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by Ray Cordova, iltharanos@yahoo.

com
last updated on August 5, 2015 at 10:08:52 AM

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.

Derek Crownguard from the Chronicles trilogy is a good

Dueling Defenders

Finally, a PC can begin as a knight with the Knight of


Solamnia class detailed here. This type of knight is one

Knights excel in single combat and train to protect


themselves as well as those near them from pain, fear,
exhaustion, and other conditions that would cripple other
martial combatants.

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

example of a character with the knight background.


A PC can also join the Knight of Solamnia
faction/organization.
A fighter PC can also take the Solamnic Knight
subclass, which is a good way of representing someone
who was a trained warrior, but only later officially joined
the Knights of Solamnia. Sturm Brightblade is a good
example of this type of character.

this dedicated knight.

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.

the Knight of Solamnia class reliance upon the Honor


mechanic, it is entirely possible to have a knight of lawful
neutral alignment whose honor is impeccable.

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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last updated on August 5, 2015 at 10:08:52 AM

The Knight of Solamnia


Level

Proficiency
Bonus

Features

1st

+2

Fighting Style, Strength of Honor

2nd

+2

Hero

3rd

+2

Solamnic Order

4th

+2

Ability Score Improvement

5th
6th
7th
8th

+3
+3
+3
+3

Extra Attack
Solamnic Order feature
Ability Score Improvement

9th

+4

Improved Strength of Honor

10th

+4

Solamnic Order feature

11th

+4

Knights Resilience

12th

+4

Ability Score Improvement

13th

+5

Habbakuks Heart

14th

+5

15th

+5

Solamnic Order feature

16th

+5

Ability Score Improvement

17th

+6

Kiri-Joliths Kill

18th

+6

Solamnic Order feature

19th

+6

Ability Score Improvement

20th

+6

Paladines Protection

(a) a heavy crossbow and 20 bolts or (b) two light


hammers
(a) a dungeoneers pack or (b) an explorers pack

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

Huma, Knight of the Crown, by Artgerm

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

When you are wielding a melee w eapon in one hand and


no other weapons, you gain a +2 bonus to damage rolls
You start with the following equipment, in addition to the
with that weapon.
equipment granted by your background:

Equipment

(a) chain mail or (b) chain shirt, longbow, and 20


arrows
(a) a martial weapon and a shield or (b) two martial
weapons

Great Weapon Fighting


When you roll a 1 or 2 on a damage die for an attack you
make with a melee w eapon that you are wielding with
two hands, you can reroll the die and must use the new
roll, even if the new roll is a 1 or a 2. The weapon must

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last updated on August 5, 2015 at 10:08:52 AM
have the two-handed or versatile property for you to gain
this benefit.

Protection

Extra Attack
Beginning at 5th level, you can attack twice, instead of
once, whenever you take the Attack action on your turn.

When a creature you can see attacks a target other than


you that is within 5 feet o f you, you can use your
reaction to impose disadvantage on the attack roll. You
must be w ielding a shield.

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.

Starting at 13th level, you can spend a hero point to


regain hit points equal to your Honor modifier x knight
level.
Once you use this feature, you must finish a long rest
before you can use it again.

Hero
You gain hero points (see the DMG for the full hero
point rules).

Beginning at 11th level, you have advantage on all rolls


to avoid acquiring a harmful condition.

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.

Vinas Solamnus, founder of the Knights


of Solamnia, by Munin

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last updated on August 5, 2015 at 10:08:52 AM
Rogue Knights and Atonement
Though the Knights of Solamnia are renowned for their
honorable ways, they are still mortal and subject to all the
failings of mortals. An impenitent Knight of Solamnia
whose transgressions merit expulsion from the
knighthood has his Honor score set to 9 or lower
(depending upon his transgression(s)), and loses all hero
points (and may not acquire new hero points). The
transgressing knight also loses all his order features and

Knight of the Crown


Starting at 3rd level, as a bonus action you add your
Honor modifier to all melee weapon attacks until the end
of your next turn.
Once you use this feature, you must finish a long rest
before you can use it again.
You also gain an additional benefit to the following
fighting style.

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.

Order of the Crown


The Knights of the Crown focus on loyalty and
obedience as the foundations of their honor. To this end,
they focus on protecting others from harm, acting as the
shield defending the innocent.

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).

Lord Soth, Knight of the Rose and Death


Knight, by ?

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by Ray Cordova, iltharanos@yahoo.com


last updated on August 5, 2015 at 10:08:52 AM

Order of the Sword

Order of the Sword Spellcasting


-Spell Slots per Spell Level-

The Knights of the Sword focus on the values of courage,


heroism, and faith as key components of an honorable
life. During eras when the gods are present, Sword
Knights can call upon divine spells granted by KiriJolith. In eras when the gods are absent, Sword Knights
excel in their use of their eponymous weapons.

