KnightClass_V2.0

by MalElemental

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The Knight

The Knight

A warrior in shining armour rides atop a silver stallion. A hero charging to the rescue, or the rumbling of heavy cavalry tearing through enemy lines. For many in their darkest hour, they listen and pray for the sound of galloping hooves.

In its most simplistic form, a knight is simply a mounted soldier - yet countless stories have been told of legendary knights who have fought against monsters, rescued princesses from towers, and saved the day against all odds. Knights are, after all, a heavily-armoured and extremely mobile unit, perfect for turning the odds in desperate situations. All across the land, knights have earned their renown with their speed and prowess in battle.

There are many who style themselves as 'knights', but those with actual rank are few and far between. Most knights are nobleborn, the most trusted retainers of kings, and the best of them belong to a tradition of Chivalric Orders. Some knightly titles are ceremonial or full of pomp, but at heart theirs is a martial rank.

Mounted Warriors

And where would a knight be without their noble steed?

Knights may fight on foot when they must, but they are at their best when they are mounted. The heavy knight - the knight clad in heavy steel and wielding a long lance - is the classic knight, yet there are other knights who act as mounted archers, fighting with a longbow and a swift horse. In either case, knights exploit the speed of their steed to control the battlefield, sometimes literally riding circles around their foes.

The horse is typically a knight's best friend, but some knights choose different animals as mounts. Halflings commonly ride mastiffs, while elves are known to ride elks. Some legendary knights have even been rumoured to ride on the back of dragons or unicorns.

Whatever the case, a knight's steed is their most precious asset. Their martial techniques were designed for fighting on horseback. Most knight would rather go into battle without their weapon than go without their steed.

Creating a Knight

Knights are most common on the battlefield, and less common as adventurers. Usually, this is because dungeons are unfriendly places to take horses, and tight spaces restrict a knight's manoeuvrability. Knights are at their best fighting on wide open ground where they can take full advantage of their steed's mobility.

Still, it's not unheard of for a knight-errrant to join an adventuring band, or for a hedge knight to seek out adventure and glory. Knights often undertake quests. When creating a knight, think about their background - knights typically come from noble families, who have had riding lessons and training at arms from a young age, but there always exceptions. There are many ordinary people who look up to knights and aspire to become one, and adventuring is a good way to earn enough gold to purchase a warhorse.

Quick Build

You can make a knight quickly by following these suggestions: firstly, choose either Strength or Dexterity as your highest ability score, depending on if you want to play as a melee or a ranged character. Constitution should be your second highest ability score, and Charisma your third highest. If playing melee choose the chain mail, lance and shield, and a martial weapon (such as a longsword) as your starting equipment, otherwise for ranged characters choose the leather armour and longbow and quiver. Choose a pony as your mount. Finally, pick the solider background, and then Athletics/Acrobatics and Animal Handling as your skills.

Class Features

As a knight, you gain the following class features:

Hit Points


  • Hit Die: 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 armour, shields.
  • Weapons: Simple weapons, martial weapons.
  • Tools: None.

  • Saving Throws: Strength, Dexterity.
  • Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, Religion, Intimidation, Perception, and Survival.

Equipment

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

  • (a) chain mail or (b) leather armour.
  • (a) a lance and a shield or (b) a longbow and a quiver of 20 arrows.
  • (a) five javelins (b) a martial weapon
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • Choice of one mount - either a pony, a young camel, a juvenile elk, or a mastiff, or another ¼ CR creature subject to DM’s approval.
Note:

The mount is not usable as a steed until level 2, but it is considered part of a knight’s starting equipment.

Multiclassing

Prerequisites. You must have a Dexterity or Strength score of 13 or higher in order to multiclass in or out of this class.

The Knight
Level Proficiency Bonus Features Steed
1st +2 Fighting Style, Rallying Cry
2nd +2 Bond of the Rider, Trained Cavalry Young Steed
3rd +2 Chivalric Order Feature, Saddle-Ready
4th +2 Ability Score Improvement
5th +3 Experienced Cavalry, Extra Attack Mature Steed
6th +3 Charge Together
7th +3 Order Feature
8th +3 Ability Score Improvement
9th +4 Unshakeable Rider
10th +4 Master Cavalry Veteran Steed
11th +4 Shared Resolve
12th +4 Ability Score Improvement
13th +5 Chivalric Order Feature
14th +5 Steady Reins
15th +5 Heroic Cavalry Glorious Steed
16th +5 Ability Score Improvement
17th +6 Chivalric Order Feature
18th +6 Knightly Vigil
19th +6 Ability Score Improvement
20th +6 Bonded For Life

Fighting Style

You adopt a particular style of fighting as your specialty. Choose one of the following options.

You can't take a Fighting Style option more than once, even if you later get to choose again.

