SIGNING IN

Hit Points

Hit Dice 1d10 per niveau

Vaardigheden

STR , DEX

Knight

Niveau Proficiency Bonus Eigenschappen Ichor
1 + 2 Code of Honor Benefactor -
2 + 2 Code of Honor Benefactor 2
3 + 2 Code of Honor Benefactor 2
4 + 2 Code of Honor Benefactor 4
5 + 3 Code of Honor Benefactor 4
6 + 3 Code of Honor Benefactor 6
7 + 3 Code of Honor Benefactor 6
8 + 3 Code of Honor Benefactor 8
9 + 4 Code of Honor Benefactor 8
10 + 4 Code of Honor Benefactor 10
11 + 4 Code of Honor Benefactor 10
12 + 4 Code of Honor Benefactor 12
13 + 5 Code of Honor Benefactor 12
14 + 5 Code of Honor Benefactor 14
15 + 5 Code of Honor Benefactor 14
16 + 5 Code of Honor Benefactor 16
17 + 6 Code of Honor Benefactor 16
18 + 6 Code of Honor Benefactor 18
19 + 6 Code of Honor Benefactor 18
20 + 6 Code of Honor Benefactor 20
Niveau Proficiency Bonus Eigenschappen Relics
1 + 2 Code of Honor Benefactor -
2 + 2 Code of Honor Benefactor 1
3 + 2 Code of Honor Benefactor 2
4 + 2 Code of Honor Benefactor 2
5 + 3 Code of Honor Benefactor 3
6 + 3 Code of Honor Benefactor 3
7 + 3 Code of Honor Benefactor 4
8 + 3 Code of Honor Benefactor 4
9 + 4 Code of Honor Benefactor 5
10 + 4 Code of Honor Benefactor 5
11 + 4 Code of Honor Benefactor 6
12 + 4 Code of Honor Benefactor 6
13 + 5 Code of Honor Benefactor 7
14 + 5 Code of Honor Benefactor 7
15 + 5 Code of Honor Benefactor 8
16 + 5 Code of Honor Benefactor 8
17 + 6 Code of Honor Benefactor 9
18 + 6 Code of Honor Benefactor 9
19 + 6 Code of Honor Benefactor 10
20 + 6 Code of Honor Benefactor 10

Klasse-eigenschappen

Niveau 1

Code of Honor
Benefactor

Niveau 11

Knight's Code Feature

Niveau 12

Ability Score Improvement

Niveau 14

Treasure Tracker

Niveau 15

Knight's Code Feature

Niveau 17

Knight's Code Feature

Niveau 19

Ability Score Improvement

Niveau 2

Ichor Bottle
Relic Keeper
Items of Ichor

Niveau 20

Legend of the Realm

Niveau 3

Knight's Code Feature

Niveau 4

Ability Score Improvement

Niveau 5

Hopeful Soul

Niveau 6

Knight's Code Feature

Niveau 7

Campfire Craftsman

Niveau 8

Ability Score Improvement

Niveau 9

Unwavering Spirit

Vaardigheden

Armor

shield

light

medium

Skills

Startuitrusting

Klasse-eigenschappen

Code of Honor (Level 1)

Every knight knows what they will and won't do and for whom their allegiance remains steadfast. They study ancient traditions and techniques in order to better themselves and prepare for dungeon-delving.

Choosing a Code is a meaningful choice. Though many Relics are attainable for every kind of Knight, some Codes grant access to strange and powerful Relics that bolster their prowess.

Benefactor (Level 1)

While every knight is competent in their own right, it is always nice to know someone has your back. Much like how knights of old belonged to ancient orders that provided them with tools, your benefactor is a patron of your adventures, and regularly provides you with Relics that empower you and your weapons. Consider who or what is supplying you with rare treasures. They each provide one bonus skill, tool, or language proficiency. You can find a list of them on the Optional Features page.

