Holy Knight
The realms are full of benevolent clerics, paladins, feys, celestials, and other creatures and organizations that have some relation to the forces of good. These creatures and organizations value different aspects of goodness and seek to protect their values as well as creatures, relics, and sacred places that represent these values.
These creatures, places, and relics are usually guarded by soldiers and specialists devoted to the ideas they represent. However, there are times when even their protection falls short. In such cases, blessed knights in golden armors answer their calls.
Such blessed warriors are called Holy Knights. These fighters with angelic powers are usually accompanied by celestial squires or steeds. Their indiscriminate approach earns the blessings of the people, which in turn empowers their arsenal, allowing their good deeds to grow greater.
Holy knights live by a code of conduct, in which every good value is of equal importance. They have the sacred duty of helping anyone and anything, so long as they harbor goodness within. As long as they don’t stray from their code, a holy knight is free to do as they wish. While some find their calling with clergies, serving the holy people of a sacred place, others travel the world in search of more people to assist.
BECOMING A HOLY KNIGHT
A fighter can become a holy knight in several ways including but not limited to:
It should be kept in mind that the options listed above are meant to act as suggestions to inspire both 53 the players and the GM. Feel free to find other ways to transform a character into a holy knight in order to spice up your game, drawing from the above.
Blessed by the Masses
The quality of their armor and weapons is what usually gives a combatant an edge, but the winner is determined by the valor in the hearts of the individuals. In the case of holy knights, their quality of character determines the quality of their equipment. They grow in power through their good deeds and the gratitude they receive in return, each of which empowers their arsenal.
Starting at 3rd level, the blessings you receive empower your equipment. When you wield a nonmagical weapon or f inish donning nonmagical armor for the first time, choose a bonus to grant your equipment. If you doff your armor or stop holding your weapon, the bonuses granted by this feature are lost.
Each time you gain archetype features from this archetype, two more bonuses will be available to you as described at the end of each feature. You can apply only one bonus to each piece of equipment.
Blessed Armor. You have advantage on Charisma (Persuasion) checks.
Blessed Weapon. This weapon sheds bright light in a 10-foot radius while there is an evil creature within 90 feet of you.
Sacred Steed
At 3rd level, good forces award you with a mighty steed. This mount is usually a celestial warhorse (p. 235), however, your GM can choose to appoint a different celestial as a mount as well.
As an action, you can magically summon your mount or send it back to its regular dwelling place, which is somewhere in the lands of life and illumination. When summoned, it appears in an unoccupied space within 5 feet of you, or in the unoccupied space closest to you if there is none within 5 feet. Each time the mount is summoned, it appears with full health, no conditions affecting it, and any gear it was carrying when it was last sent back to its dwelling.
The celestial warhorse disappears when it dies or when you dismiss it, dropping any equipment it was carrying. As an action, you can summon it again.
Riding Outfit. You have advantage on Dexterity saving throws while riding a mount.
Flexible Weapons. You have advantage on attack rolls made with this weapon while riding a mount.
Celestial Squire
Starting at 7th level, you can conduct a 1-hour long ritual to summon and bond with a willing celestial squire (p. 234). You can have only one squire at a time and it tries to fulfill the commands you issue to it, as long as they are morally acceptable. If your command is not morally acceptable, the squire will tell you so.
As an action, you can magically summon your celestial squire or send it back to its home in the lands of life and illumination. When summoned, it appears in an unoccupied space within 5 feet of you, or in the unoccupied space that is closest to you if there is none within 5 feet. Each time the squire is summoned, it appears with full health and any gear it was carrying when it was last sent back.
When the celestial squire dies, it disappears and journeys back to its home for its eternal rest and drops any equipment it was carrying. In this case, you need to summon and bond with a new squire.
You can summon a celestial squire of challenge rating 1 at 7th level, challenge rating 2 at 11th level, challenge rating 3 at 13th level, and challenge rating 4 at 15th level.
Radiant Armor. The armor shines bright like a beacon. While wearing the armor, melee attacks against you are made with disadvantage, and ranged attacks against you are made with advantage.
Radiant Weapon. When you hit with this weapon, it deals an extra 1d4 radiant damage.
Virtuous Stand
Starting at 10th level, you can shield your allies by expelling great amounts of the magical energy flowing through you as a result of the many blessings you received from those you helped.
If you are aware that you or your allies will be harmed, you can use your reaction to get in the way, expelling inordinate amounts of magical energy. If you do so, attacks and spells coming from the direction you are facing can’t reach a 15-foot cone originating from your back. You can continue to expel this magical energy for up to 1 minute, unless you take an action or reaction or use your movement.
Once you use this feature, you must finish a short or long rest to do so again.
Flawless Armor. You have a +1 bonus to your AC.
Flawless Weapon. You have a +1 bonus to your attack and damage rolls made with this weapon.
Temple Wayshrine
At 15th level, temples start to grant you access for your teleportation rituals. When you come across a temple (with at least one enclosed space with an altar and an attendee) that shares in your values, you can spend 3000 gp worth of gold dust and perform an hour-long ritual to designate the temple as a wayshrine. Once you have designated a temple as a wayshrine, you can teleport to it by performing an hour-long ritual as long as you are in the same plane of existence.
You can designate a wayshrine once per week and you can have more than one wayshrine. Once you use this feature to teleport to a wayshrine, you need to finish a long rest to do so again.
Angelic Armor. You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks while wearing the armor.
Angelic Weapon. The extra radiant damage dealt by the Radiant Weapon feature increases to 2d4.
Revelation
Starting from 18th level, you can reveal the true evil hiding behind pretty masks. As an action, you choose a creature within 120 feet of you that you can see and mark it for 1 minute. Any illusions affecting the marked creature end and its true form can be seen by anyone, as if everyone looking at it had truesight. In addition, any weakness possessed by the marked creature is revealed to all who can see it. The weakness is determined by the GM, and can be related to anything ranging from an emotion to a person or a memory.
Once you use this feature to reveal a weakness, you must finish a short or long rest to do so again.
Divine Armor. You have a +2 bonus to your AC.
Divine Weapon. You have a +2 bonus to your attack and damage rolls made with this weapon.
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