Pale Knight—Hollow Knight 5e Class

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PALE KNIGHT
Become a Hollow Knight in D&D 5e



In wilds beyond they speak your name with reverence and regret,

For none could tame our savage souls yet you the challenge met,

Under palest watch, you taught, we changed, base instincts were redeemed,

A world you gave to bug and beast as they had never dreamed.

‎ ‎ ‎ ‎ ‎ ‎ – From 'Elegy for Hallownest' by Monomon the Teacher



A Pure Vessel

Born of wyrm and root, of soul and void, you are a pale knight. You rescue the world's vulnerable populations from terrible fiends and evil deities.

Traditionally, pale knights do not speak and show no emotion. However, in the context of roleplaying games, feel free to break this precedent.



Creating a Pale Knight

As you build your Pale Knight, think about the origin of their abilities. Were they born with combat capability, or was it gained through years of difficult training?

It's also important to consider what combination of charms you will be using. They are similar to Eldritch Invocations but can be equipped & unequipped each short or long rest.

It is generally best to have both a high Dexterity and a high Wisdom score, but you can lean more into one or the other via your choice of charms and ASI/feats.

Additionally, bear in mind that your main class resource, Soul, is not recovered by resting, but rather by striking enemies. You will have to engage in melee combat in order to use your powerful ranged attacks.



Quick Build

You can make a pale knight quickly by following these suggestions. First, your highest ability score should be Dexterity, followed by Wisdom and then Constitution. Second, choose the Outlander background.

The Pale Knight
Level Proficiency Bonus Features Soul Points Charm notches
1st +2 Pale Nail, Soul, Focus 3
2nd +2 Charms 3 2
3rd +2 Vengeful Spirit, Mothwing Cloak 3 3
4th +2 Ability Score Improvement 4 3
5th +3 Extra Attack,
Desolate Dive
5 4
6th +3 Dream Nail 6 4
7th +3 Mantis Claw 7 5
8th +3 Ability Score Improvement 8 5
9th +4 Howling Wraiths, Crystal Heart 9 6
10th +4 Monarch Wings 10 6
11th +4 Shade Soul 11 7
12th +4 Ability Score Improvement 12 7
13th +5 Descending Dark 13 8
14th +5 Isma's Tear 14 8
15th +5 Dreamgate 15 9
16th +5 Ability Score Improvement 16 9
17th +6 Awoken Dream Nail, Abyss Shriek 17 10
18th +6 Shade Cloak 18 10
19th +6 Ability Score Improvement 19 11
20th +6 Salubra's Blessing 20 11

Multiclassing

In order to multiclass into the the pale knight, you must meet its prerequisites. If you gain a level in a class other than your first, you only gain some of that class's starting proficiencies:

  • Prerequisites: Dexterity 13, Wisdom 13
  • Proficiencies gained: simple weapons, shortswords

Class Features

As a pale knight, you gain the following class features:

Hit Points

Hit Dice: 1d8 per pale knight level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per pale knight level after 1st

Proficiencies

Armor: Light Armor
Weapons: Simple weapons, shortswords
Tools: Cartographer's tools


Saving Throws: Strength, Dexterity
Skills: Choose two from Acrobatics, Arcana, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • A shortsword
  • Leather armor
  • (a) a dungeoneer's pack or (b) an explorer's pack







Pale Nail

Pale Knights are trained to strike fiercely with small objects. You can attack with a shortsword using two hands; when you do so, you deal slashing damage and its damage die increases to 2d6.

Your shortsword (or alternatively any other melee weapon you wield that you are proficient in) is referred to as your Nail in other class features.





Soul

Your pale heritage allows you to harness the mystic power of Soul, the energy filling the universe with life. Your ability to gather and make use of this energy is represented by a number of Soul points. Your pale knight level determines the maximum number of Soul points you can have, as shown in the Pale Knight table.

You can spend these points to fuel various Soul features. You start knowing one such feature: Focus. You learn more Soul features as you gain levels in this class.

Gaining Soul

You gain Soul by successfully striking a hostile creature with your Nail. (Whether a creature is "hostile" is determined by your DM.) Doing so restores 1 Soul point. Additionally, all of your Soul points are restored whenever your character level increases.

