric Order

Your pact is with a chivalric order, a sacred fellowship of holy knights united in purpose and camaraderie. Orders powerful enough to bestow magic on a warlock are rare across the multiverse, and ones willing to make such pacts rarer still, for most knights are ready, willing, and able to undertake adventures and sacred quests themselves. Some orders take on as warlocks persons who fail to be worthy of knighthood, providing both consolation and purpose to those who had righteous desires. Others keep warlocks as agents to handle desperate, discreet tasks that the knights themselves cannot perform for risk of breaking their solemn oaths. Found in service to organizations such as the Knights of Mystic Fire or the Order of the Watch, warlocks such as you bear the unique gift of divine power that is your patron order's blessing.

Expanded Spell List

The Chivalric Order lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Chivalric Order Expanded Spells
Spell Level Spells
1st command, heroism
2nd lesser restoration, zone of truth
3rd crusader's mantle, daylight
4th aura of burning*, guardian of faith
5th hallow, steel wind strikeXGE

*The spell aura of burning can be found on the next page

Envoy of Valor

Beginning at 1st level, you become a conduit for the inspiring valiance of your patron order. You can unleash an invigorating war cry as an action, granting creatures of your choice within 60 feet of you that can hear you gain temporary hit points equal to your warlock level + your Charisma modifier (minimum 1). These temporary hit points last for 1 minute.

You can use this feature a number of times equal to your Charisma modifier (minimum once). You regain all expended uses when you finish a long rest.

Also, you have advantage on Charisma (Persuasion) checks made to socially interact with members of divine martial orders, such as knights and paladins.

Radiant Bastion

At 6th level, you gain the ability to manifest a shield of light as a reaction when you take damage. The damage is reduced by an amount equal to your warlock level, and each hostile creature within 5 feet of you must succeed on a Constitution saving throw against your warlock spell save DC or be blinded until the end of your next turn.

Credits

Created by Bunnygeon Master using GM Binder.

Thanks to members of the Discord of Many Things and the Unearthed Arcana subreddit for feedback and design help, including but not limited to Alice the Alhoon, BladeBotEU, Caim, Jaek, MarcSharma, and Phylea.

History of Benalia by Noah Bradley and Plains by Yeong-Hao Han (© Wizards of the Coast.)

    Once you use this ability, you can't use it again until you finish a short or long rest.

Lionhearted

At 10th level, you become firm in character and mighty in purpose. You are immune to being charmed or frightened.

Bringer of Justice

By 14th level, when you hit a creature with an attack, you can use this feature to bear the weight of your patron order's divine retribution upon it. The creature immediately kneels, falling prone. A creature that is flying first gently descends, landing on the nearest safe surface, and then falls prone. The target must also make a Charisma saving throw against your warlock spell save DC. On a failed save, its speed becomes 0 until the end of its next turn, and it takes 6d12 radiant damage. On a successful save, it takes half as much damage and experiences no other effect.

Once you use this feature, you can't use it again until you finish a long rest.

Your Pact Boon

It may be valuable to consider how your choice of Otherworldly Patron influences your pact boon. The following are ideas for the nature of each boon as a warlock of the Chivalric Order:

Pact of the Chain. Many chivalric orders are tied closely to the Upper Planes, making a shoulder angel an appropriate comrade. Though they are rarer, rat-errants are sometimes favored due to how reminiscent they are of a warlock's patron order.

Pact of the Blade. Your pact weapon may be in the image of your patron order's signature weapon, if it has one. Angel-wing flourishes and golden hues are commonly favored designs.

Pact of the Tome. A chivalric order often holds certain texts sacred, whether as scripture or tenets. Your Book of Shadows might reflect this and be an ancient codex of prophecies or an elegant leather-bound treatise on the knightly code of conduct.

Eldritch Invocations

At 2nd level, a warlock gains the Eldritch Invocation feature. The following invocations have been added as options for the Chivalric Order patron. Your DM can lift this restriction to better suit the campaign if these invocations are also appropriate for a different Otherworldly Patron.

If an eldritch invocation has a prerequisite, you must meet it to learn the invocation. You can learn the invocation at the same time that you meet its prerequisite. A level prerequisite refers to your level in this class.

As the Strength of Ten

Prerequisite: 7th level, the Chivalric Order patron
When you make a Strength (Athletics) check, you can give yourself a bonus to the roll equal to your Charisma modifier.

Eternal Watchcare

Prerequisite: The Chivalric Order patron
You gain proficiency in the Perception skill, and you always remain aware of your surroundings, even while asleep.

Fellowservants

Prerequisite: The Chivalric Order patron, Pact of the
Chain feature

If your familiar is a rat-errant, it gains additional hit points equal to your warlock level. When you cast a spell from your Expanded Spell List, your rat-errant can deliver the spell as


if it had cast the spell. It must be within 60 feet of you, and it must use its reaction to deliver the spell when you cast it.

Guardian Angel

Prerequisite: The Chivalric Order patron, Pact of the
Chain feature

While you have a shoulder angel as your familiar, it gains additional hit points equal to your warlock level, and you learn the resistance and spare the dying cantrips.

