Gallant v0.0

Typically the younger sons and daughters of noble families and wealthy landowners, gallants are proud, skilled melee combatants who fight in the name of honor and renown.


Gallants rely on more than a strong sword arm and a stout suit of armor to defeat their foes, using tactical knowledge, leadership, and discipline to control the battlefield in ways that others cannot match.


The concept of heroic deeds and honor is of great importance to most gallants, a reflection of their fighting prowess and as a measure of renown across the land. The stories that arise from a gallant’s deeds are just as important to them as the deeds themselves. A righteous gallant hopes that stories of their deeds encourage others while those gallants of a more selfish nature use their fame to intimidate and frighten. A gallant’s motivation ranges from a simple wish to uphold the cause of their liege and win personal glory to simply winning acclaim across the land and increase their own personal power.


Many gallants adopt personal codes of combat that focus on fair play: A victory achieved through pure skill is more difficult, and hence wins more glory, than one achieved through trickery or guile. Typical examples of a gallant’s code of honor include never attacking a foe from behind or their blind side, never striking a surprised opponent, and refusing combat with a helpless foe.


Note: Violation of a gallant’s personal or militant order code can have punitive effects ranging from a loss of honor, loss of one use of your challenge feature for the day to being dismissed from their order -- per the GMs discretion. A betrayal of the code of conduct undermines the foundation of confidence and honor that drives a gallant forward.


While holding to their view of honor, chivalry, and pursuit of glory, a gallant will not force their views on others. A gallant might chide a rogue for sneaking around a battlefield, but will recognize (and perhaps even feel a bit smug about) the reality that not everyone is fit to follow the gallant’s path.

Gallant
Level Proficiency Bonus Challenges Features
1st +2 2 Battle Inspiration (d4), Challenge
2nd +2 2 Fighting Style, Honor
3rd +2 2 Militant Order, Militant Order Feature
4th +2 2 Abilty Score Improvement, Heroic Deed
5th +3 2 Extra Attack, Rally
6th +3 2 Battle Inspiration (d6), Exhortation
7th +3 2 Militant Order Feature
8th +3 2 Ability Score Improvement
9th +4 4 Charge
10th +4 4 Command Respect
11th +4 4 Militant Order Feature
12th +4 4 Ability Score Improvement
13th +5 4 Battle Inspiration (d8), Superior Challenge
14th +5 4 Sortie
15th +5 4 Militant Order Feature
16th +5 6 Ability Score Improvement
17th +6 6 Glory, Sacrifice Honor
18th +6 6 Battle Inspiration (d12)
19th +6 6 Ability Score Improvement
20th +6 8 Resurgence

Class Features

As a Gallant, you gain the following class features.

Hit Points

  • Hit Dice: 1d8 per Gallant level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Gallant level after 1st

Proficiencies


  • Armor: All armor, shields
  • Weapons: Simple weapons, martial weapons
  • Tools: None

  • Saving Throws: Constitution, Charisma
  • Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, Performance, Persuasion, and Religion.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) chain mail or (b) ring mail, light crossbow, and 20 bolts
  • (a) a single martial weapon and a shield or (b) two martial weapons
  • (a) a diplomat's pack or (b) an explorer's pack
  • (a) a heavy reach weapon

Saving Throw DCs

As a Gallant, unless otherwise noted, the saving throw difficulty check (DC) for your class features and special abilities is as follows:


Save DC = 8 + your proficiency bonus + your Charisma modifier OR your current Honor (whichever is higher)

BATTLE INSPIRATION

You can inspire others through stirring words or heroic resolve. To do so, you use a bonus action on your turn to inspire a single ally of your choice within 30 feet who can hear you. The targetted creature gains one Battle Inspiration die, a d4. To be inspired, the target must be of normal Intelligence.


Once within the next 10 minutes, the creature can roll the die and add the number to a single attack roll, damage roll, or combat related ability check (e.g. grapple, overrun). The creature can wait until after it rolls the d20 before deciding to use the Battle Inspiration die, but must decide before the GM says whether the roll succeeds or fails. Once the Battle Inspiration die is rolled, it is lost.


You can only spend a single Battle Inspiration die per round and a creature can have only one Battle Inspiration die at a time. You cannot be affected by your own battle inspiration.


BATTLE INSPIRATION DICE

You have four Battle Inspiration dice, which are d4s. A die is expended when you use it. You regain all of your expended dice when you finish a short or long rest.


You gain another die at 7th level and one more at 15th level.


