Funded by the Blackwell Initiative, the Knight Program is a highly experimental four year training regimen for adolescents designed to produce elite soldiers capable of fighting alongside the Dragons against the Gods and their servants. Knights are provided with a world class education and trained rigorously in martial and magical arts.
- Spell List
- Subclasses
- Noble Sentinel (Valiant)
- Flame Warden (Valiant)
- Silent Wraith (Savant)
- Blood Hunter (Savant)
- Dark Magician (Adept)
Hit Point Die: D8 per Knight level
Hit Points at Level 1: 8 + Con. Modifier
Hit Points per additional Knight Level: D8 + your Con. modifier, or, 5 + your Con. Modifier
Saving Throw Proficiencies: Choose any 2 abilities
Skill Proficiencies: Choose any 3 skills
Weapon Proficiencies: Simple, Martial, and Modern weapons
Tool Proficiencies: Choose one type of Artisan’s Tools or Musical Instrument
| Level | Proficiency Bonus | Features | Prepared Spells | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | +2 | Spellcasting, Unarmored Defense, Chivalric Path | 4 | 2 | – | – | – | – | – | – | – | – |
| 2 | +2 | Fighting Style, Dynamic Surge | 5 | 3 | – | – | – | – | – | – | – | – |
| 3 | +2 | Mitigate Damage, Knight Subclass | 6 | 4 | 2 | – | – | – | – | – | – | – |
| 4 | +2 | Ability Score Improvement, Graceful Landing | 7 | 4 | 3 | – | – | – | – | – | – | – |
| 5 | +3 | Extra Attack, Enhanced Movement, Path Bonuses | 9 | 4 | 3 | 2 | – | – | – | – | – | – |
| 6 | +3 | Subclass Feature | 10 | 4 | 3 | 3 | – | – | – | – | – | – |
| 7 | +3 | Evasion, Honed Talent, Mana Recovery | 11 | 4 | 3 | 3 | 1 | – | – | – | – | – |
| 8 | +3 | Ability Score Improvement | 12 | 4 | 3 | 3 | 2 | – | – | – | – | – |
| 9 | +4 | Path Bonuses | 14 | 4 | 3 | 3 | 3 | 1 | – | – | – | – |
| 10 | +4 | Ability Score Improvement, Subclass Feature, Augmented Movement | 15 | 4 | 3 | 3 | 3 | 2 | – | – | – | – |
| 11 | +4 | Two Extra Attacks | 16 | 4 | 3 | 3 | 3 | 2 | 1 | – | – | – |
| 12 | +4 | Ability Score Improvement | 16 | 4 | 3 | 3 | 3 | 2 | 1 | – | – | – |
| 13 | +5 | Path Bonuses | 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | – | – |
| 14 | +5 | Ability Score Improvement, Subclass Feature | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | – | – |
| 15 | +5 | Veteran Survivor, Dynamic Surge | 19 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | – |
| 16 | +5 | Ability Score Improvement | 21 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | – |
| 17 | +6 | Path Bonuses | 22 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
| 18 | +6 | Subclass Feature, Amplified Movement | 23 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
| 19 | +6 | Epic Boon | 24 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 20 | +6 | Sigil of Mastery | 25 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Level 1: Spellcasting
As a student of magic, you have learned to cast spells. See chapter 7 of the PHB2024 for the rules on spellcasting. The information below details how you use those rules with Knight spells.
Spell Slots. The Knight Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature.
The number of spells on your list increases as you gain Knight levels, as shown in the Prepared Spells column of the Knight Features table. Whenever that number increases, choose additional spells from the Knight spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 3 Knight, your list of prepared spells can include six spells of levels 1 and 2 in any combination.
If another Knight feature gives you spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Knight spells for you.
Changing Your Prepared Spells. Whenever you gain a Knight level, you can replace one spell on your list with another Knight spell for which you have spell slots.
Spellcasting Ability. Choose from Intelligence, Wisdom, or Charisma when you take your first Knight level. This is your spellcasting ability for your Knight spells.
Spellcasting Focus. You can use a Focus Glove as a Spellcasting Focus for your Knight spells.