In Shining Armor

Prerequisite: The Chivalric Order patron, Pact of the
Blade feature

You gain proficiency with medium and heavy armor.

Writ of Censure

Prerequisite: The Chivalric Order patron, Pact of the
Tome feature

When you or a friendly creature you can see is damaged by a hostile creature within 30 feet of you, you can pronounce a mystic censure from your Book of Shadows as a reaction. The hostile creature must succeed on a Wisdom saving throw against your warlock spell save DC or be incapacitated until the start of its next turn.

Once you use this invocation, you can't do so again until you finish a short or long rest.

Additional Spell

The spell aura of burning is added to the paladin spell list and is also on the Expanded Spell List of the Chivalric Order.

Aura of Burning

4th-level evocation


  • Casting Time: 1 action
  • Range: Self (30-foot radius)
  • Components: V
  • Duration: Concentration, up to 1 minute

Ravenous fire emanates from you in a 30-foot radius, delivering judgment upon your enemies. Until the spell ends, the aura moves with you, centered on you. Space within it is hazy and lightly obscured to creatures other than you. Whenever a hostile creature enters the aura for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. A creature takes 3d10 fire damage on a failed save, or half as much damage on a successful save.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10.

CLASSES | WARLOCK
3

Additional Pact Familiars

The following familiars are provided as additional choices for warlocks who have chosen the Pact of the Chain feature.

Shoulder Angel

While not as awe-inspiring as other creatures native to the upper planes, shoulder angels are still valiant envoys and warriors for truth, right, and virtue. Though capable of flight, most like to ride on the shoulder of a companion—the perfect position for injecting their advocacy into every conversation possible. At heart, though, shoulder angels are complete softies and often fuss over the warlocks they serve with.


Shoulder Angel

Tiny celestial (angel), lawful good


  • Armor Class 13
  • Hit Points 15 (6d4)
  • Speed 20 ft., fly 40 ft.

STR DEX CON INT WIS CHA
8 (-1) 16 (+3) 10 (+0) 12 (+1) 16 (+3) 15 (+2)

  • Skills Insight +5, Medicine +5, Persuasion +4, Religion +5
  • Damage Resistances radiant; bludgeoning, piercing, and slashing from nonmagical attacks
  • Senses darkvision 60 ft., passive Perception 15
  • Languages Celestial, Common, telepathy 5 ft.
  • Challenge 1 (200 XP)

Angelic Weapons. The shoulder angel's weapon attacks are considered magical. When the shoulder angel hits with a weapon, the weapon deals an extra 7 (2d6) radiant damage (included in the attack).

Flyby. The shoulder angel doesn't provoke oppor-tunity attacks when it flies out of an enemy's reach.

Illumination The shoulder angel sheds bright light in a 20-foot radius and dim light for an additional 20 feet. It can suppress and activate this effect as a bonus action.

Magic Reistance. The shoulder angel has advantage on saving throws against spells and magical effects.

Actions

Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 slashing damage plus 7 (2d6) radiant damage.

Divine Counsel (Recharges after a Short or Long Rest). The shoulder angel speaks a heavenly reprimand to a creature within 5 feet of it that can hear it. The target must succeed on a DC 12 Charisma saving throw or be overcome with indecision, gaining disadvantage on the next ability check or attack roll it makes before the end of its next turn.

Rat-errant


No one is entirely sure where rat-errants come from. Some hypothesize that they are servants of beast gods like Squerrik or are warriors for minor fey powers. However, their honorable conduct and divine magics would suggest an origin from the upper planes. Wherever they come from, one thing is for sure: their convictions are very strong for rats.


Rat-errant

Tiny beast, lawful good


  • Armor Class 16 (ring mail, shield)
  • Hit Points 22 (5d4 + 10)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
18 (+4) 11 (+0) 15 (+2) 2 (-4) 10 (+0) 19 (+4)

  • Saving Throws Cha +6
  • Skills Perception +2, Religion -2
  • Condition Immunities charmed, exhaustion, frightened
  • Senses darkvision 30 ft., passive Perception 12
  • Languages
  • Challenge 1 (200 XP)

Divine Health. The rat-errant is immune to disease.

Heraldic Instinct. The rat-errant can recognize and understand the meaning and reference of any heraldry or crest it sees, as well as any holy symbol.

Keen Smell. The rat-errant has advantage on Wisdom (Perception) checks that rely on smell.

Rider of Coattails. The rat-errant can mount or dismount a humanoid by expending only 5 feet
of movement.

Sacred Sense. The rat-errant knows if any place or object within 10 feet of it has been consecrated or desecrated, as with the hallow spell.

Zealous Strength. The rat-errant counts as one size larger when determining the size of a creature it can shove and the weight it can push, drag, or lift.

Actions

Flail of Justice. Melee Weapon Attack: +6 to hit, 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage. If the target is Medium or smaller, it must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is a fiend or undead, it takes an additional 4 (1d8) radiant damage.

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.