Your Battle Inspiration die changes when you reach certain levels in this class. The die becomes a d6 at 6th level, a d8 at 13th level, and a d12 at 17th level.

CHALLENGE

You have learned the art of drawing others into battle. As a bonus action, you can attempt to compel a creature to attack you. The selected foe must be within 60 feet, able to see and hear you, and have an Intelligence greater than 3. The target can attempt a Wisdom saving throw to resist your challenge.


On a failed save, the creature is enraged by you, required to answer your challenge. For the duration of combat, it has disadvantage on attack rolls against creatures other than you, and it must attempt to engage you in combat or flee the field of battle. The target of this challenge does not recklessly attack you, but rather fights you in a way suited to its fighting style.


This effect ends if you attack any other creature besides the creature you challenged, and lasts until the target is killed, rendered unconscious, or chooses to flee the battle. You cannot have two enemies targeted by this ability at the same time, but you may target a new enemy with this ability after defeating your initial target of the challenge.


While engaged in a challenge, when you make a melee weapon attack against the target of your challenge, you gain a bonus to your damage equal to your proficiency bonus.


You may make a number of challenges as indicated by the Challenges column of the Gallant table. Expended uses of the challenge feature are restored after completing a long rest.

FIGHTING STYLE

Beginning at 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.


GALLANT ARMOR MASTER

You are adept at using your armor to mitigate damage. When you take piercing, slashing or bludgeoning damage while wearing heavy armor, you may use your reaction to reduce the damage by an amount equal to your proficiency bonus.

GALLANT SWORD MASTER

While you are wielding a sword in one hand, when you roll a 1 or 2 on a damage die for an attack you make, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.

GALLANT FOOT LANCER

If a weapon has both the two-handed and reach properties, you can reduce the damage die size by one and ignore the two-handed property. For example, the damage die of a pike would change from a d10 to a d8.

GALLANT HEROIC STRIKE

When you roll a critical hit with a melee weapon that you are wielding with two hands, you can elect to take one level of exhaustion and roll a number of additional weapon damage dice equal to your proficiency bonus when determining the extra damage.


The weapon must have the two-handed or versatile property for you to gain this benefit.

GALLANT SHIELD MASTER

Allies that are within 5 feet of you gain a +1 bonus to their AC. You must be wielding a shield.

HONOR

Starting at 2nd level, you follow a code of personal honor, treating combat as a way to bolster your reputation and the glory of your name. Your starting honor is equal to 10 + your proficiency bonus. This value can increase (or decrease) temporarily depending on your actions but always resets to this base value after completing a short rest.


A number of times per short rest equal to your Charisma modifier (minimum of one), you may substitute your Honor value in place of a saving throw or attribute check. You must decide before the GM says whether the roll succeeds or fails.

Gaining Honor

When combat is initiated, you learn certain information about the foes you are about to face. The DM identifies the creature with the highest CR and if the creature is your equal, superior, or inferior in regard to one of the following characteristics of your choice:

  • Strength score
  • Dexterity score
  • Constitution Score
  • Armor Class
  • Current hit points
  • Total class levels (if any)

If you solely direct your attacks against this foe, you gain one point of Honor if the enemy is defeated due to damage you inflict (killed, rendered unconscious, or flees from the battle). If this foe is also the subject of your Challenge feature, you instead gain two points of Honor.

MILITANT ORDER

Starting at 3rd level, you swear an oath to a militant order that most closely matches your ideals and values. The oath is the fundamental part of what separates you from the common soldiers and fighters and grants features at 3rd level and again at 7th level, 11th level, and 15th levels.

ABILITY SCORE IMPROVEMENT

When you reach 4th level, and again at 8th, 12th, 16th, and 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.

HEROIC DEEDS

Starting at 4th level, you learn three heroic deeds of your choice, which are special combat actions fueled by your Battle Inspiration dice. Heroic deeds are detailed under the “Heroic Deeds” section below.


Many deeds enhance an attack in some way. You can use only one deed per attack.


You learn one additional deed of your choice at 7th level and 11th level. Each time you learn a new deed, you can also replace one deed you know with a different one.

RALLY

You project an aura of calm and command. When you reach 5th level, you can use your action to allow all allies within 30 feet to immediately attempt an additional saving throw to resist the effects of any charm, fear, or grapple condition that they may be suffering from.


In addition, all allies gain a number of temporary Hit Points equal to 1d6 + your Charisma modifier.


Once you use this feature, you must finish a short or long rest before you can use it again.


You gain an additional use of this feature at 9th level, 13th level, and again at 17th levels.