Level 1: Unarmored Defense
While you aren’t wearing armor or wielding a Shield, your base Armor Class equals 10 plus your Dexterity and Spellcasting Ability modifiers.
Level 1: Chivalric Path
You have dedicated yourself to one of the following paths of your choice and gain the benefits associated with it. This choice will grant you further Path Bonuses as you gain Knight levels. Your options for a Knight Subclass are also determined based on this choice.
Valiant
- Armor Training
- You gain training with Light and Medium armor.
- Weapon Mastery
- Your training with weapons allows you to use the mastery properties of three kinds of Simple or Martial weapons of your choice. Whenever you gain a Knight level, you can practice weapon drills and change one of those weapon choices.
- Martial Arts
- Bonus Unarmed Strike. You can make an Unarmed Strike as a Bonus Action.
- Martial Arts Die. You can roll 1d6 in place of the normal damage of your Unarmed Strike. This die changes as you gain Knight levels.
- Dexterous Attacks. You can use your Dexterity modifier instead of your Strength modifier for the attack and damage rolls of your Unarmed Strikes and. In addition, when you use the Grapple or Shove option of your Unarmed Strike, you can use your Dexterity modifier instead of your Strength modifier to determine the save DC.
- Resurgence
- You have a limited well of physical and mental stamina that you can draw on. As a Bonus Action, you can use it to regain Hit Points equal to 1d10 plus your Knight level.
- You can use this feature twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.
- When you reach certain Knight levels, you gain more uses of this feature.
Savant
- Armor Training
- You gain training with Light armor.
- Weapon Mastery
- Your training with weapons allows you to use the mastery properties of two kinds of Simple or Martial weapons of your choice. Whenever you gain a Knight level, you can practice weapon drills and change one of those weapon choices.
- Expertise
- You gain Expertise in two of your skill proficiencies of your choice.
- Tactical Maneuver
- Your quick thinking and agility allow you to move and act quickly. On your turn, you can take one of the following actions as a Bonus Action: Dash, Disengage, Dodge, or Hide.
Adept
- Cantrips
- You know three Knight cantrips of your choice.
- When you reach Knight levels 4 and 10, you learn another Knight cantrip of your choice.
- Weapon Mastery
- Your training with weapons allows you to use the mastery properties of one kind of Simple or Martial weapon of your choice. Whenever you gain a Knight level, you can practice weapon drills and change this weapon choice.
- Flash Step
- As a Bonus Action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a Long Rest.
- Manacycling
- You can expend more than one spell slot per turn to cast spells if you are able to.
Level 2: Fighting Style
You have honed your martial prowess and gain a Fighting Style feat of your choice.
Whenever you gain a Knight level, you can replace the feat you chose with a different Fighting Style feat.
Level 2: Dynamic Surge
You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.
Once you use this feature, you can’t do so again until you finish a Short or Long Rest.
Level 3: Mitigate Attack
When an attack roll hits you, you can take a Reaction to reduce the attack’s total damage against you. The reduction equals 1d10 plus your Spellcasting Ability modifier and Knight level.
Level 3: Knight Subclass
You gain a Knight subclass of your choice. A subclass is a specialization that grants you features at certain Knight levels. For the rest of your career, you gain each of your subclass’s features that are of your Knight level or lower.
Level 4: Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Knight levels 8, 10, 12, 14, and 16.
Level 4: Graceful Landing
You can take a Reaction when you fall to reduce any damage you take from the fall by an amount equal to five times your Knight level.
Level 5: Extra Attack
You can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your Knight cantrips that has a casting time of an action in place of one of those attacks.
Level 5: Enhanced Movement
Your Speed increases by 10 feet. You also have a Climb Speed and a Swim Speed equal to your Speed.
Level 5: Path Bonuses
You gain features from the Chivalric Path you chose at level 1.
Valiant
- Enhanced Vitality
- Your Hit Point maximum increases by an amount equal to your character level. Whenever you gain a character level thereafter, your Hit Point maximum increases by an additional 1 Hit Point.
- Improved Physique
- Your Martial Arts die becomes a d8.
- You now have three uses of Resurgence. Whenever you activate your Resurgence with a Bonus Action, you can move up to half your Speed without provoking Opportunity Attacks.