  • Archery. You gain a +2 bonus to attack rolls you make with ranged weapons.
  • Defence. While you are wearing armour, you gain a +1 bonus to AC.
  • Duelling. 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, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
  • Interception. When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
  • Jousting. You gain a +2 bonus to attack rolls made with a lance, and when you attack a creature using a lance its movement speed is halved until the start of your next turn.
  • 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.
  • Superior Technique. You learn one manoeuvre of your choice from among those available to the Battle Master archetype. If a manoeuvre you use requires your target to make a saving throw to resist the manoeuvre’s effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice.) You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your manoeuvres. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
  • Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Rallying Cry

From 1st level, you do not flinch away from battle, instead you bolster your allies ready for the fight. As a bonus action, all friendly creatures within 30 feet of you who can hear you gain temporary hit points equal to your Charisma modifier plus your knight level.

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

Trained Cavalry

Starting at 2nd level, you obtain a loyal steed, bonded to you and trained to be ridden into battle. The steed is friendly to you and your companions and obeys your commands. You can determine the type of animal, for example a pony, a camel, an elk, or a mastiff. Whatever animal you choose, your steed uses the ‘Young Steed’ stat block.

The steed may be either provided as part of your starting equipment, or acquired and trained through other means (see Bond of the Rider below).

When you mount your steed, it costs only 5 ft of movement speed (as opposed to the cost of half your movement speed for mounting other creatures).

During combat both you and your steed share a single turn. Otherwise, the regular rules regarding controlled mounts apply (see page 198 of the Player’s Handbook).


Young Steed

Medium beast, unaligned


  • Armor Class 11 (unarmoured)
  • Hit Points 5 + five times your knight level (the steed has number of hit dice (d8s) equal to your knight level)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
15 (+2) 12 (+1) 13 (+1) 8 (-1) 14 (+2) 10 (+0)

  • Senses passive Perception 12
  • Languages understands the languages you speak
  • Challenge

Saddle-trained. The steed’s special training allows it to act as a mount for creatures of Medium size.

Trained Charge. If the steed moves at least 20 feet straight toward a target and its rider hits that target with an attack on the same turn, then the rider can use their bonus action to command the steed to make an additional trample attack.


Actions

Trample. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d6 + 2 bludgeoning damage.

Your steed moves as you direct it, and it has three action options: Dash, Disengage, or Dodge. In combat, the only action you steed takes is the Dodge action, unless you use a bonus action on your turn to command it to take another action. You steed cannot make opportunity attacks while you are mounted on it - its own reactions are being used to respond your commands. Also, when you are mounted on your steed and you take the Attack option, you may also forgo one of your own attacks to use an attack from your steed’s stat block instead.

Regarding Mounted Combat:

D&D 5E rules concerning mounts are somewhat awkward. The standard rules are that a rider and a controlled mount have their own separate turns, which take place on the same initiative count.

Rules As Written state that you have to consider both yours and your mount’s turns as separate entities. In combat, this becomes cumbersome: for example; you wouldn’t be able to move your mount up to an enemy, make an attack, and then use your mount’s remaining movement to run away like a single player could. There are also abuse cases which result from this.

That is why for the knight it is specified explicitly that both player and steed share a single turn, with some restrictions.

While dismounted from your steed, the only action your steed will take is to Dodge. Your steed will attempt to avoid danger, but it will return to your side when you call for it (no action required). If you are incapacitated, the steed can take any action of its choice, not just Dodge.

Bond of the Rider

Also at level 2, you manifest a special bond with your steed. As a bonus action, you can heal your steed for a number of hit points equal to 1d10 plus your knight level.

You can use this feature twice, and you regain all expended uses when you finish a short or long rest.

In addition, if your steed is reduced to 0 hp yet doesn’t die outright, it becomes unconscious but automatically stabilised. Your steed does not need to make death saving throws so long as you are alive, as your shared bond sustains it.

However, if your steed is killed outright and lost permanently, then it can be replaced. You can train a beast such as a pony, a camel, an elk, or a mastiff over the course of 1d4 long rests. After this training period, the beast’s stat block is replaced by the ‘Young Steed’ stat block and becomes bonded to you.

Note to DMs:

Steeds are intended to be part of the knight’s core features, and thus if their steed dies the class is left disadvantaged. As such, it is the responsibility of the player to make every effort to protect their own steed. However, if their steed does happen to die, then a fair DM should also allow the opportunity for them to acquire a replacement.

A new steed could be purchased from a stable, found on the road, or wrangled from the wild. A new steed may even be magically summoned if you choose it. A cost of 50 gp is appropriate for purchasing a new beast to be trained as a steed.

Saddle-Ready

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.