EXTRA ATTACK

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

EXHORTATION

With inspirational banter, you are able to restore flagging morale and tired bodies. Starting at 6th level, up to four allies within 10 feet of you increase their Hit Dice by one step (for example, a d6 becomes a d8) when used during a short rest. Increased Hit Die can only be used to restore Hit Points.


At 18th level, you increase the number of Hit Die regained by up to four allies during a long rest by two. Hit Die gained in this manner cannot exceed a character’s maximum Hit Die.

CHARGE

You strive to always be at the forefront of the battle lines, both to garner fame and to shield your allies. At 9th level, when you use the Dash action, you can make a single attack at the end of the movement as part of the action. You roll one additional weapon damage die when determining the damage and the attack scores a critical hit on a roll of 19 or 20.

COMMAND RESPECT

At 10th level, a number of times per short rest equal to your Charisma modifier (minimum of 1), you may take advantage on any Charisma based skill or attribute check.


In addition, you can use your influence to receive special treatment, favors, and other services. You receive the equivalent of 150 gp plus 10 gp per Gallant level to spend on services and non-material goods. This pool replenishes at the beginning of every week.


Services and nonmaterial goods available include:

  • Pay for lodgings, stabling, taxes, and tolls
  • Improve lifestyle quality
  • Hire entertainers, messengers, mounts, servants, transport, workers, and so on
  • Obtain invitations to exclusive events, or entry into privileged locations.
  • Spread rumors or start a whispering campaign
  • Purchase spellcasting services
  • Employ an expert hireling

You cannot permanently gain goods or wealth from this feature; boons attainable from this feature are generally only available in larger settlements. The exact benefits available in a location are subject to GM discretion.

SUPERIOR CHALLENGE

Starting at 13th level, your prowess is greatly increased against the target of your challenge. While you have a challenge in effect, you are immune to the fear and charm conditions and have advantage on saving throws to resist spells and effects that originate from your challenged foe.

SORTIE

When you reach 14th level, you can use your action to inspire and embolden your allies to more quickly reach their objective. Any ally within 30 feet that can see or hear you can use their reaction to immediately gain the benefits of the Dash action.


You must complete a short or long rest before you can use this feature again.

GLORY

Your leadership and ability to command and inspire is at its pinnacle. At 17th level, you can use an action to grant a Battle Inspiration die to all allies that can see and hear you within 60 feet. Battle Inspiration die gained in this manner still must be used within one minute and are consumed as normal.

SACRIFICE HONOR

When you reach 17th level, you learn how to sacrifice your personal honor to benefit your allies. If you have no remaining battle inspiration dice, as a bonus action on your turn, you can reduce your current Honor by two to gain a single Battle Inspiration die.

RESURGENCE

Your desire to advance your renown or defend your order knows no bounds. At 20th level, while you have an active challenge in play, if you are reduced to 0 or fewer hit points by an effect that otherwise leaves your body intact, you can immediately expend one use of your challenge feature as a reaction to instead drop to 1 Hit Point. Each time you use this feature, you also gain one Honor.

HEROICS DEEDS

The deeds are presented in alphabetical order.

DEFLECT ATTACK

When another creature damages you or an ally that is within 5 feet of you with a melee attack, you can use your reaction and expend one Battle Inspiration die to reduce the damage by the number you roll on your Battle Inspiration die.

DISARMING ATTACK

When you hit a creature with a weapon attack, you can expend one Battle Inspiration die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the Battle Inspiration die to the attack’s damage roll, and the target must make a Strength saving throw or drop the object you choose. The object lands at its feet.

DISTRACTING STRIKE

When you hit a creature with a weapon attack, you can expend one Battle Inspiration die to distract the creature, giving your allies an opening. You add the Battle Inspiration die to the attack’s 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.

EVASIVE FOOTWORK

When you move, you can expend one Battle Inspiration die, rolling the die and adding the number rolled to your AC until you stop moving.

FEINTING ATTACK

You can expend one Battle Inspiration die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature. If that attack hits, add the Battle Inspiration die to the attack’s damage roll.

GOADING ATTACK

When you hit a creature with a weapon attack, you can expend one Battle Inspiration die to attempt to goad the target into attacking you. You add the Battle Inspiration die to the attack’s 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 its next turn.

HONORABLE MIGHT

When you make a Strength check, you may expend one Battle Inspiration die to bolster the effort. Roll your Battle Inspiration die and add the amount to your check. You may roll the die before or after you roll the d20, but before you know the result.