- Aggressive Assault
- You can throw aside all concern for defense to attack with increased ferocity. When you make your first attack roll on your turn, you can decide to attack recklessly. Doing so gives you Advantage on attack rolls until the start of your next turn, but attack rolls against you have Advantage during that time.
Savant
- Blindside
- You know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 3d6 damage to one creature you hit with an attack roll if you have Advantage on the roll and the attack uses a Finesse or a Ranged weapon. The extra damage’s type is the same as the weapon’s type.
- You don’t need Advantage on the attack roll if at least one of your allies is within 5 feet of the target, the ally doesn’t have the Incapacitated condition, and you don’t have Disadvantage on the attack roll.
- The extra damage increases as you gain Knight levels.
- Vigilance
- You have Advantage on Initiative rolls.
- During the first round of each combat, you have Advantage on attack rolls against any creature that hasn’t taken a turn. If your Blindside hits any target during that round, the target takes extra damage of the weapon’s type equal to your Knight level.
- Stable Focus
- As a Bonus Action, you give yourself Advantage on your next attack roll on the current turn. You can use this feature only if you haven’t moved during this turn, and after you use it, your Speed is 0 until the end of the current turn.
Adept
- Potent Spellcasting
- Add your Spellcasting Ability modifier to the damage you deal with any Knight cantrip.
- Mana Font
- You can tap into the wellspring of magic within yourself. This wellspring is represented by Mana Points, which allow you to create a variety of magical effects.
- You have 5 Mana Points, and you gain more as you reach higher levels, 1 for each Knight level. You can’t have more Mana Points than the number equal to your level. You regain all expended Mana Points when you finish a Long Rest.
- You can use your Mana Points to fuel the options below, along with other features, such as Manaforming, that use those points.
- Converting Spell Slots to Mana Points. You can expend a spell slot to gain a number of Mana Points equal to the slot’s level (no action required).
- Creating Spell Slots. As a Bonus Action, you can transform unexpended Mana Points into one spell slot. The Creating Spell Slots table shows the cost of creating a spell slot of a given level, and it lists the minimum Knight level you must be to create a slot. You can create a spell slot no higher than level 5.
- Any spell slot you create with this feature vanishes when you finish a Long Rest.
- Manaforming
- Your connection to magic allows you to alter your spells to suit your needs; you gain two Manaforming options of your choice from “Manaforming Options” page. You use the chosen options to temporarily modify spells you cast. To use an option, you must spend the number of Mana Points that it costs.
- You can use only one Manaforming option on a spell when you cast it unless otherwise noted in one of those options.
- Whenever you gain a Knight level, you can replace one of your Manaforming options with one you don’t know. You gain more options as you gain Knight levels.
Level 6: Subclass Feature
You gain a feature from your Knight subclass.
Level 7: Evasion
When you’re subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw and only half damage if you fail.
You don’t benefit from this feature if you have the Incapacitated condition.
Level 7: Honed Talent
Whenever you make an ability check that uses one of your skill or tool proficiencies, you can treat a d20 roll of 9 or lower as a 10.
Level 7: Mana Recovery
You can regain some of your magical energy by focusing your soul and spirit. When you finish a Short Rest, you can choose expended spell slots to recover. The spell slots can have a combined level equal to no more than half your Knight level (round up), and none of the slots can be level 6 or higher. For example, if you’re a level 4 Knight, you can recover up to two levels’ worth of spell slots, regaining either one level 2 spell slot or two level 1 spell slots.
Once you use this feature, you can’t do so again until you finish a Long Rest.
Level 8: Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 9: Path Bonuses
You gain features from the Chivalric Path you chose at level 1.
Valiant
- Vicious Strikes
- If you use Aggressive Attack, you can forgo any Advantage on one attack roll of your choice on your turn. The chosen attack roll mustn’t have Disadvantage. If the chosen attack roll hits, the target takes an extra 1d10 damage of the same type dealt by the weapon or Unarmed Strike, and you can cause one Vicious Strike effect of your choice. You have the following effect options.
- Forceful Blow. The target is pushed 15 feet straight away from you. You can then move up to half your Speed straight toward the target without provoking Opportunity Attacks.
