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Class Features
As a Knave , you gain the following class features
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
(a) a rapier or (b) a shortsword
(a) a shortbow and quiver of 20 arrows or (b) a shortsword
(a) a burglar's pack, (b) dungeoneer's pack, or (c) an explorer's pack
Leather armor, two daggers, and thieves' tools
Hit Points
- Hit Dice: 1d12 per Knave level
- Hit Points at 1st Level: 12 + your Constitution score
- Hit Points at Higher Levels: 1d12+ your Constitution modifier per Knave level after 1st
Proficiencies
- Armor: Light armor, bucklers, round shields and knuckle guards
- Weapons: Simple weapons, ranged and finesse martial weapons
- Tools: Thieves' tools
- Saving Throws: Dexterity, Intelligence
- Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth
Thieves' Cant
During your Knave training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.
In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.
Death Blow
Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack can be made using unarmed strikes, finesse or ranged weapon.
You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.
The amount of the extra damage increases as you gain levels in this class, as shown in the Death Blow column of the Knave table.
Expertise
At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
At 5th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.
Fighting Style
At 1st level, 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.
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Archery. You gain a +2 bonus to attack rolls you make with ranged weapons.
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Blind Fighting. You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
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Defense. Accustomed to the rough and tumble of adevnturing, you've learned to protect yourself better. You gain a +2 bonus to AC.
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Deflection. You learn to fend off strikes directed at you, your mount, or other creatures nearby. If you or a creature you can see within 5 feet of you is hit by an attack, you can roll 1d8 as a reaction if you're wielding a melee weapon or a shield. Roll the die, and add the number rolled to the target's AC against that attack. If the attack still hits, the target has resistance against the attack's damage. (Cavalier archetype removed)
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Druidic Warrior. You learn two cantrips of your choice from the Druid spell list and Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the Druid spell list.
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Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. But when wielding a melee weapon with both hands you gain a +3 bonus to damage rolls with that weapon.
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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 maneuver of your choice from among those available to the Battle Master archetype. You gain one superiority die, which is a d6 (this die is added to any superiority dice you have). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
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Thrown Weapon Fighting. You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, you gain a +1 bonus to the attack and damage rolls, when you hit with a ranged attack using a thrown weapon.
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Two-Weapon Fighting. You gain a +1 bonus to AC while you are wielding a separate weapon in each hand. Moreover, Once per turn you can add an additional attack to the attack action from your off-hand weapon.
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Unarmed Combat. When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.
Action Surge
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.
Once you use this feature, you must finish a short or long rest before you can use it again.
Inspiring Surge
When you use your Action Surge feature, you can choose one creature within 60 feet of you that is allied with you. That creature can make one melee or ranged weapon attack with its reaction, provided that it can see or hear you.
Cunning Action
At 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, Hide, or the Use an Object action.
Periphery
At 2nd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells.
Ability Score Improvement
When you reach 4th level, and again at 8th, 10th, 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.
Martial Versatility (Optional)
Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a fighting style you know with another fighting style available to Knaves. This replacement represents a shift of focus in your martial practice.
Natural Explorer
Starting at 5th level, you are an unsurpassed explorer and survivor, both in the wilderness and in dealing with others on your travels.
You gain a climbing and a swimming speed equal to your walking speed.
Uncanny Dodge
At 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the damage of any attack rolls against you during the attacker's turn, including the one triggering it.
At 11th level, your Uncanny dodge improves further, it now lasts till the end of your next turn.
Additional Fighting Style
At 7th level, you can choose a second option from the Fighting Style class feature.
Reliable Talent
By 7th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.
Grace under Pressure
Starting at 9th level, you have advantage on all saving throws against being charmed or frightened. If you become aware that you or one of your allies are charmed or frightened you can use your action to end one of these effects.
Twitchy
By 11th level, paranoia has honed your instincts to the point that you have advantage on initiative rolls.
Additionally, if you are surprised at the beginning of combat and aren't incapacitated, you can still act normally on your first turn.
Uncanny Dodge Improvement
At 11th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the damage of any attack rolls against you during the attacker's turn, including the one triggering it, this lasts till the end of your next turn.
Blindsense
Starting at 13th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.
Cunning Strike
At 13th level, you know how to exploit a target’s blunder. When a hostile creature misses you with a melee attack, you can attack that creature immediately after its attack, provided that you can see the creature.
Slippery Mind
By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom and Charisma Saving Throws.
Action Surge (two uses)
At 15th level, you can use Action Surge twice before a rest, but only once on the same turn.
Moreover, you and others have advantage on all weapon attacks until the start of your next turn.
Inspiring Surge Improvement
At 15th level, you can now choose up to two creature within 60 feet of you that are allied with you. The creature can make one melee or ranged weapon attack with their reaction, provided that it can see or hear you.
Vigilant Assault
Starting at 17th level, you respond to danger with extraordinary vigilance. In combat, you get a special reaction that you can take once on every creature's turn, except your turn. You can use this special reaction only to make an opportunity attack, and you can't use it on the same turn that you take your normal reaction.
Stroke of Luck
At 18th level, you have an uncanny knack for succeeding when you need to. Whenever you make a failed d20 roll, you can instead treat the d20 roll as a 20. You can use this feature a number of times equal to half your Proficiency Bonus.
Once you expend all uses of this feature, you can't use it again until you finish a short or long rest.