INTIMIDATING STRIKE

When you hit a creature with a weapon attack, you can expend one Battle Inspiration die to demoralize the target. You add the Battle Inspiration die to the attack's damage roll, and the target must make a Wisdom saving throw or suffer disadvantage on ability checks until the start of its next turn.

LUNGING ATTACK

When making an opportunity attack, you can expend one Battle Inspiration die to increase your reach for that attack by 5 feet. If you hit, you add the Battle Inspiration die to the attack’s damage roll.

MENACING ATTACK

When you hit a creature with a weapon attack, you can expend one Battle Inspiration die to attempt to frighten the target. You add the Battle Inspiration die to the attack’s damage roll, and the target must make a Wisdom saving throw or be frightened until the start of its next turn.

NOBLE SPLENDOR

When you make a Charisma check, you may expend one Battle Inspiration die to bolster the effort. Roll your battle inspiration die and add the amount to your check. You may roll the die before or after you roll the d20, but before you know the result.

PRECISION ATTACK

When you make a weapon attack roll against a creature, you can expend one Battle Inspiration die to add it to the attack roll. You can use this deed before or after making the attack roll, but before any effects of the attack are applied.

STAY DEATH

On your turn, you can use a bonus action and expend one Battle Inspiration die to bolster the ability of one of your companions to resist death. When you do so, choose a friendly creature who is within 5 feet of you and dying. That creature gains a bonus equal to the die roll to their next death check if used within the next minute.

STRATEGIC AWARENESS

When you roll for initiative, you may expend one Battle Inspiration die. Roll the die and add that to your initiative result.

STRIKE BACK

When a creature misses you with a melee attack, you can use your reaction and expend one Battle Inspiration die to make a melee weapon attack against the creature. If you hit, you add the Battle Inspiration die to the attack's damage roll.

SWEEPING ATTACK

When you hit a creature with a melee weapon attack, you can expend one Battle Inspiration die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would also hit the second creature, it takes damage equal to the number you roll on your Battle Inspiration die. The damage is of the same type dealt by the original attack.

TACTICAL STRIKE

As a bonus action, you can direct one of your companions to strike. When you do so, choose a friendly creature that can see or hear you and expend one Battle Inspiration die. That creature can immediately use its reaction to make one weapon attack, adding the Battle Inspiration die to the attack’s damage roll.

TRIP ATTACK

When you hit a creature with a weapon attack, you can expend one Battle Inspiration die to attempt to knock the target down. You add the battle inspiration die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw or be knocked prone. Large targets have advantage on their saving throw.

WARNING SHOUT

When an ally that can see and hear you is attacked, you may use your reaction and expend one Battle Inspiration die and increase their AC by the amount rolled against that attack.

ORDER OF THE BROKEN SWORD

Sometimes called Black Shields, a gallant belonging to this order serves only himself (having either never sworn to a lord or a cause or due to being banished from another order), working to further his own aims and increase his own prestige. Gallants of this “Order” tend to be selfish and concerned only with personal goals and objectives. Unsworn Gallants do not receive any honorific or income.

VERSATILE CHALLENGE

At 3rd level, while you have a Challenge ongoing, you may make a number of additional opportunity attacks equal to half your proficiency bonus.

STEAL GLORY

At 3rd level, you can steal the glory from another creature's successful strike. Whenever a creature other than you scores a critical hit against a target that you are fighting, you can use your reaction to make an attack against the same target if it is within range of your weapon.


If the original critical hit was responsible for the deathblow, you are instead credited with the kill, gaining any glory or Honor associated.

DISHONORABLE WAYS

At 7th level, honor is meaningless compared to victory and survival. Any time you make a successful attack against a foe, you may use your Honor to augment the damage. For each point of Honor you spend, you roll an additional d8 of damage. This damage is of the same type as the weapon that you are wielding.


You can spend a maximum amount of Honor on any single attack equal to your proficiency bonus.

BRAGGART

Starting at 11th level, whenever you finish a long rest, you may brag about your ability with a skill or tool of your choice. Until you finish your next long rest, you may add your charisma modifier to ability checks made with that skill, even if you already do.

BOASTFUL SHOUT

At 15th level, during your first turn of combat, when you reduce a creature to 0 Hit Points, or when you score a critical hit, you may use a bonus action to boast. A creature of your choice within 30 feet that can hear you must make a Wisdom saving throw. You have advantage on attack rolls and ability checks against a creature that fails this saving throw until the end of your next turn.

