Holy Knight in Haven | World Anvil
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Holy Knight

                                             
Level Features HP Gained Maneuvers Gained
1st Holy Armaments, Lustria's Smite, Paladin 3
2nd Lustria's Lay on Hands 3
3rd Maneuver Die Increase 3 Flashing Strike
4th Harness Brilliance 3
5th Light's Champion 3 Radiant Power
Level 1   Holy Armaments... Your weapons and armor are infused with your channel divinity's out of combat effect every minute for no cost. Your armor will apply the effect of your channel divinity whenever you are hit by a melee attack, after which the effect will fade until a minute passes. You may choose to hide the light emitted from this effect, however, you will not gain the benefits from it in combat while the effects are hidden.     Lustria's Smite... when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st.   Paladin... You may use spells from the 5e paladin spell list.     Level 2   Lustria's Lay on Hands... You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your character level x 5.   As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.   Alternatively, you can expend 5 hit points from your pool of healing to cure the target of blindness or charm effects. You can cure both a blindness and a charm effect with a single use of Lay on Hands, expending hit points separately for each one.         Level 3     Maneuver Die Increase... Your maneuvers that would normally use a d4 for their rolls, now use a d6     Extra Maneuver: Flashing Strike... You may add this to your list of known maneuvers. (This doesn't count towards the limit of maneuvers known.)   Whenever you make an attack roll with a weapon affected by your channeled divinity, you may use a maneuver to force the target to make a constitution saving throw. On a failure, the target is blinded and takes 1d6 radiant damage.       Level 4   Harness Brilliance... You may channel divinity to cast a radiant spell of up to the 3rd level without using a spell slot. The level you may cast increases to 4th at character level 15, and 5th at character level 20.           Level 5     Light's Champion... Once every long rest, as a bonus action, you may infuse yourself with the power of Lustria for up to 5 minutes. This grants you several effects:
  • You have Immunity to radiant damage.
  • Whenever you channel divinity, it affects every enemy of your choice that you can see.
  • Your weapon attacks deal an extra 2d8 radiant damage.
  • Once, while this effect persists, you may teleport to any space within 60ft of you as a bonus action. Any creature between you and that space takes 4d8 radiant damage.
      Extra Maneuver: Radiant Power... You may add this to your list of known maneuvers. (This doesn't count towards the limit of maneuvers known.)   Whenever you or an ally land an attack with a weapon infused with your channeled divinity, you may use a maneuver to have the target automatically fail the saving throw against its effect.

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