Optional: Ancient Wonders. Your DM may allow you to find totems, hot springs, or other ancient wonders throughout the world that can replenish your Soul points.

Soul Attacks

As you gain levels in this class, you will learn Soul-fueled attacks. Wisdom is your Soul attack ability, since your Soul power derives from your attunement to its energy. You use your Wisdom modifier whenever a feature refers to your Soul modifier. In addition, you use your Wisdom modifier when setting the saving throw DC for a Charm or Soul feature you use and when making an attack roll with one.

Soul save DC = 8 + your proficiency bonus + your Wisdom modifier

Soul attack modifier = your proficiency bonus + your Wisdom modifier

Soul-fueled attacks (as well as damage caused by Charms) are considered to be spells in reference to other game mechanics. A feature's "spell level" is equal to its notch or Soul point cost, and the effects of charms are suspended if you are raging or in an antimagic field.

Focus

You have the ability to use the Soul you collect to restore your own vitality. You can choose to do so at the start of your turn by spending 3 Soul points if you aren't incapacitated. Until the start of your next turn, you are incapacitated and your speed is 0.

If by the start of your next turn you have not taken damage, you regain hit points equal to 1d10 + your pale knight level. If you do take damage, 2 of the 3 Soul points you used are restored and you are no longer incapacitated, but you do not recover hit points.

Charms

At 2nd level, you gain the ability to augment your power by equipping magical relics known as charms. You have two charm notches, and you gain more as you gain levels in this class, as shown in the Pale Knight table.

You may equip any number of charms, so long as you meet the charm's prerequisite level, and the total notch cost of your charms does not exceed the number of notches you have. A list of charms can be found at the end of this document.

You are able to equip and unequip charms at the end of a short or long rest.

Optional: Gathering Charms. Your DM may require some or all of your charms to be found somewhere in the world before you can equip them. If you find a charm this way, you do not need to meet its level requirement to equip it.

Fragile Charms

You can equip "unbreakable" charms before reaching their level requirement. If you are reduced to 0 hit points while one of these charms is equipped, it becomes "broken", and you cannot equip it again until you meet its level requirement.

Overcharm

If you have at least one free charm notch, you can equip a charm that costs more notches than the number of free notches you have. If you do this, all damage you take is doubled until you are no longer overcharmed.


Vengeful Spirit

By 3rd level, you’ve learned to weaponize your power over Soul. As an action, you can spend 3 Soul points to direct a blast of white energy at a target within 60 feet. Make a ranged Soul attack. On a hit, the target takes 4d8 radiant damage.

Mothwing Cloak

Starting at 3rd level, you gain the following benefits if you aren't wearing medium or heavy armor or using a shield:

  • You can use a bonus action to rush up to 10 feet in any direction. This movement does not provoke opportunity attacks.
  • When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw.

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.

If your DM allows the use of feats, you may instead take a feat.


Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Desolate Dive

At 5th level, you develop a new Soul attack. As an action, you can spend 4 Soul points to strike the ground with a concentrated force of Soul, creating a shockwave of white energy in a 10-foot radius centered on yourself. All other creatures in this area must make a Constitution saving throw, taking 5d10 radiant damage on a failed save, or half as much damage on a successful one. Inanimate objects that aren’t being worn or carried take double damage from this attack.

If you use this feature in the air, you shoot downwards at a speed of 500 feet per round, creating the shockwave the moment you stop falling. While falling, you are incapacitated and immune to all damage, and you take no damage from falling.




Dream Nail

Beginning at 6th level, you gain the ability to conjure an astral Nail, which you can use to cut through the veil between dreams and waking. As an action, you can make a melee Soul attack against a creature within 5 feet of you. On a hit, the target takes no damage, but you learn the surface thoughts of the creature as if you had cast detect thoughts. The target can make a Wisdom (Insight) check against your Soul save DC to become aware of your intrusion into its mind.

Additionally, when your Dream Nail hits a creature that is hostile to you and not affected by any conditions (grappled, poisoned, etc.), you can use a bonus action to recover 3 Soul points.

You must have two free hands in order to use your Dream Nail. (You may sheath your Nail as part of the action used to perform a Dream Nail attack.)