Ichor Bottle (Level 2)

At 2nd level, Knights are granted the secrets of ancient treasure magic. They recieve an Ichor Bottle with 2 Ichor points, which increases in quantity as listed in the Knight table. When you spend an Ichor point, it is unavailable until you finish a short or long rest. You must spend at least one hour of the rest replenishing your Ichor Bottle in order to regain your Ichor Points.

Some of your abilities will require your target to make a saving throw to resist effects. The Saving Throw DC is calculated as follows:

Ichor

Relic Keeper (Level 2)

Relics are ancient treasure empowered with a liquid known as Ichor that flows through the wielder. Starting at 2nd level, you gain the favor of a shop owner, patron, or powerful being known as a benefactor. While your benefactor can be wildly different to fit your knight's story, we've assembled a few of them for your convenience.

As you gain levels, you can borrow relics equal to the Relic Column of the Knights table from this benefactor. Upon reaching subsequent levels or completing a long rest, you may change out any or all of your relics for new ones, on the condition that you have the points to account for all relics in your possession. You can find a list of them on the Optional Features page.

You may only use one Relic per round but may receive the benefit of multiple relics at once unless otherwise noted.

Items of Ichor (Level 2)

Unlike typical magical items, Relics are ancient devices that must be powered by Ichor, and cannot be used by those without a bottle of Ichor. If you lose your bottle of Ichor you must spend 24 hours crafting a new one. Finding an appropriate smith or alchemist may reduce the time needed.

While Relics may be powered by Ichor, so are your Weapons of Devotion. Some of your weapons may also require Ichor to reach their full potential in combat.

Knight's Code Feature (Level 3)

At 3rd level, you gain a feature granted by your Knight's Code.

Ability Score Improvement (Level 4)

When you reach 4th 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.

Hopeful Soul (Level 5)

At 5th level, when faced with hardship, you can steel your soul to stay in the fight. On your turn, you can use your Bonus Action to regain Hit Points equal to 1d8 + your Knight level.

Once you use this feature, you must finish a Short or Long Rest before you can use it again.

Knight's Code Feature (Level 6)

At 6th level, you gain a feature granted by your Knight's Code.

Campfire Craftsman (Level 7)

At 7th Level, when taking a Short Rest, you can attempt to create a comforting campfire. On a success you and your allies heal an additional amount equal to 1d6 + your Relic score in Hit Points. Attempting this during a long rest grants temporary Hit Points equal to 1d4 + your Relic score.

Ability Score Improvement (Level 8)

When you reach 8th 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.

Unwavering Spirit (Level 9)

Upon reaching 9th level, a wealth of experience has strengthened your resolve against the creatures of the dark. You are immune to the Frightened condition, regardless of its source

Knight's Code Feature (Level 11)

At 11th level, you gain a feature granted by your Knight's Code.

Ability Score Improvement (Level 12)

When you reach 12th 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.

Knight's Code Feature (Level 15)

At 15th level, you gain a feature granted by your Knight's Code.

Knight's Code Feature (Level 17)

At 17th level, you gain a feature granted by your Knight's Code.

Ability Score Improvement (Level 19)

When you reach 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.

Legend of the Realm (Level 20)

Upon reaching 20th Level, you have garnered experience that rivals that of any adventurer. Your base movement speed doubles. Your Dexterity score increases by 4. The maximum for this score is now 24.

Multiklassen

Multiklasse-vereisten

{"dex":13,"wis":13}

Verworven Vaardigheden

Armor shield , light , medium
Skills Choose Kies 1 van Athletics, Acrobatics, Investigation, Nature, Survival

Subklasses

Code of Aegis
ShovelsAndShields
Code of Shovelry
ShovelsAndShields
Code of The Adventurer
ShovelsAndShields
Code of Torment
ShovelsAndShields

Subklasse-eigenschappen

Code of Aegis

Code of Aegis (Level 1)

They say the best offense is a good defense, and for followers of the Code of Aegis, this couldn't be more true. Your experience as an adventurer revolves around the shield.