Chivalric Order

When you reach 3rd level, you join an Chivalric Order, swearing your vows to a doctrine and following a tradition of knights. In return, your Order refines your fighting style and teaches you new techniques.

The Order you choose grants you features at 3rd level and again at 7th, 13th, and 17th level.

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.

Extra Attack

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

Experienced Cavalry

Your steed grows and advances as you do. At 5th level, the ‘Young Steed’ stat block is replaced by the ‘Mature Steed’ stat block, and your steed now uses your own proficiency bonus (PB) in several places.

Your steed’s attacks also count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.

In addition, your steed gains one of the following features, reflecting the way you have reared it:

  • Heavy Stampede. You’ve taught your steed to be fierce. When your steed uses its Trample attack against a creature, the target must pass a Strength saving throw (DC 8 + your steed’s Strength modifier + your proficiency bonus) or be knocked prone.
  • Nimble Evasion. You’ve trained your steed to weave swiftly out of danger. When you make a melee attack against a creature, your steed’s movement does not provoke opportunity attacks from that creature for the rest of the turn, regardless whether you hit or not.

Mature Steed

Large beast, unaligned


  • Armor Class 12 (unarmoured)
  • Hit Points 6 + six times your knight level (the steed has number of hit dice (d10s) equal to your knight level)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
16 (+2) 14 (+2) 14 (+2) 8 (-1) 14 (+2) 10 (+0)

  • Saving Throws Strength +3 plus PB, Dexterity +2 plus PB
  • Senses passive Perception 12
  • Languages understands the languages you speak
  • Challenge
  • Proficiency Bonus equals your bonus

Trained Charge. If the steed moves at least 20 feet straight toward a target and its rider hits that target with an attack on the same turn, then the rider can use their bonus action to command the steed to make an additional trample attack.


Actions

Trample. Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 2d6 plus PB bludgeoning damage.

Charge Together

You lead from the front, paving the way for your allies to follow.

Starting at 6th level, when you move at least 20 feet straight and attack a target, then during their next turn any allies within 30 feet of your starting position have their movement speed increased by 10 feet, so long as they end their turns closer to your target than where they started.

Unshakeable Rider

At 9th level, whenever an effect or saving throw would dismount you from your steed, you can choose to stay mounted instead. You ignore any part of the effect that would remove you from your saddle, but suffer other parts of the effect as normal.

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

Master Cavalry

At 10th level, the ‘Mature Steed’ stat block is replaced by the ‘Veteran Steed’ stat block. From its advanced training, your steed gains one of the following features:

  • Responsive. You’ve trained your steed to react. While mounted, you cannot be surprised and you have advantage on initiative rolls.
  • Hardy. You’ve conditioned your steed for endurance. Your steed gains proficiency in Constitution saving throws, and its hit point maximum increases by an amount equal to your knight level.

Veteran Steed

Large beast, unaligned


  • Armor Class 13 (unarmoured)
  • Hit Points 6 + six times your knight level (the steed has number of hit dice (d10s) equal to your knight level)
  • Speed 60 ft.

STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 15 (+2) 8 (-1) 14 (+2) 10 (+0)

  • Saving Throws Strength +4 plus PB, Dexterity +3 plus PB
  • Senses passive Perception 12
  • Languages understands the languages you speak
  • Challenge
  • Proficiency Bonus equals your bonus

Sure-Footed. The steed has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

Trained Charge. If the steed moves at least 20 feet straight toward a target and its rider hits that target with an attack on the same turn, then the rider can use their bonus action to command the steed to make an additional trample attack.


Actions

Trample. Melee Weapon Attack: +4 plus PB to hit, reach 5 ft., one target. Hit: 2d8 plus PB bludgeoning damage.

Shared Resolve

From 11th level, both you and your steed have advantage on saving throws made to resist becoming charmed or frightened.

Steady Reins

Beginning at 14th level, when you are mounted if either you or your steed are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, then you or your steed will instead take no damage on a success, and only half damage on a failure.

Heroic Cavalry

Your steed becomes the greatest of mounts, even manifesting supernatural abilities. At 15th level, the ‘Veteran Steed’ stat block is replaced by the ‘Glorious Steed’ stat block.

In addition, your steed gains one of the following features:

  • Glorious Wings. Your steed gains a flying speed equal to its walking speed.
  • Fiery Charge. Your steed burns with radiance. While mounted during each of your turns, your steed leaves a trail of fire behind it as it moves. This trail of fire lasts until the start of your next turn. A creature that starts its turn in or attempts to cross through the trail of the fire suffers 1d6 fire damage.

Glorious Steed

Huge beast, unaligned


  • Armor Class 14 (unarmoured)
  • Hit Points 7 + seven times your knight level (the steed has number of hit dice (d12s) equal to your knight level)
  • Speed 70 ft.