Mantis Claw

Starting at 7th level, you gain a climbing speed equal to your walking speed. You have advantage on Strength (Athletics) checks made to climb a surface with few handholds.




Howling Wraiths

At 9th level, you gain the ability to blast foes with screaming Soul. As an action, you can spend 5 Soul points to release howling energy in a 15-foot cone. Each creature in range must make a Constitution saving throw, taking 3d12 radiant damage and 3d12 thunder damage on a failed save, or half as much damage on a successful one.




Crystal Heart

Starting at 9th level, you can launch yourself at dangerous speeds. As an action while on the ground or holding onto a wall, you can begin a super dash. This causes you to move 120 feet per round in a horizontal direction of your choice. Once the super dash begins, you cannot change your direction of travel, and the only action you can take is a reaction to stop dashing. When the dash stops, you fall to the ground if you are airborne.




Monarch Wings

At 10th level, you gain a flying speed of 20 feet. You fall if you end your turn in the air while using this feature (and nothing else is holding you aloft).








Shade Soul

At 11th level, you gain the ability to conjure a shadow that will fly forward and burn foes in its path. As an action, you can spend 6 Soul points to release a bolt of Soul energy in a line 60 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw. A target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. Targets gain no benefit from half or three-quarters cover for this saving throw.



Descending Dark

From 13th level onward, you are capable of striking the ground with a concentrated force of Soul and Shadow. You develop a new Soul attack, which is similar to your Desolate Dive feature.

As an action, you can spend 7 Soul points to create a shockwave of dark energy in a 15-foot radius centered on yourself. All other creatures in this area must make a Constitution saving throw. On a failed save, a creature takes 5d10 radiant damage and 5d10 necrotic damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed. Inanimate objects that aren’t being worn or carried take double damage from this attack.

If you use this feature in the air, you shoot downwards at a speed of 500 feet per round, creating the shockwave the moment you stop falling. While falling, you are incapacitated and immune to damage, and you take no damage from falling.

Isma’s Tear

At 14th level, you gain immunity to acid damage and proficiency in Constitution saving throws.




Dreamgate

Starting at 15th level, you can traverse the world via the currents of dream energy. You may place a Dreamgate by standing still and concentrating your Dream Nail's power for a minute, as if you were concentrating on a spell.

From then on, you can spend 1 Soul point and perform another minute-long concentration of dream energy to teleport to the location you placed the Dreamgate. You can take a number of willing creatures up to your Soul modifier with you if they are within 10 feet of you, and any objects you are wearing or carrying are teleported with you.

You can only have one Dreamgate at a time. If you place a new Dreamgate, the previous one vanishes.





Awoken Dream Nail

At 17th level, you fully awaken your mind to the essence of dreams. When you hit a creature with your Dream Nail, you can enter the dreams of the target if it is sleeping, as if you had cast dream.





Abyss Shriek

At 17th level, you develop your most powerful Soul attack, which blasts foes with screaming Soul and Shadow. As an action, you can spend 8 Soul points and release a powerful screech in a 30-foot cone. Each creature in this area must make a Constitution saving throw. On a failed save, a creature takes 4d12 necrotic damage, 4d12 radiant damage, and 4d12 thunder damage and is deafened until the start of your next turn. On a successful save, the creature takes half as much damage and isn't deafened.



Shade Cloak

At 18th level, you gain new mobility by absorbing power from the Abyss. As a bonus action, or as a reaction when a creature targets you with an attack, you can teleport up to 15 feet to a location you can see.

Once you use this feature, you cannot use it again until the start of your next turn.



Salubra's Blessing

At 20th level, your accomplishments have attracted the favor of a benevolent spirit. You regain all expended Soul points whenever you complete a short or long rest.

Charms




Baldur Shell

2 notches
The first time you take damage while using Focus, the damage is reduced by 1d10 + your Soul modifier + your pale knight level. This can reduce the damage to zero, but it still interrupts your Focus feature.

Stalwart Shell and Thorns of Agony can still be triggered even if this charm reduces damage to zero.

Starting at 11th level, if you are using Focus and a friendly creature within your Nail's reach is the target of an attack, the attack roll has disadvantage.