Shield Bash
LevelDamage

1st

1d4

6th

1d6

15th

1d8

17th

1d10

Shield Expertise

You are proficient in wielding two bucklers or a shield with the Two-Handed property. While holding a shield/buckler in your main hand, you gain the following benefits:

• Your shield is considered a finesse weapon that you have proficiency in.

• You can roll a 1d4 in place of the normal damage of an unarmed strike. This die changes as you gain knight levels, as shown in the Shield Bash table.

Shield Striker

When making an attack against an opponent with your shield you may spend 1 Ichor to make them perform a Dexterity saving throw. On a failure, choose from the following options:

• The target is knocked back 10 feet.

• The target is knocked to the left or right of their original position 5 feet.

Aegis Marksman (Level 3)

Starting at 3rd Level, when wielding a shield you can choose to throw it. Make a ranged attack with your shield within 30 feet. On a successful hit, deal 1d6 bludgeoning damage. For the duration of its flight, you lose any AC bonus granted by the shield. At the end of your turn, your shield returns to your hand.

Rising Star (Level 3)

At 3rd Level, you've become confident in using your shield as a temporary platform for allies. As a bonus action you can position your shield above your head for allies to step on. Allies may spend part of their movement to reach your shield, counting your space as difficult terrain.

Allies who use your shield as a platform gain an extra 1d6 attack bonus and add half your Dex modifier (rounded down) to their damage bonus on attacks made until they touch the ground again.

Your shield loses half of its AC score (rounded down) while you hold this position. Starting next round you may lower your shield again as a free action.

Answer The Call (Level 6)

At 6th Level, you learn that no ally should fight alone. When spending your movement to reach a friendly creature, you do so without provoking opportunity attacks.

Courageous Spirit (Level 11)

At 11th Level, your bravery inspires those around you. Allies in a 10 foot radius receive advantage on checks made against spells or abilities that cause the Frightened condition.

Indirect Route (Level 11)

At 11th Level you have gained a powerful mastery of your shield's flight. You can now throw your shield towards a point of your choosing within 30 feet and hold it there until the beginning of your next turn (no concentration needed). Allies may use this shield as a platform to incur the benefits recieved by Rising Star. You lose the AC bonus granted by the shield during its flight.

The Defender (Level 15)

At 15th Level, you face foes head on and keep those closest to you safe from harm. When wielding a shield, enemies in a 10 foot radius of you and an ally of your choosing incur disadvantage on one attack per round.

Shield Savant (Level 17)

At 17th Level, you've grown powerfully proficient with your shield, granting you double proficiency bonus on attacks or saves that involve your shield. You also ignore AC penalties incurred from Rising Star and Aegis Marksman.

Code of Shovelry

Code of Shovelry (Level 1)

Long have you sworn off traditional weaponry in pursuit of the elegant art of shovel work. While some find joy in hacking away at monsters with a sword, you have dedicated yourself to making the most of a tool that uplifted the foundation of civilization: A shovel. While you may adapt to situations with the help of your many relics, when all else fails, your spade is what you can truly depend on.

Shovelier

When you choose this Code at 1st Level, you are proficient with Shovel Blades. If you spend 8 hours with smith's tools, you can reshape any longsword into a Shovel Blade. With magical longswords taking twice as long or more. The Shovel Blade has the stats of a longsword, as well as the Finesse property.

You also gain the Fishfellow's Scale for free when you choose this Code. It does not count towards your relic total.

Uprooting Strike (Level 3)

As a bonus action at 3rd Level, you may spend 1 Ichor to attempt to bury your shovel underneath a foe within 5 feet and flip them. Your target makes a Strength Saving Throw equal to your Ichor Save DC. On a failure they're knocked prone for your turn's duration. On a success, you have disadvantage against the target on your next attack this round.

