Knight (D&D class)

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This article is imported from the Hastur wiki. See the import log for details.

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Unofficial rules compendium

Player's Handbook II, page 24. The knight is a tank; an armored warrior dedicated more to defending his friends than to maximizing his own damage.

Rules

Knights must be non-chaotic in alignment, rather than lawful.

Dwarven knights get extra bonus feat at level 4 and 9, because they already have armor mastery. Pick these from the regular list of bonus feats.

Variants

Except for the list of bonus feats, the knight is very culture-neutral. Any culture using shields and heavy armor is capable of producing knights. To facilitate cross-cultural knights, the following alternate bonus feat lists are suggested. Note that these options are not a matter of individual choice; there must be a tradition of knights using such an option that the character can adhere to and learn from.

Some of these level 2 bonus feats have prerequisites, which must be fulfilled in order to use that option.

Anvil Dwarven super-heavy infantry.

Grenadier Use dangerous weapons and learn to survive their effects.

Huscarl Disciplined warriors in a barbarian society.

Praetorian Elite footsoldiers who know all the tricks of the trade.

Sacred Band Specialized in support in close order

Silver Shield Knights specializing in shield use.