ORDER OF THE CITADEL

Based in citadel of Invenmar, gallants belonging to the Order of the Citadel dedicate themselves to the Council of Great Captains and the mercenary companies of Wolf Keep. These gallants believe in strategy and tactics, the honoring (and enforcement) of lawful contracts, and are willing to lay down their lives to protect their allies. Gallants belonging to the Order of the Citadel are addressed with the Ser honorific.

TACTICAL CHALLENGE

At 3rd level, when you use your Challenge feature, your training and knowledge of positioning allow you ignore difficult terrain for the duration of the challenge.

STUDENT OF WAR

At 3rd level, you can use the Help action as a bonus action to assist one of your allies with an attack roll or Strength check.

TACTICAL INSIGHT

Starting at 7th level, when evaluating a foe through your Honor feature, you learn of all its characteristics and may substitute your current Honor for any initiative roll.


Once per short rest, you may substitute your current Honor for the initiative roll of yourself and up to four allies.

GENERAL’S ARMOR

Beginning at 11th level you ignore any Strength requirements in regards to armor, your speed is not reduced by wearing heavy armor, and can sleep in heavy armor or in any other extremely uncomfortable position or situation without becoming fatigued.


Additionally, when spending hit die during a short rest, you treat any results of 1, 2, as a 3.

PREPARED STRATEGY

A 15th level, due to hours of studying strategy and tactics, you are always well prepared for any contingency in battle. When using the Ready Action, your reaction is not consumed when reacting to the trigger and you have advantage on any rolls you make while taking the readied action.


You may use this feature once per long rest.

ORDER OF THE SUN

A quasi-religious order based in the Free Principalate of Avalenta, gallants belonging to the Order of the Sun are well trained and equipped, sworn to the “Lord of Light” and bitter enemies of all they deem that serve darkness and shadows. Serving the Church of Light and its chosen champions, these gallants are the elite military wing of Avalenta.

RADIANT CHALLENGE

At 3rd level, when you initiate a challenge, in addition to your bonus damage, your strikes deal 1d6 radiant damage and your weapon gives off bright light in a 10 foot radius. This light is considered magical for the purpose of dispelling magical darkness, using your proficiency bonus as the spell level.

BRIGHT EYED

At 3rd level, your eyes glow with an inner light. You gain superior vision in dark and dim conditions and can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.


If you already have Darkvision, the distance you can see in darkness increases to 120 feet.

REVEALING FLARE

At 7th level, those that dwell in darkness and shadows find it difficult to hide from you. Your passive perception is equal to your current honor (if higher.


Once per short rest, you can cause a flare of bright light that reveals any hidden or invisible creatures in a 30 foot radius.

TEMPLE TRAINED

At 11th level, you have a deep knowledge of divine teachings and the doctrine of your faith. You gain proficiency with Religion and may select a single cantrip from the following: guidance, light, or resistance. If you already have proficiency with Religion, you apply double your proficiency bonus when making any checks.


In addition, any natural light source that you carry spreads bright light an additional 10 feet.

LIGHT BRINGER

At 15th level, you learn the sacred flame cantrip. When you use your action to cast sacred flame, you can make a single melee attack as a bonus action.

ORDER OF THE IMPERIAL EAGLE

Nobles and gallants who serve the Imperator and Empire join the Order of the Imperial Eagle and dedicate their lives to the Imperial code of chivalry, living a life of honor, valor, and fairness. Gallants of this order swear service to the Imperator and the Empire (above all) and to the Dominus. Of all the orders, the Order of the Imperial Eagle is perhaps the broadest in terms of its focus and ideals. Order of the Imperial Eagle Gallants are addressed with the honorific of Eques and answer to the Palatine of their order.

MOBILE CHALLENGE

At 3rd level, when you initiate a challenge, your base speed or the base speed of your mount increases by an amount equal to fives ties your proficiency bonus.

CONTROLLED CHARGE

At 3rd level, as a bonus action, you may move an additional 15 feet. During this movement, any opportunity attacks against you are made at disadvantage and you can move through a creature’s space if it is one size or more larger than you.

IMPERIAL EDICT

At 7th level, you can declare a single action that you are about to perform to be sanctioned by the Imperator. As a bonus action, you focus your mind and will. Once during the next minute, you can choose to roll an attack roll, skill check, or saving throw three times and take the best result. You must decide to use this ability before the roll is made.


You may use this feature once per long rest.

COURTLY EDUCATION

At 11th level, you are well educated from you dealings with the Imperial court and nobility. You gain one skill from the following list: Arcana, Nature, Religion, or Medicine.