STR DEX CON INT WIS CHA
20 (+5) 18 (+4) 16 (+3) 8 (-1) 14 (+2) 10 (+0)

  • Saving Throws Strength +5 plus PB, Dexterity +4 plus PB
  • Senses passive Perception 12
  • Languages understands the languages you speak
  • Challenge
  • Proficiency Bonus equals your bonus

Sure-Footed. The steed has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

Trained Charge. If the steed moves at least 20 feet straight toward a target and its rider hits that target with an attack on the same turn, then the rider can use their bonus action to command the steed to make an additional trample attack.


Actions

Trample. Melee Weapon Attack: +5 plus PB to hit, reach 5 ft., one target. Hit: 2d10 plus PB bludgeoning damage.


Reactions

Battle Instincts. When the steed sees an attack roll inflict damage on either itself or its rider, it can use its reaction to swerve sharply, reducing the damage dealt by 1d4 (to a minimum of 0).

Knightly Vigil

A knight’s place is on the battlefield, tearing through foes and allowing none to escape. Starting at 18th level, when you are mounted you can take two reactions every turn instead of one.

Bonded for Life

The bond between you and your steed runs deep, allowing you to share vitality between one another. At 20th level, whenever you take damage, you can choose to reduce your steed's hit points instead of your own (to a minimum of 0).

Alternatively when your steed takes damage, you can choose to reduce your own hit points instead (to a minimum of 0).

Chivalric Orders

Knights follow traditions set by their forebearers. The choice of the Chivalric Order defines the knight.

Knights not belonging to an Order are considered to be knight-errants. After pledging yourself to an Order, you become a lauded knight - vowed and sworn. Each Order carries its own traditions and purpose, which its knights are obliged to carry and follow. A Chivalric Order also teaches its own martial disciplines to its followers.

Your Chivalric Order grants additional class features at 3rd, 7th, 13th and 17th level.

Order of the Crusader

Crusaders are conquerors.

The Order of Crusader is one typically associated with militant clergymen and religious wars, but it has a deeper meaning than that. Crusaders are the first into fray. Should war ever be called, the crusaders will answer cry the loudest. They fight for their cause with zeal and with discipline, carrying the banner to the furtherest corners of the realm. They will fight through ruin and rancor for what they believe in. To a Crusader, no goal is unachievable, no hell is too deep.

Crusaders fly the banner of good, no matter how bloody it may be.

Doctrine of the Crusader

A knight who follows the Order of the Crusader swears by their doctrine:

  • Fight for Kingdom, Good and Glory. All Crusaders follow a higher purpose - be it god, crown, or destiny. They carry the flag of their beliefs high, and wage war unending on any who would threaten it.

  • Fight with Honour. A code of conduct is all that separates man from madness. A Knight of the Crusade must always demonstrate mercy, and show honour even in the most brutal conditions. Crusaders carry their faith, and lead by example.

  • Fight Until the End. A glorious death on the battlefield is as good of an end as anyone can hope to achieve. Those who fall will be immortalised by those who come after.

Crusade Training

Crusaders are well-taught regarding the causes they fight for. When you choose this Order at 3rd level, you gain proficiency in your choice of either History or Religion.

In addition, your steed gains proficiency with heavy armour (barding).

Fight with Zeal

Crusaders fight relentlessly; whether mounted or not. If you are unwillingly dismounted from your steed, you can use your reaction to make an attack roll against one creature within 5 feet of you.

Also, when you take the attack action, you can choose to leap out of the saddle at your target, making an attack roll and then dismounting yourself. Once per turn, you can deal an extra 1d6 damage on hit this way.

This extra damage increases to 2d6 when you reach 11th level in this class.

Expanded Fighting Style

Crusaders travel to new lands and face new foes, constantly learning new ways to defeat them. At 7th level, you can choose a second option from the Fighting Style class feature.

Unwavering Charge

You scythe through the battlefield, allowing none to pass unscathed. From 13th level, creatures provoke an opportunity attack from you both when they enter your reach, and also when your mount moves you away from them.

Die in Glory

At 17th level, you will not allow yourself to die while your foe is still standing. If either you or your steed are reduced you to 0 hit points, then you can use your reaction to immediately make an additional attack. You can make one attack roll with advantage against any creature within reach, and you double the amount of damage roll on hit.

If your attack succeeds in killing the enemy responsible for reducing you or your steed to 0 hit points, then you or your steed don't fall unconscious and instead automatically recover 1 hit point.

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

Order of the Thronebearer

Of all the members of a noble royal court, none are more respected or more honoured than the Thronebearers.