Gathering Swarm

1 notch
You can cast unseen servant at will without providing material components. These servants appear as a swarm of insects rather than being invisible. You can have a number of servants up to your Soul modifier active at one time.




Longnail

2 notches
The reach of your Nail increases by 5 feet.




Glowing Womb

2 notches
At the start of each of your turns, you lose 1 Soul point and magically summon a hatchling servant. This effect does not activate if you have 4 hatchlings currently summoned or if you have no Soul points remaining.

Whenever you see one or more hostile creatures within 30 feet of you, all hatchlings immediately fly into the closest creature's space and explode, each dealing 1d4 thunder damage. If multiple creatures are the same distance away, you choose which target the hatchlings fly to. Like magic missile, this damage is automatic unless the shield spell is cast.

Starting at 11th level, this charm activates twice at the start of your turn, allowing you to summon up to 2 hatchlings.





Spore Shroom

1 notch
As an action, you can create spores in a 15-foot radius sphere extending from yourself. These spores can affect creatures with an Intelligence of 2 or higher that aren't undead, constructs, or elementals. For the next hour, affected creatures can communicate telepathically with one another while they are within 30 feet of each other.

When you recover hit points via your Focus feature, you release a cloud of toxic yellow spores around you in a sphere with a radius of 15 feet. This cloud lasts until the end of your next turn. Any other creature that enters this sphere for the first time on a turn or begins its turn there must succeed on a Constitution saving throw or take 1d12 poison damage.

If Deep Focus is also equipped, the radius of the aura of spores increases to 30 feet.

This charm's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).




Sprintmaster

1 notch
Your walking speed increases by 15 feet.





Steady Body

1 notch
You automatically succeed any ability check or saving throw you make to resist being moved or knocked prone.




Thorns of Agony

1 notch
As a reaction when you take damage, you can cause thorns to lash out of your body in all directions. Each creature within 5 feet of you must succeed on a Dexterity saving throw or take 1d4 piercing damage.

This charm's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).




Wayward Compass

1 notch
You cannot become lost by magical or nonmagical means. You always know the time of day and which way is north.

You can pinpoint your exact location if it is represented on a map you are viewing.





Dashmaster

3rd level, 2 notches
You can take the Dash action as a bonus action.

Additionally, once on each of your turns, you can use the movement provided by your Mothwing Cloak without using a bonus action.



Grimmchild

5th level, 2 notches
You summon the Grimmchild, a flying companion who is immune to damage and moves with you. As a bonus action, you can command the Grimmchild to attack a creature that you can see within 30 feet of you. This attack uses your Soul attack modifier and deals 1d8 fire damage on a hit.

The Grimmchild's damage increases to 2d8 when you reach 11th level, and 3d8 at 17th level.

You cannot equip Carefree Melody while this charm is equipped.





Heavy Blow

5th level, 2 notches
When you strike a creature with your Nail (including when you make the ranged attack provided by Grubberfly's Elegy), you can push the target up to 10 feet if it is Huge or smaller.

If Steady Body is also equipped, instead of pushing the creature, you can force it to make a Strength saving throw or be knocked prone.







Lifeblood Heart

5th level, 2 notches
If you have this charm equipped at the end of a short or long rest, you gain temporary hit points equal to twice your character level.

If you gain temporary hit points from multiple charms, you may add them together.





Shape of Unn

5th level, 2 notches
While you are using Focus, you have a speed of 15 feet, you gain the benefits of the Disengage action, and ranged attack rolls against you have disadvantage.

If you also have Quick Focus equipped, using Focus increases your speed by 15 feet for the rest of your turn.




Soul Catcher

5th level, 2 notches
The first time you strike a hostile creature with your Nail on each of your turns, you gain an extra Soul point.




Stalwart Shell

5th level, 2 notches
As a reaction when you take damage from a hostile creature, you can grant yourself immunity to the next attack against you before the start of your next turn.

Fury of the Fallen, Grubsong, Stalwart Shell, and Thorns of Agony can each be activated using the same reaction.





Dream Wielder

6th level, 1 notch
You can recover Soul with your Dream Nail without using a bonus action, and you gain an extra Soul point when doing so.