- Hamstring Blow. The target’s Speed is reduced by 15 feet until the start of your next turn. A target can be affected by only one Hamstring Blow at a time—the most recent one.
- If you use Aggressive Attack, you can forgo any Advantage on one attack roll of your choice on your turn. The chosen attack roll mustn’t have Disadvantage. If the chosen attack roll hits, the target takes an extra 1d10 damage of the same type dealt by the weapon or Unarmed Strike, and you can cause one Vicious Strike effect of your choice. You have the following effect options.
- Unyielding
- If you fail a saving throw, you can reroll it with a bonus equal to your Knight level. You must use the new roll, and you can’t use this feature again until you finish a Long Rest.
Savant
- Augmented Aim
- Your Blindside damage dice increases to 5d6.
- Your attack rolls can score a Critical Hit on a roll of 19 or 20 on the d20.
- Tactical Strike
- When you deal Blindside damage, you can add one of the following Tactical Strike effects. Each effect has a die cost, which is the number of Blindside damage dice you must forgo to add the effect. You remove the die before rolling, and the effect occurs immediately after the attack’s damage is dealt. For example, if you add the Withdraw effect, remove 1d6 from the Blindside’s damage before rolling. If a Tactical Strike effect requires a saving throw, the DC equals 8 plus your Spellcasting Ability modifier and Proficiency Bonus.
- Trip (Cost: 1d6). If the target is Large or smaller, it must succeed on a Dexterity saving throw or have the Prone condition.
- Withdraw (Cost: 1d6). Immediately after the attack, you move up to half your Speed without provoking Opportunity Attacks.
- Stealth Attack (Cost: 1d6). If you are hidden, this attack doesn’t end that condition on you if you end the turn behind Three-Quarters Cover or Total Cover.
- When you deal Blindside damage, you can add one of the following Tactical Strike effects. Each effect has a die cost, which is the number of Blindside damage dice you must forgo to add the effect. You remove the die before rolling, and the effect occurs immediately after the attack’s damage is dealt. For example, if you add the Withdraw effect, remove 1d6 from the Blindside’s damage before rolling. If a Tactical Strike effect requires a saving throw, the DC equals 8 plus your Spellcasting Ability modifier and Proficiency Bonus.
Adept
- Mana Surge
- As a Bonus Action, you can unleash the magic within you for 1 minute, during which you gain the following benefits:
- The spell save DC of your Knight spells increases by 1.
- You have Advantage on the attack rolls of Knight spells you cast.
- While this feature is active, you can use up to two of your Manaforming options on each spell you cast.
- You can use this feature twice, and you regain all expended uses of it when you finish a Long Rest.
- As a Bonus Action, you can unleash the magic within you for 1 minute, during which you gain the following benefits:
- Enhanced Manaforming
- You gain two additional Manaforming options of your choice.
- When you finish a Short Rest, you can regain expended Mana Points, but no more than a number equal to half your Knight level (round down). Once you use this feature, you can’t do so again until you finish a Long Rest.
Level 10: Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 10: Subclass Feature
You gain a feature from your Knight subclass.
Level 10: Augmented Movement
Your Speed increases by 10 feet. On your turn, you also have a Fly Speed equal to your Speed. You lose this Fly Speed at the end of your turn. When you use the Graceful Landing Feature, reduce any damage you take from the fall by an amount equal to ten times your Knight level.
Level 11: Two Extra Attacks
You can attack three times instead of once whenever you take the Attack action on your turn. Moreover, you can cast one of your Knight cantrips that has a casting time of an action in place of one of those attacks.
Level 12: Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 13: Path Bonuses
You gain features from the Chivalric Path you chose at level 1.
Valiant
- Augmented Physique
- Your Martial Arts die increases to a d10.
- You now have four uses of Resurgence.
- You can now use Unyielding twice and recover all uses after a Long Rest.
- Enhanced Vicious Strikes
- You have honed new ways to attack furiously. The following effects are now among your Brutal Strike options.
- Staggering Blow. The target has Disadvantage on the next saving throw it makes, and it can’t make Opportunity Attacks until the start of your next turn.
- Sundering Blow. Before the start of your next turn, the next attack roll made by another creature against the target gains a +5 bonus to the roll. An attack roll can gain only one Sundering Blow bonus.