So-called because they form one of pillars that prop up the crown, the Order of the Thronebearers are the most trusted retainers of the king or queen. They are the knights who stand at the base of the throne, who escort the royal entourage, who guard their liege on the battlefield.

But these knights are more than just glorified bodyguards, they are trusted advisors, envoys and courtiers. They represent the crown with every step they take - often serving as ambassadors for the most important assignments.

The Order of Thronebearers may often take on diplomatic or ceremonial duties, but neither have they forgotten their martial roots.

Doctrine of the Thronebearer

A knight who follows the Order of the Thronebearer swears by their doctrine:

  • Loyal to Your Word. A vow taken must be upheld, whether that vow is to a liege or a cause. When a Thronebearer swears an oath, they follow it to the very end.

  • Stand with Honour. A royal knight's reputation must be unimpeachable, both in word and deed. Any shame on them reflects poorly on the flag they carry.

  • Conduct with Dignity. Thronebearers act as representatives as much as they do warriors. They are knights of the highest standing, expected to conduct themselves with the utmost grace.

Royal Tutelage

Thronebearers receive only the finest of educations, and are expected to excel at statecraft. When you choose this Order at 3rd level, you gain proficiency in two of the following skills of your choice: History, Insight, or Persuasion. You also learn one language of your choice.

In addition, your steed gains proficiency with heavy armour (barding).

Protective Escort

The Order of the Thronebearers trains its knights to act as protectors, escorting their wards through even the most perilous of battlefields. Starting at 3rd level, during your turn you can choose an ally that you can see and mark them for protection.

While you are within 5 feet of your marked ally and you are not incapacitated, you can use your reaction to force an attack rolls targeted at them to target you instead.

When you protect an ally in this way, you gain advantage on attack rolls made against any creature that attempts to hit your marked ally until the end of your next turn.

You may only have one creature marked for protection at any one time.

Eloquent Envoy

Thronebearers support delicate matters of diplomacy, all the while keeping their composure. Starting at 7th level, when you make a Charisma (Persuasion) or Charisma (Deception) check, you can treat a d20 roll of 9 or lower as a 10.

Additionally, you can lend your support to prevent social fumbles from others. When an ally within earshot makes a Charisma (Persuasion) or Charisma (Deception) check, you can use your reaction to support them such that a d20 roll of 9 or lower is considered a 10.

Kingsguard

At 13th level, you support allies as more than just a sworn shield. The first time after you roll initiative and you use your Protective Escort feature to mark an ally for protection, both you and that ally receive temporary hit points equal to 1d12 plus your knight level. These temporary hit points last until the end of combat, or until you mark another ally.

In addition, whenever you are standing within 5 feet of your marked ally and they make a Charisma check or a Wisdom check, they gain a bonus to the check equal to your own Wisdom or Charisma modifier (minimum of 1).

To The End

You've thrown yourself into danger so many times it's become second nature. From 17th level, you no long need to use a reaction when using your Protective Escort feature. Instead, all attack rolls that attempt to target your marked ally while you are within 5 feet are automatically forced to target you.

In addition, if your marked ally is subjected to an effect that allows them to make a Dexterity saving throw to take only half damage, you can use your reaction to interpose yourself between them and the source of the effect. They instead take take no damage if they succeed on the saving throw, and only half damage if they fail.

If they fail the saving throw, you also take half damage from the effect.

Order of the Outrider

Outriders are forward scouts.

Outriders are not heavy knights; they do need lead heroic charges, nor do they clash in heavy steel against tides of foes. Instead, they fight with speed and grace - moving swiftly with a longbow in hand, picking off their foes from afar, one by one. Outriders learn to how battle even in the harshest conditions, nearly impossible to track and even harder to pin down. In wartime, Outriders are at the forefront, paving the path for their comrades to follow.

When disaster strikes, Outriders are often the first to respond, and the first to draw blood.

Doctrine of the Outrider

A knight who follows the Order of the Outrider swears by their doctrine:

  • Move Swiftly. Move fast enough and even death cannot catch you. Outriders know that battles are won by mobility.

  • Stay Alert. Danger may lurk behind any tree, or an ambush behind any turn. No matter what comes your way, be ready.

  • To New Horizons. Outriders are explorers at heart. There is no thrill quite like being the first to ride through a new land.

Wilderness Training

Outriders are hardened to survive the wilderness. When you choose this Order at 3rd level, you gain proficiency in two of the following skills of your choice: Stealth, Survival or Nature.

In addition, your steed gains proficiency with medium armour (barding).

Skirmisher's Shot

A mounted archer learns that distance and mobility are key. You train yourself to shoot from horseback with pinpoint precision.

At 3rd level, when you are mounted and not wearing heavy armour, then if you make a ranged weapon attack roll against a foe at least 20 feet away, you can deal an extra 1d6 damage on hit. You can apply this damage only once per turn.