When you reach 9th level, you instead gain an extra 1d4 Soul points. The extra Soul points increase to 1d6 when you reach 13th level, and 1d8 at 17th level.

When you reach 15th level, you can use Dreamgate as an action, rather than over the course of a minute.




Dreamshield

6th level, 3 notches
Your AC increases by 2. If Dream Wielder is also equipped, your AC instead increases by 3.

You gain an additional +2 bonus to AC against ranged attacks. Whenever an attacker makes a ranged attack against a target within 5 feet of you, you can choose to become the target of the attack instead.

You cannot wield a shield while this charm is equipped.





Flukenest

7th level, 3 notches
When you use your Vengeful Spirit or Shade Soul attack, it takes the form of a horde of volatile baby flukes that spew from your body. They cover an area of the ground adjacent to you in a 30-foot cone. Each creature in the cone must make a Dexterity saving throw, taking the attack's normal damage on a failed save, or half damage on a successful one.

The flukes stay in this area until the start of your next turn. This area is difficult terrain, and any creature that moves into the area for the first time on a turn or starts its turn there must make a Dexterity saving throw, taking 4d6 radiant damage (or 8d6 necrotic damage if Shade Soul was used) on a failed save, or half damage on a successful one.

When you reach 17th level, the extra damage increases to 4d8 radiant damage (or 8d8 necrotic damage if Shade Soul was used).




Fury of the Fallen

7th level, 2 notches
As a reaction when you are reduced to 0 hit points, you can instead drop to 1 hit point.

Until you are no longer at 1 hit point (or begin taking a short rest), any Nail attack you make that hits becomes a critical hit, and attacks made with Glowing Womb and Grubberfly's Elegy become critical hits as well.

Once this benefit ends, you must complete a short or long rest before you can benefit from this charm again.





Grubsong

7th level, 1 notch
As a reaction when you take damage from a hostile creature, you can regain 1 Soul point. You regain 2 Soul points if Grubberfly’s Elegy is also equipped.






Nailmaster's Glory

7th level, 1 notch
As an action, you can choose to make a special melee attack. These are known as Nail Arts. You have 3 options when performing Nail Arts:

Cyclone Slash. You make an attack against every creature in your Nail's reach. Each attack that hits deals extra damage equal to your proficiency bonus.

Dash Slash. You must use the movement provided by your Mothwing Cloak immediately before making this attack. If it hits, the attack deals extra damage equal to four times your proficiency bonus.

Great Slash. You make an attack against a creature in your Nail's reach. The attack roll has advantage, deals extra damage equal to your proficiency bonus, and scores a critical hit on a d20 roll of 18 or higher. This attack counts as two strikes for the purpose of recovering Soul points.

When you perform Nail Arts, you cannot hit a second target using Mark of Pride, and you cannot make the ranged attack provided by Grubberfly's Elegy. (Nail Arts do not use the Attack action, so they cannot benefit from features such as Extra Attack.)




Shaman Stone

7th level, 3 notches
When you roll damage for a Soul attack, you may reroll a number of damage dice up to your Soul modifier. You must use the new rolls.

This benefit applies to damage from Flukenest, but not to damage caused by any other charm.





Unbreakable Greed

7th level, 2 notches
Whenever you kill a hostile creature, all of that creature's currency is magically duplicated.

You can designate a number of friendly companions up to your Soul modifier to also receive this benefit.




Unbreakable Heart

7th level, 2 notches
Your Constitution score increases by 2 (to a maximum of 22) while this charm is equipped.

When you reach 20th level, your Constitution score instead increases by 4 (to a maximum of 24).





Weaversong

7th level, 2 notches
You summon a group of tiny spiders that provide you with companionship and protection. You and all friendly creatures within 5 feet of you (or within 15 feet if you have Sprintmaster equipped) are immune to becoming frightened. Any hostile creature that moves into this area for the first time on a turn or starts its turn there must succeed on a Dexterity saving throw or take piercing damage equal to 1d4 + your proficiency bonus.

You have proficiency in Weaver's Tools while this charm is equipped. If Grubsong is also equipped, each time you roll a 4 when dealing damage with this feature, you regain 1 Soul point.