- You have honed new ways to attack furiously. The following effects are now among your Brutal Strike options.
Savant
- Enhanced Blindside
- Your Blindside damage dice increases to 7d6.
- The following effects are now among your Tactical Strike options.
- Daze (Cost: 2d6). The target must succeed on a Constitution saving throw, or on its next turn, it can do only one of the following: move or take an action or a Bonus Action.
- Knock Out (Cost: 6d6). The target must succeed on a Constitution saving throw, or it has the Unconscious condition for 1 minute or until it takes any damage. The Unconscious target repeats the save at the end of each of its turns, ending the effect on itself on a success.
- Obscure (Cost: 3d6). The target must succeed on a Dexterity saving throw, or it has the Blinded condition until the end of its next turn.
- Defensive Maneuverability
- Your Speed isn’t reduced to 0 by using Stable Focus.
- Opportunity Attacks have Disadvantage against you.
- When a creature hits you with an attack roll, that creature has Disadvantage on all other attack rolls against you this turn.
Adept
- Enhanced Cantrips
- Your skill with magic allows you to cast Cantrips with the following bonuses.
- When you cast a Knight cantrip with a range of 10 feet or greater, the spell’s range increases by 300 feet.
- When you cast a Knight cantrip and deal damage to a creature with it, you can give vitality to yourself or another creature within 300 feet of yourself, granting a number of Temporary Hit Points equal to twice your Spellcasting Ability modifier.
- Your skill with magic allows you to cast Cantrips with the following bonuses.
- Manabreaker
- You learn the Counterspell and Dispel Magic spells. If you know one of these spells already, you may instead learn a new Knight spell of your choice that you meet the level requirements for. If you know both of these spells, you may learn two new Knight spells of your choice that you meet the level requirements for.
- You always have the Counterspell and Dispel Magic spells prepared. In addition, you can cast Dispel Magic as a Bonus Action, and you can add your Proficiency Bonus to its ability check.
- When you cast the Counterspell or Dispel Magic spell, the spell’s range increases to 500 feet.
- When you cast either spell with a spell slot, that slot isn’t expended if the spell fails to stop a spell.
Level 14: Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 14: Subclass Feature
You gain a feature from your Knight subclass.
Level 15: Veteran Survivor
Your physical and mental discipline grant you proficiency in all saving throws.
Level 15: Dynamic Surge
You can now use Dynamic Surge twice before a rest but only once on a turn.
Level 16: Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 17: Path Bonuses
You gain features from the Chivalric Path you chose at level 1.
Valiant
- Amplified Physique
- Your Hit Point maximum increases by an amount equal to twice your character level. Whenever you gain a character level thereafter, your Hit Point maximum increases by an additional 2 Hit Points.
- Your Martial Arts die increases to a d12.
- You can now use Unyielding three times and recover all uses after a Long Rest.
- Augmented Vicious Strikes
- The extra damage of your Vicious Strike increases to 2d10. In addition, you can use two different Vicious Strike effects whenever you use your Vicious Strike feature.
Savant
- Amplified Aim
- Your Blindside damage dice increases to 10d6.
- Your attack rolls can score a Critical Hit on a roll of 18-20 on the d20.
- Enhanced Defensive Maneuverability
- You’re so evasive that attackers rarely gain the upper hand against you. No attack roll can have Advantage against you unless you have the Incapacitated condition.
Adept
- Augmented Manaforming
- You gain two additional Manaforming options of your choice.
- You can now use up to two Metamagic options on a spell when you cast it, unless otherwise noted in one of those options. If your Mana Surge feature is active, the number of Metamagic options you can use on a spell when you cast it increases to three, unless otherwise noted in one of those options.
- Mana Ward
- You have Advantage on saving throws against spells, and you have Resistance to the damage of spells.
Level 18: Subclass Feature
You gain a feature from your Knight subclass.
Level 18: Amplified Movement
Your Speed increases by 10 feet. When you use the Graceful Landing Feature, reduce any damage you take from the fall by an amount equal to twenty times your Knight level.
Level 19: Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify.
Level 20: Sigil of Mastery
You gain a Sigil of Mastery.