This extra damage increases to 2d6 when you reach 11th level in this class.

Lightning Reflexes

Your hone your reactions, never resting easy and always alert for danger. Starting at 7th level, you can add your proficiency bonus to initiative rolls.

In addition, you have advantage on attack rolls made during the first round of combat, so long you are targeting a creature that has not yet had its turn.

Scout's Survival

You and your steed learn how to survive. You can ride your steed through the harshest terrains, but you also learn how survive on your own.

Starting at 13th level, moving through non-magical difficult terrain costs your steed no extra movement. Your steed can also pass through non-magical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

Additionally, when you are dismounted, you can use the Hide action as a bonus action on your turn.

Barrage of Arrows

You are a master at fast-paced, guerrilla warfare - and sometimes there's no time to aim. From 17th level, you can devastate whole crowds by firing deadly flurries of arrows.

As a special action, you can load a bundle of multiple projectiles into a ranged weapon, and shoot all of them at once. Rather than making an attack roll, instead target a single location within your weapon's range, and each creature within a 10 foot radius of that location must make an Dexterity saving throw against DC equal to 12 plus your proficiency bonus. Targets that fail the saving throw take your regular weapon damage, while targets that succeed take no damage.

Order of the Dragon

Knights and dragons have long had a complicated relationship.

Many knights have been famous dragonslayers, the bane of dragons across the land, yet there are also knights who fought besides dragons, vowed to protect dragonkind.

According to lore, the Order of the Dragon was founded by a wise ancient gold dragon, who shared secrets of its power with a handful of trusted warriors. The Order of the Dragon was tasked not to merely protect dragons, but to preserve balance between the two races. Knights of this Order are tasked with hunting down anyone - be they mortal or dragon - who threatens peace.

Many evil dragons have met their demise at the end of a lance wielded by a noble knight clad in scales.

Doctrine of the Dragon

A knight who follows the Order of the Dragon swears by their doctrine:

  • Fight For A Noble Cause. The Order of the Dragon cares not for politics or the squabbles of petty kingdoms, yet they will intervene where they must. They fight only to preserve life, wherever it may be.

  • All Creatures Good and Evil. Not all dragons are evil, and neither are all mortals. Both dragons and mortals may be benevolent or they may be wicked. It is a choice, and Knights of the Dragon must choose and judge appropriately.

  • Peace is Worth Protecting. Maybe violence is inevitable, but peace is always worthwhile. Harmony is an ideal that should never be forsaken.

Draconic Essence

When you join this Order at 3rd level, you learn the secrets of channelling draconic power. Knights of the Dragon learn how to harness elemental draconic power, enabling them to both fight alongside good dragons and become the bane of evil dragons.

At the end of a long rest, choose one type of draconic essence to attune with from the table below. The associated damage type is used by features you gain later.

Draconic Essence Damage Type
Black Acid
Blue Lightning
Brass Fire
Bronze Lightning
Copper Acid
Gold Fire
Green Poison
Red Fire
Silver Cold
White Cold

You can change your choice of draconic essence at the end of each long rest.

In addition, you gain the following features:

  • Draconic Presence. If you fail a Charisma (Intimidation) or Charisma (Persuasion) check, you can use your reaction to reroll the check, as you tap into the mighty presence of dragons. Once this feature turns a failure into a success, you can’t use it again until you finish a long rest.
  • Draconic Resilience. Your hit point maximum increases by 3 and increases by 1 whenever you gain a level in this class.
  • Draconic Tongue. You learn to speak, read, and write Draconic.

Draconic Bond

Also at 3rd level, as you learn to harness the draconic essence, your steed shares in its power. Your steed gains the following features:

  • Draconic Resilience. Your steed’s hit point maximum increases by 3 and increases by 1 whenever you gain a level in this class.
  • Draconic Scales. A thin sheen of dragon-like scales covers your steed’s skin. While your steed is not wearing barding, its AC equals 13 + your proficiency bonus.

Dragon Heart

At 7th level, your understanding of dragons grows deeper. You gain the following features:

  • You gain resistance to the damage type associated with your chosen draconic essence.
  • When you or your steed deals damage to a target with an attack roll, you can change the damage type to the type associated with your chosen draconic essence.

Dragon Rider

Also at 7th level, your steed's nature alters alongside your own. Your steed gains the following features:

  • Your steed’s creature type becomes 'Dragon' instead of 'Beast'.
  • Your steed becomes immune to the damage type associated with your chosen draconic essence.

Your steed also gains a breath attack that it can use as an action. When you command it to attack with a bonus action, your steed can exhale a 30-foot cone of breath of a damage type associated with your draconic essence. Each creature in the cone must make a Dexterity saving throw against DC equal to 12 plus proficiency bonus; taking 6d6 damage on a failed save, or half as much damage on a success.