Shovel Drop (Level 3)

At 3rd Level, you can use your action to attempt to shovel drop. Make a two-handed attack against a creature within 10 feet as you drop down onto it with your shovel. On a success, roll for damage as normal. You may make another attack against the same target or an adjacent target within 10 feet, up to three times. On a hit, you deal 1d8 + Dex piercing damage. You may choose to perform up to 2 additional shovel bounces. On each successive drop, you deal one die tier lower in damage (1d6, 1d4) without the Dex modifier. If you miss, you may spend 1 Ichor to heighten your senses and avoid falling prone, as you land within 5 feet of your target and lose your next bonus action. While traveling by Shovel Drop, you ignore difficult terrain. When you end this ability voluntarily, choose a space within 10 feet of your target to land.

Beginning at 8th level, the amount of times you can drop increases by one and the damage die starts at a 1d10 instead of a 1d8.

Shovel Warrior (Level 6)

Starting at 6th level your Shovel Blade gains a bonus +2 to attack rolls. This bonus increases to a +4 at 12th Level.

Returned In Spades (Level 11)

Starting at 11th level you can use your reaction to block a missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d8 + your Dexterity modifier + your Knight level.

If you reduce the damage to 0, and it is small enough to be held in one hand, you can reflect the missile by striking it with your shovel blade. You may then spend 1 Ichor point to make a ranged attack with the weapon or piece of ammunition you just deflected, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile does 1d6 + Dex, with a normal range of 20 feet and a long range of 60 feet.

Dungeon Destroyer (Level 15)

Upon reaching 15th level, your devotion to shovelry grows. You gain a +1 bonus to attack and damage rolls while using your shovel, and each of your shovel drops deal an additional d6 force damage. In addition, you can use your Shovel Blade to burrow through natural rock at half your land speed.

Earth Shattering Strike (Level 17)

Starting at 17th level, once per day you may make a downward thrust against the earth. As an action, choose a location within 15 feet to leap to. Each creature in a 15-footradius sphere centered on each point you choose must make a Dexterity saving throw. The sphere spreads around corners. A creature takes 10d10 force damage on a failed save, or half as much on a successful one. On a failure the creature is also knocked prone. The ground becomes difficult terrain or is destroyed as a result of this strike.

Code of The Adventurer

Code of The Adventurer (Level 1)

Your heroism is unmatched in the face of danger. With honed skill you're able to bring out the best of your weapon, with a small arsenal to keep your options open when you need them most. As a knight your bond is to your cause, and you will go the distance to achieve your goals.

You gain an additional relic at level 1, 6 and 15, and you gain 2 additional relics at level 17

Weapon Devotion

You have studied an ancient art devoted to the weapon of your Code. Decide what this weapon is. You are now proficient with it.

Choose which type of damage it deals from the following list: Slashing, Piercing, Bludgeoning.

The weapon's properties are determined by one of the following:

Devotion Weapon Table
WeaponDamageWeightProperties

Melee

1d8

4lb

Finesse

Ranged

1d6

10lb

Ammunition(range 30/100), Loading

Speed Runner (Level 3)

When it comes to finding optimal routes, you're a cut above the rest. At 3rd Level, your base movement increases by 10 feet.

Also, when jumping you may use your Dexterity Modifier instead of your Strength Modifier.

Honing Your Craft (Level 3)

At 3rd Level, you find comfort in the weapon you rely on. Your Weapon of Devotion gains the following properties based on its chosen type.

• Ranged Weapon: You gain a +1 bonus to attack rolls made with this weapon.

• Melee Weapon: You gain a +1 bonus to attack and damage rolls made with this weapon.

You may also choose one of the following additional properties for your Weapon of Devotion.

