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New Classes
Knight of Solamnia
To be a Knight of Solamnia is to be a member of the
greatest fighting order the world of Krynn has ever
known. It means being part of a tradition over two
millennia in the making. It means adhering to a strict
code of honor that adheres to the tenets of the triumvirate
of knightly gods, Habbakuk, Kiri-Jolith, and their father,
Paladine.
All knights adhere to their ancient oath, Est Sularus
oth Mithas, or My Honor is my Life.
Dueling Defenders
who knew all along she was destined to join the Orders.
Bennett from The Legend of Huma is a good example of
Archetypal Knights
There are others in the world whose background is that of
a knight, or who belong to other martial classes with
knight archetypes, but the Knight of Solamnia is the
knight of knights.
Knightly Races and Alignment
In prior iterations of the D&D game, Knights of Solamnia
have been human (and occasionally half-elven) and
lawful good.
Depending on your DM and campaign you can adhere
strictly to this precedent, or you can go another route and
open up the class to other races and alignments. Given
Quick Build
You can make a knight quickly by following these
suggestions. First, make Strength your highest ability
score. Your next-highest score should be Constitution.
Second, choose the knight background for a traditional
Knight of Solamnia, or any other background for
something out of the ordinary.
Multiclassing Prerequisites
A multiclass Knight of Solamnia must have Strength 13
and Constitution 13.
Multiclass Knights of Solamnia gain the following
proficiencies: Light armor, medium armor, shields, simple
weapons, martial weapons.
Creating a Knight
As you build your knight, think about one primary
element of your character's background: What road did
you take to knighthood? Were you part of an old
Solamnic family where knighthood was not only
expected of you but required of you? Were you an
outsider from a foreign land who was always drawn to
the tales of honor and glory told about the Knights of
Solamnia?
A Knight is a Knight is a Knight
There are multiple mechanical ways of representing
Knights of Solamnia, some of which are detailed below.
One can simply take the knight background. This
method suits PCs who are born into a family of knights.
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Proficiency
Bonus
Features
1st
+2
2nd
+2
Hero
3rd
+2
Solamnic Order
4th
+2
5th
6th
7th
8th
+3
+3
+3
+3
Extra Attack
Solamnic Order feature
Ability Score Improvement
9th
+4
10th
+4
11th
+4
Knights Resilience
12th
+4
13th
+5
Habbakuks Heart
14th
+5
15th
+5
16th
+5
17th
+6
Kiri-Joliths Kill
18th
+6
19th
+6
20th
+6
Paladines Protection
Class Features
As a knight, you gain the following class features.
Hit Points
Hit Dice: 1d12 per knight level
Hit Points at 1st Level: 12 + your Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + your
Constitution modifier per knight level after 1st
Proficiencies
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two skills from Acrobatics, Animal
Handling, Athletics, History, Insight, Intimidation,
Perception, Persuasion, and Survival
Fighting Style
You adopt a particular style of fighting as your specialty.
Choose one of the following options. You cant take a
Fighting Style option more than once, even if you later
get to choose again.
Defense
While you are wearing armor, you gain a +1 bonus to
AC.
Dueling
Equipment
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Protection
Extra Attack
Beginning at 5th level, you can attack twice, instead of
once, whenever you take the Attack action on your turn.
Knights Resilience
Strength of Honor
Habbakuks Heart
You gain an Honor score of 12 (see the DMG for the full
honor rules).
As a reaction, you reduce the damage you take from a
single attack by your Honor modifier, until the end of
your next turn.
At 9th level, the amount of damage reduced is equal to
your Honor modifier x2.
Once you use this feature, you must finish a short or
long rest before you can use it again.
Hero
You gain hero points (see the DMG for the full hero
point rules).
Kiri-Joliths Kill
Beginning at 17th level, you can spend a hero point to
add your Honor modifier x knight level in damage to a
creature you just hit.
Once you use this feature, you must finish a long rest
before you can use it again.
Paladines Protection
At 20th level, you can spend a hero point to ignore the
effects (damage, conditions, etc.) of one attack that just
hit you for 1 minute. At the end of the 1 minute, you
suffer the full effects of the attack.
Once you use this feature, you must finish a long rest
before you can use it again.
Switching Orders
It is entirely possible and even likely that in the course of
adventuring, a knight will wish to change Solamnic
Orders. Such a change is subject to DM approval and
usually requires fulfilling a quest to prove entrance into
the knights new Solamnic Order. In general, a knight will
advance upwards from the Crown Order, to the Sword
Order, and finally the Rose Order.
Once the knight has changed Orders, he loses all
previous Order features in favor of his new Order
features.
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Protection
acquires the order features of a Rogue Knight. Should the You may protect a number of targets equal to your Honor
offending knight seek atonement, usually through a quest modifier.
or series of quests, he may be restored to the knighthood
and regain his lost features.
The rogue knights actions may be so serious that his
class changes to that of fighter. While atonement is still
possible in this circumstance, it is unlikely.
Solamnic Orders
Different knights choose different Orders, focusing on a
different aspect of honor with each one.
Shield Knight
Starting at 7th level, as a bonus action you add your
Honor modifier to your AC (maximum 2) until the end of
your next turn.
Once you use this feature, you must finish a long rest
before you can use it again.
Honorable Critical
At 10th level, as a bonus action your weapon attacks
score a critical hit on a roll of 20 your Honor modifier,
or higher, until the end of your next turn.
For example, a Solamnic Knight with an Honor score
of 15 (+2 modifier) using this feature would score a
critical hit on a roll of 18 20.
Once you use this feature, you must finish a long rest
before you can use it again.
Honorable Strike
Starting at 15th level, you add your Honor modifier to all
melee weapon damage.
Honorable Defense
Beginning at 18th level, you add your Honor modifier to
your AC (maximum 2).
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Knight
Level
Cantrips
Known
Spells
Known
1st
2nd
3rd
4th
3rd
4th
5th
6th
7th
8th
9th
10th
11th
12th
13th
14th
10
15th
10
16th
11
17th
11
18th
11
19th
12
20th
13
Sword Strike
Beginning at 7th level, when you use your action to
attack, you can reduce the AC of your opponent by your
Honor modifier, until the start of your next turn.
Once you use this feature you may not use it again until
after a long rest.
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Rose Tactician
Rose Paragon
Starting at 18th level, your superiority dice increase in
size by one step (maximum d12s).
Maneuvers
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