Your steed can use this feature twice, and your steed regains all expended uses when you finish a short or long rest.

Aspect of the Wrym

Beginning at 13th level, you can channel the fearsome presence of dragons, causing those around you to become awestruck or frightened. As an action while mounted, you can exude an aura of awe or fear (your choice) to a distance of 30 feet. Each hostile creature within range must succeed on a Wisdom saving throw (DC equal to 8 + your Charisma modifier + your proficiency bonus) or be either charmed (if you chose awe) or frightened (if you chose fear) until the end of your next turn.

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

Glorious Dragon

At 17th level, your steed becomes the embodiment of a dragon’s grace and might. Your steed gains both the Glorious Wings and the Fiery Charge granted by the Level 15 feature Heroic Cavalry. You can also change the damage dealt by Fiery Charge to match the damage type of your draconic essence.

In addition, if you or your steed fails a saving throw, you can choose to succeed instead. Once you use this feature, you must finish a short or long rest before you can use it again.

Order of the Black

Of all the foes and fiends that roam the realms, few are more feared than the dreaded Black Knights.

Knights belonging to the Order of the Black are those who maybe been corrupted by an evil power, or enticed by greed or hate. Perhaps they pursue some dark ambition, maybe they have been scarred by a dark wound - or maybe they simply care for none but themselves. Whatever the reason, Black Knights learn to harness the darkness - their force of will manifests into an innate power of necromancy. They develop abilities that many would consider heretical.

The Black Knight rides armoured in shadows, atop of a skeletal steed, leaving only corpses and undead in their wake.

Doctrine of the Black

A knight who follows the Order of the Black swears by their doctrine:

  • Serve Yourself. Black Knights place their own interests and ambitions first above all others. Nothing should stand in the way of a Black Knight and the pursuit of power.

  • Care Not For Weaklings. What do the insects underfoot matter when the boot comes down?

  • Destroy Your Foes. Show no mercy to those who stand against you. Destroy and conquer them all.

Grim Horseman

When you join this Order at 3rd level, you touch a darkness deep inside your soul. The dark permeates through your flesh, altering your body, and your very nature becomes vaguely unsettling to those who do not understand it. You gain the following features:

  • Both you and your steed gain resistance to necrotic damage.
  • You gain proficiency in Intimidation.
  • Your steed gains proficiency with heavy armour (barding).

Shadows of Terror

Also at 3rd level, you harness the power of darkness to sweep through and terrify your foes. As a bonus action, you can summon a cloak of shadows which surrounds you. This cloak lasts for 1 minute, or until you dismiss it as bonus action.

Once per turn, when you make an attack roll against a creature, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or become frightened of you until the end of your next turn. If your attack roll hits, the creature takes an additional 1d6 necrotic damage.

The extra damage increases to 2d6 necrotic damage when you reach 11th level in this class.

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

Dread Army

At 7th level, your power over the darkness grows, and you learn how to harness the power of necromancy. When a creature within 5 feet of you is reduced to 0 hit points, you can use a special reaction to seize its dying essence and bind it into servitude. You immediately reanimate the creature’s corpse, as if using the spell Animate Dead.

A zombie or skeleton that is raised this way will persist for 24 hours, and then disintegrate into nothing. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

In addition, when you, your steed, or any undead creature under your control make an attack roll against a frightened creature, they have advantage of the attack.

Deathly Rider

Also at 7th level, you imbue your mount with necromantic powers. Your steed gains the following features:

  • Your steed’s creature type changes to become 'Undead' instead of 'Beast'.
  • Your steed becomes immune to poison damage, and immune to the exhausted and poisoned conditions.
  • If your steed dies, then you can spend a long rest performing a ritual over its corpse. At the end of the long rest, you resurrect your steed with 1 hp.

Speak, and the Dead Answer

From 13th level, even ghosts bend before your presence. As an action, you can touch a corpse and command it to answer you. The corpse takes on a semblance of life, as if you had cast the spell Speak with Dead.

You also have advantage on Charisma (Intimidation) checks made to force the corpse to answer your questions truthfully.

Dark Tidings

When you reach 17th level, the galloping hooves of your steed causes the world to turn cold and your enemies to tremble. You ride upon the embodiment of necromantic darkness.

Your steed gains the following features:

  • Aura of the Dullahan. An aura of cold surrounds you. While mounted and in combat, a 10-foot radius cloud of mist follows you, and the area is considered lightly obscured. Creatures within 10 feet of you have disadvantage on Wisdom saving throws to resist being frightened.
  • Nightmare Wail. With a bonus action, you can command your steed to unleash a wail of focused necrotic energy as an action. All creatures within a 30-foot cone must make a Constitution saving throw against DC equal to 12 + your proficiency bonus; taking 8d6 necrotic damage on a failed save, or half as much on a success. This damage ignores resistances and immunities, and cannot be reduced in any way. Once your steed uses this feature, you must finish a short or long rest before you can use it again.