Bonus Properties
TypeUpgrades

Melee

Versatile(1d10),Light,Reach,Thrown(range 20/60)

Ranged

Light,Remove Loading property, Damage Increase(1d8), Remove Ammunition property, Range Increase(+10 feet)

Treasure Hunter (Level 6)

At 6th Level you've begun to collect rare Relics that have never been seen before. You gain one of the following Relics from the Relic List for free: The Eye of True Sight, The Grapple Anchor, The Bomb Bag.

Alternatively, you may gain a second copy of your Weapon of Devotion weapon.

Crafty Combatant (Level 6)

Upon reaching 6th Level, When you use your action to use a relic, you may use a second relic so long as it uses a bonus action.

Multiattack (Level 11)

At 11th level choose one of the following features:

  • Rapid Fire.
  • Spinning Strike.
  • Vigorous Stance.

Ichor Invigorated (Level 15)

At 15th Level you know how to overcharge your weapons with Ichor. As a bonus action, you may spend 3 Ichor. On your next attack within 10 minutes, add a +5 to your attack roll and an extra 3d6 force damage.

Weapons Master (Level 17)

At 17th Level you gain another Relic from the Treasure Hunter list and may add an additional property to your Weapon of Devotion.

Code of Torment

Code of Torment (Level 1)

A strangely enchanted Knight imbued with Ichor. Not truly alive, not truly dead. Something in between.

Grave Weapon

Starting when you choose this Code at 1st Level, you forge a scythe that empowers your enchanted abilities. You are proficient with scythes. The scythe has the stats of a regular scythe, as well as the Finesse property. By spending 8 hours you can recraft a new scythe.

Ichor Empowered

You may spend an amount of Ichor to add a bonus to your attack rolls or a number of d6 slashing to your damage rolls equal to the amount of Ichor spent. This must be declared before you make the attack roll.

Poisoned Mind

Your body has given in to the corruption and decay of your code. With this, you gain resistance to poison damage from all sources. However, in order to heal from potions or safely consume food or drink, you must spend one minute corrupting them. Restoration spells (such as Cure Wounds) still have a healing effect on you.

Dash Slash (Level 3)

At 3rd Level, as your action, choose a target creature within 15 feet and draw a line centered from you that extends five feet past the target. You fly past and through them to that location, making a melee attack against the target during your travel.

You may expend half your movement to adjust your landing an additional five feet. This ability cannot be used for making nor provoking opportunity attacks. You may use this ability while airborne or falling.

Undying Soul (Level 3)

At 3rd Level, your enchantment's grip on your soul heightens. On death, instead of dying outright you drop your trinket. If an allied creature picks up the trinket and completes a long rest within 24 hours, you are revived. If your trinket is destroyed, you are permanently destroyed. A willing creature can don the trinket and hear your voice.

If you lose the trinket, within 72 hours you will begin to decay and be permanently destroyed.

Upheaving Swing (Level 6)

At 6th Level, when taking your attack action against an opposing creature, you may spend 1 ichor to cause the target creature to make a Strength saving throw against your Ichor Save DC. If it fails, you impose the following:

• The target creature is launched 5 feet into the air until the start of their turn, during which they land on their feet as normal.

• While in the air, attacks made against them are done so with advantage and cause a creature to fall prone on a success.

You may spend an additional 1 Ichor to perform an extra attack using Dash Slash.

Expert Movement (Level 11)

At 11th level, you gain the ability to climb faster than normal; climbing no longer costs you additional movement.

In addition, you are now resistant to falling damage.

Between Planes (Level 15)

At 15th level, you've grown comfortable with your new existence. After taking a long rest, choose one damage type from the following list, you have resistance to it for 8 hours: Fire, Lightning, Acid, Cold.

The Reaper (Level 17)

At 17th Level, on your turn you may spend your movement to throw your scythe in a direction of your choosing within 120 feet and line of sight. As part of this action you may choose to teleport to your scythe and perform a melee attack. If you lose your scythe, you may use a bonus action to return it to your hand, so long as it is on the same plane of existence as you.