Deep Focus

9th level, 4 notches
Any time you recover hit points, you can choose to double the number of hit points restored. When you use Focus, you are incapacitated for 2 rounds instead of 1.

If Quick Focus is also equipped, Focus takes the normal amount of time to execute.




Quick Focus

9th level, 3 notches
You can use Focus as an action. Doing so does not affect your speed nor cause you to become incapacitated.




Defender’s Crest

9th level, 1 notch
You emit a heroic odor. Any creature that moves to a space within 5 feet of you for the first time on a turn or starts its turn there must succeed on a Constitution saving throw or take 1d4 poison damage. You have disadvantage on Charisma checks made to interact with creatures who have a sense of smell (unless they happen to enjoy the odor).

When you damage a creature with Flukenest, Glowing Womb, or Spore Shroom, you deal an extra 1d4 poison damage.

This charm's damage increases to 1d6 when you reach 13th level, and 1d8 at 17th level.




Mark of Pride

9th level, 3 notches
The reach of your Nail increases by 5 feet. Additionally, you can choose to have your attacks hit a second target in your Nail's reach, if your attack roll matches or exceeds the Armor Class of the other creature.

Hitting the second creature does not give you another Soul point, and you don't add your ability modifier to the damage inflicted on the second creature, unless that modifier is negative.

This charm's effects apply to the ranged attack provided by Grubberfly's Elegy, allowing you to hit another creature within 5 feet of the main target.





Spell Twister

9th level, 2 notches
The price of Soul attacks is reduced by 1 Soul point.




Grubberfly’s Elegy

10th level, 3 notches
Your Nail gains the ability to create glistening blades of Soul energy. You gain a new attack option that you can use with the Attack action. This special attack is a ranged Soul attack with a range of 30 feet. You are proficient with it, and you add your Soul modifier to its attack and damage rolls. Its damage is radiant, and its damage die is 3d10. This special attack can be used for any of the attacks you make as part of the Attack action.

This attack does not cost Soul but does not allow you to recover it. You can only use this attack if you are at your hit point maximum (meaning you can still use it after taking damage if you only lose temporary hit points) or when you are benefitting from Fury of the Fallen.




Quick Slash

11th level, 3 notches
When you take the Attack action on your turn, you can make an additional attack as part of the same action.




Unbreakable Strength

12th level, 3 notches
You have advantage on Strength checks and Strength saving throws, and your Nail attacks deal an extra 1d4 damage.

This includes the ranged attack provided by Grubberfly’s Elegy.




Joni’s Blessing

13th level, 4 notches
If you have this charm equipped at the end of a long rest, you gain temporary hit points equal to 8 times your character level. Your hit points cannot be restored through any means other than long rests or the Hiveblood charm, and you cannot unequip this charm until you take another long rest.

If you gain temporary hit points from multiple charms, you may add them together.




Hiveblood

14th level, 4 notches
If at the start of your turn you aren't incapacitated and have not taken damage since the start of your last turn, you regain hit points as if you had used your Focus feature. Once you do so, you cannot benefit from this charm again until you take damage from a hostile creature.




Soul Eater

15th level, 4 notches
Each time you strike a hostile creature with your Nail, you gain an extra Soul point.




Lifeblood Core

16th level, 3 notches
If you have this charm equipped at the end of a short or long rest, you gain temporary hit points equal to 4 times your character level.

If you gain temporary hit points from multiple charms, you may add them together.



Kingsoul

17th level, 5 notches
At the the start of each of your turns, you regain 2 Soul points.

You cannot equip Void Heart while this charm is equipped.





Sharp Shadow

18th level, 2 notches
When you teleport using your Shade Cloak feature, the distance you can teleport increases to 25 feet. All creatures in a line between your original position and your destination must succeed on a Dexterity saving throw or take 4d8 force damage.

If you also have Dashmaster equipped, this charm's damage increases to 6d8.




Carefree Melody

19th level, 3 notches
Attack rolls against you are made with disadvantage.

You cannot equip Grimmchild while this charm is equipped.




Void Heart

20th level, 0 notches
You have proficiency in Intelligence, Wisdom, and Charisma saving throws while this charm is equipped, and your body stops aging.