Order of the Green

Knights of the Green, defenders of the Feywilds.

These knights stand apart from the affairs of men, but rather they are soldiers vowed to protect nature. They guard the sacred groves and the forgotten sanctuaries of the old world. Many of this Order were appointed by noble courts of fey, or charged by elder druids, while for others for it was personal calling.

Theirs is not a well-known order, but their might is not to be underestimated. They are the martial arm of nature - if ever the grinding armies of civilisation dare to encroach too deep into the wilds, then it shall be the Green Knights who throw the invaders back. They are knights who ride out from the trees, fighting alongside druids and dryads, wielding both steel and fey magic.

They are the first line of the forest's defense, and all tremble when their wrath is provoked.

Doctrine of the Green

A knight who follows the Order of the Green swears by their doctrine:

  • Respect the Wilds. Nature is as beautiful as it is deadly. Even those that have sworn to protect it must show it respect.

  • Defend the Balance of Nature. Knights of the Green do not oppose those that live in civilisation, yet they do intervene when nature is threatened. Likewise, they will raise their sword to cull nature when it overgrows its bounds. It's a fickle balance, but it must be protected.

  • All Things Have a Right to Grow. All living creatures have their place. Nothing is born wicked, but when one creature threatens the growth of others then something must be done.

Green Touch

When you join this Order at 3rd level, you develop a connection to the wild magic of the Feywilds, which imbues you with a faint fey-like power. You gain the following features:

  • Both you and your steed gain resistance to psychic damage.
  • You gain proficiency in either Animal Handling or Survival.
  • In addition, your steed gains proficiency with medium armour (barding).

Guardian of Nature

Also at 3rd level, you learn how to channel the magic of the wilds in combat. Once on each of your turns, immediately after you hit a creature with an attack you can choose one of the following effects:

  • You augment your weapon with mind-scarring magic from the gloomy hollows of the Feywild. You deal an additional 1d4 psychic damage to your target.
  • You call upon the bloom of the forest to restrain your foe. Grassy snares or brambles rise up around your target, reducing its movement speed by 10 feet until the end of your next turn.
  • You spread a blessing of the glade to protect a nearby ally. A creature of your choice within 10 feet receives 1d6 temporary hit points which last until the end of your next turn.

When you reach 11th level in this class, the bonus damage increases to 2d4 psychic damage, and the temporary hit points increases to 2d6.

Shared Aegis

At 7th level, you can extend the bond of nature to protect those around you. Whenever an ally you can see within 30 feet is forced to make a Wisdom or Charisma saving throw against a spell effect, you can use your reaction to aid them.

You make the same saving throw as the ally against the same DC, and if either roll is a success then the ally succeeds their saving roll. However, if both saving throws fail then both you and the ally are subject to the spell's failure effects.

Fey Rider

Also at 7th level, exposure to wild magic transforms your steed. Your steed gains the following features:

  • Your steed's creature type becomes 'Fey' instead of 'Beast'.
  • Your steed becomes immune to the charmed condition, and cannot be put to sleep.
  • You steed gains proficiency in proficiency in Wisdom saving throws.

Armour of the Sylvan

From 13th level, your draw upon the blessing of the forest to armour yourself. As a bonus action, you cause the skin of both you and your steed to hardened and your armour becomes enveloped by a rough, bark-like surface. For a duration of 1 hour, both you and your steed have resistance to non-magical bludgeoning, piercing, and slashing damage.

In addition, this form allows you to blend into nearby foliage. While this feature is active, you have advantage on Dexterity (Stealth) checks made to hide in forested terrain, even when mounted.

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

Misty Rider

When you reach 17th level, you learn to ride through the Feywilds to flicker in and out of the battlefield. You can cast Misty Step without expending a spell slot, and your steed can teleport with you.

Whenever you use Misty Step in this way, both you and your steed receive a number of temporary hit points equal to 1d12 plus your knight level. These temporary hit points last for 1 hour.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Credit to:

Created using GM Binder.
Cover artwork: Knight and His Loyal Steed
Art: QuintusCassius, Ludavus, mounted knight.
Art: Othrandir's Art, Crusades painting finished.
Art: Ye Fan, Royal Knight.
Art: Kelly McLarnont, Horse Archer.
Art: vilenko_art, Purple Dragon knight.
Art: Stephen Sykes, Draenei Death Knight.
Art: Pierre Droal, The Green Knight.
All credit for the artwork goes to the original artists, not me.

 

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