Knight Clerist (gods present)


When you reach 3rd level, you augment your martial
prowess with the ability to cast spells. See chapter 10 in
the PHB for the general rules of spellcasting and chapter
11 as well for the cleric spell list.
Cantrips. You learn two cantrips of your choice from
the cleric spell list. You learn an additional cleric cantrip
of your choice at 10th level.
Spell Slots. The Order of the Sword Spellcasting table
shows how many spell slots you have to cast your spells
of 1st level and higher. To cast one o f these spells, you
must expend a slot of the spells level or higher. You
regain all expended spell slots when you finish a long
rest.
For example, if you know the 1st-level spell shield of
faith and have a 1st-level and a 2nd-level spell slot
available, you can cast shield of faith using either slot.
Spells Known of 1st-Level and Higher. You know
three 1st-level cleric spells of your choice.
The Spells Known column of the Order of the Sword
Spellcasting table shows when you learn more cleric
spells of 1st level or higher. Each of these spells must be
of a level for which you have spell slots. For instance,
when you reach 7th level in this class, you can learn one
new spell of 1st or 2nd level. Whenever you gain a level
in this class, you can replace one o f the cleric spells you
know with another spell of your choice from the cleric
spell list. The new spell must be of a level for which you
have spell slots.
Spellcasting Ability. Honor is your spellcasting ability
for your cleric spells, since you learn your spells through
your adherence to the Code of the Solamnic Knights as
handed down by Paladine and his sons Kiri-Jolith and
Habbakuk. You use your Honor whenever a spell refers
to your spellcasting ability. In addition, you use your
Honor modifier when setting the saving throw DC for a
cleric spell you cast and when making an attack roll with
one.
Spell save DC = 8 + your proficiency bonus +
your Honor modifier
Spell attack modifier = your proficiency bonus +
your Honor modifier

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

Knight of the Sword (gods absent)


Starting at 3rd level, as a reaction you add your Honor
modifier to your AC against one melee attack that would
hit you. To do so, you must see the attacker and be
wielding a melee weapon.
Once you use this feature you may not use it again until
after a long rest.

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.

Sword Spell (gods present)


At 10th level, you gain a number of spell slots equal to
your Honor modifier.
Once you use this feature you may not use it again until
after a long rest.

Sword Flurry (gods absent)


At 10th level, whenever you use the Attack action, you
gain one extra attack. This means a 10th level Order of
the Sword Knight of Solamnia can attack three times
whenever he uses the Attack action on his turn.

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by Ray Cordova, iltharanos@yahoo.com


last updated on August 5, 2015 at 10:08:52 AM

Sword Ward (gods present)

Knight of the Rose

Starting at 15th level, as a reaction you may negate a


spell targeting you whose level is less than or equal to
your Honor modifier. Once you use this feature you may
not use it again until after a long rest.

Beginning at 7th level, you gain the combat superiority


feature.
Maneuvers. You learn the following maneuvers:
commanders strike, distracting strike, goading attack,
maneuvering attack, rally. You can only use one
Sword Parry (gods absent)
maneuver per attack.
Starting at 15th level, you may use your Knight of the
Superiority Dice. You have five superiority dice,
Sword feature twice before a long rest.
which are d8s. A superiority die is expended when you
use it. You regain all of your expended superiority dice
Sword and Spell (gods present)
Beginning at 18th level, when you use your action to cast when you finish a short or long rest.
Saving Throws. Some of your maneuvers require your
a spell, you can make one weapon attack as a bonus
target to make a saving throw to resist the maneuvers
action.
effects. The saving throw DC is calculated as follows:

Sword Storm (gods absent)

Beginning at 18th level, you may use your Knight of the


Sword feature after a short rest.

Order of the Rose

Maneuver save DC = 8 + your proficiency bonus +


your Honor modifier

Rose Tactician

At 10th level, you gain another superiority die and your


The Knights of the Rose focus on wisdom and justice as superiority dice increase in size by one step (maximum
d10s).
the foundation of their honor. They focus on leading
others through their own honorable examples, in an effort
Rose Virtue
to inspire those others to be the most honorable version
Starting at 15th level, you gain another superiority die.
of themselves they can be.

Rose Paragon
Starting at 18th level, your superiority dice increase in
size by one step (maximum d12s).

Maneuvers

Gunthar uth Wistan, Knight of the Rose


and Grand Master of the Knights of
Solamnia, by Larry Elmore

Novice of the Rose


Starting at 3rd level, you may use your Honor score and
modifier in place of your Wisdom score and modifier.

The maneuvers are presented in alphabetical order.


Commanders Strike. When you take the Attack action
on your turn, you can forgo one of your attacks and use a
bonus action to direct one of your companions to strike.
When you do so, choose a friendly creature who can see
or hear you and expend one superiority die. That creature
can immediately use its reaction to make one weapon
attack, adding the superiority die to the attacks damage
roll.
Distracting Strike. When you hit a creature with a
weapon attack, you can expend one superiority die to
distract the creature, giving your allies an opening. You
add the superiority die to the attacks damage roll. The
next attack roll against the target by an attacker other
than you has advantage if the attack is made before the
start of your next turn.
Goading Attack. When you hit a creature with a
weapon attack, you can expend one superiority die to
attempt to goad the target into attacking you. You add the
superiority die to the attacks damage roll, and the target
must make a Wisdom saving throw. On a failed save, the
target has disadvantage on all attack rolls against targets
other than you until the end of your next turn.

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last updated on August 5, 2015 at 10:08:52 AM
Maneuvering Attack. When you hit a creature with a
weapon attack, you can expend one superiority die to
maneuver one of your comrades into a more
advantageous position. You add the superiority die to the
attacks damage roll, and you choose a friendly creature
who can see or hear you. That creature can use its
reaction to move up to half its speed without provoking
opportunity attacks from the target of your attack.
Rally. On your turn, you can use a bonus action and
expend one superiority die to bolster the resolve of one
of your companions. When you do so, choose a friendly
creature who can see or hear you. That creature gains
temporary hit points equal to the superiority die roll +
your Honor modifier.

Linsha Majere, Knight of the Rose, by


Mark Zug

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