Additionally, otherworldly creatures recognize you as a prominent member of their eternal community. You have advantage on Charisma checks made to interact with celestials, fey, fiends, dragons, and undead.

You cannot equip Kingsoul while this charm is equipped.

Race

The Pale Knight class is designed to work within the context of the 5th edition races. At your DM's discretion, you can alternatively use the following racial stats:


Arthropod Vessel

Ability Score Increase. Your Dexterity Score increases by 2, and your Wisdom score increases by 1.

Age. Little is known about how arthropod vessels age. They are assumed to have lifespans similar to a human's.

Alignment. These vessels were created for a very specific purpose. In general, they adhere to lawful alignments.

Size. Arthropod vessels find themselves to be shorter than most creatures they meet. Your size is Small.

Speed. You have a walking speed of 25 feet.

Natural Armor. You are equipped with a protective exoskeleton. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.

Arthropod Leaps. Whenever you make a long or high jump, you can roll a d8 and add the number rolled to the number of feet you cover, even when making a standing jump. This extra distance costs movement as normal.

Hollow Body. You don't require food, water, or sleep, although you still require rest to reduce exhaustion and still benefit from finishing short and long rests. You are immune to disease.

Born of Void. Whenever you are reduced to zero hit points, you summon a shadowy doppelganger known as a Shade, as if you had cast simulacrum. The Shade is permanently under the effects of the slow spell and can fly (hover) at its reduced walking speed, and it has illusory copies of all your equipment. It acts immediately after each of your turns, attacking whichever creature within 30 feet of your body is closest to your body (choosing randomly at a tie, and choosing you if you are conscious), and it will continue to exist until it drops to zero hit points, even if you die. The Shade will not attack constructs or creatures that do not age.

While it is summoned, you gain a level of exhaustion that lasts until it is defeated. If you drop to zero hit points again before it's defeated, the Shade's hit points are fully restored.

Languages. You can speak, read, and write Common, Undercommon, and Abyssal.

Feat: Steel Soul

Prerequisite: Arthropod Vessel

Increase your Constitution or Wisdom score by 1, to a maximum of 20.

You can perceive through the Shade's senses and control its actions, but you cannot willingly move it more than 30 feet from your body. When you are stabilized or have any hit points restored, the Shade disappears.

Items

If your DM allows the Pale Knight class to be used in your games, they may also be interested in adding the following items to their world:

Godtuner

Wondrous item, uncommon (requires attunement)

This item is tuned to one of the world's deities. You have advantage on Charisma checks made to interact with the deity's followers, and the deity is notified when your party makes a major accomplishment (such as killing a powerful enemy).

Lumafly Lantern

item, common (50 gp, 2 lb.)

Whenever you are in a dark area, the lumafly in this lantern emits a pale glow, shedding bright light in a 20-foot radius and dim light for an additional 20 feet.

Pale Ore

Wondrous item, rare

This magical pale metal emanates an icy chill and is prized by those who craft weapons.

Pale Ore can be used to infuse weapons with magic, increasing their potency. To do this, one must succeed on a Strength (Smith's Tools) check using the correct materials, as noted in the table below.

‎ Bonus ‎ Required Materials Smith's Tools check
+1 1 Pale Ore, any weapon DC 15
+2 2 Pale Ore, any +1 weapon DC 20
+3 3 Pale Ore, any +2 weapon DC 25

If this check fails, the Pale Ore is lost.

Rancid Egg

item, uncommon

This fatty egg emits a powerful stench of decay.

Though despised by most, it is rumored that a powerful cleric loves these eggs and is willing to perform favors in exchange for them.

Relics

Treasure

These ancient relics are said to contain information that has since been lost to the world's civilizations.

It is possible that within these relics is information that can be deciphered with a successful Intelligence (History) check. The DM determines the DC of the check, the information the relic contains, and any additional languages you must know in order to decipher it.

Many people do not care about these relics, but some scholars view them at a high value.

Relic Cost ‎ ‎
Wanderer's Journal 200 gp
Hallownest Seal 450 gp
King's Idol 800 gp
Arcane Egg 1200 gp
Made by Nate Wilson and Andrew Welker
Art by Ari Gibson from Team Cherry
https://hollowknight.com/
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