You may also select a tool proficiency from the following: Caligrapher’s supplies, Painter’s supplies, or any musical instrument.

IMPERIAL DOMINANCE

At 15th level, as a reaction after killing or rendering unconscious the target of your challenge, you can immediately issue a special challenge to an enemy that you can see within 15 feet.


This special challenge does not count your available number of challenges, but otherwise acts like your challenge class feature with the following exceptions:

  • You have advantage on Strength checks and Strength saving throws against the target of the challenge
  • You gain a number of temporary hit points equal to your level which last until the end of your next turn.

You may use this feature once per long rest.

ORDER OF THE SHIELD

An order that spans the entirety of the Northern Realms, the Order of the Shield accepts all members who swear to uphold their values. With no permanent seat, the Order of the Shield holds an annual meeting called the Conclave of Kites, where all members can voice their experiences and the top gallants of the order provide direction for the coming anum.

WARDED CHALLENGE

At 3rd level, when you initiate a challenge, you increase the AC bonus of any shield you have equipped by an amount equal to ½ of your proficiency bonus.

HONOR BOUND

At 3rd level, you bind yourself to honor and an even more rigid code of conduct. Your base Honor becomes 12 + your proficiency bonus.

GUARDIAN ANGEL

At 7th level, you gain an expert sense of nearby impending danger. You may use your reaction to extend protection to an ally within 5 feet, allowing them to use your current Honor in place of any saving throw. They must decide to use this ability before the saving throw roll is made.


You may use this feature once per short rest.

HONOR PARAGON

By 11th level your honor is such that you can easily discern lies from truth, reality from illusion. Any creature attempting to use the sleight of hand or deception skills within 10 feet of you does so at disadvantage.


Additionally, once per short rest, if you fail on a saving throw to resist an illusion spell you may immediately reroll the save, taking the second roll even if it’s worse.

VIGILANT PROTECTOR

At 15th level, those who are honorable never fail to protect those who ask them. When a creature you can see attacks a target other than you that is within 30 feet of you, you can use your reaction to grant the target a number of temporary hit points equal to your current Honor. You must be wielding a shield to use this ability.


A creature can only benefit from Vigilant Protector once every 24 hours.

ORDER OF THE WHITE TOWER

Sometimes called the Order of the Shroud or Whitecloaks, the mysterious Order of the White Tower calls no land home, its gallants simply referring to the “White Tower” as the source of their commands. A gallant who belongs to this mysterious order is dedicated to hunting down and destroying undead. Gallants of the Order of the Shroud see life and death as a natural cycle, and undead are a vile and unnatural violation of that cycle. Order of the Shroud gallants address one another as “Brother” or “Sister”.

DEATH CHALLENGE

At 3rd level, when you initiate a challenge, you gain resistance to necrotic damage for the duration of the challenge. In addition, your challenge feature is effective against all undead, regardless of Intelligence.

UNDEAD SCOURGE

At 3rd level, you have advantage on Wisdom (Survival) checks to track undead and are considered proficient with the Wisdom (Survival) skill for the purposes of tracking undead. In addition, you cannot be surprised by the undead.

CONSECRATED GUARD

At 7th level, you can call upon the power of the White Tower for protection. As a reaction when successfully attacked by an undead who is a target of your challenge, you gain temporary hit points equal to your currnet Honor + Charisma modifier until the start of your next turn. You must decide to use this ability before the damage is calculated.


Any weapon you wield is considered magical for the purpose of overcoming the resistances and immunities of all undead creatures.

WHITE SHROUD

At 11th level, you can construct a White Shroud, the traditional mantle of the Order of the White Tower. The mantle is normally white or grey and covered with symbols and runes. Mantle creation requires raw materials worth 100 gold pieces and requires a 24 hour ritual.


Once completed, your mantle needs to be attuned and provides you with hide from undead effect as per the spell (see below), but only if you are standing still and have the mantle tightly gripped in both hands and wrapped around you. Charisma is your spell-casting attribute in regards to this spell. You do not need to concentrate to maintain the spell.


At 14th level, the mantle’s hide from undead effect works while moving. You can cast light, as per the spell with the effect centered on the cloak, once per short rest.


In both cases, if you break the spell’s effect (for example, by attacking), the hide from undead feature is unavailable for 1 hour.


At 17th level, while wearing your mantle, you gain resistance to necrotic and cold damage and have advantage on saves against disease or poison. You can cast daylight, as per the spell with the effect centered on the cloak, once per day.

STAND AGAINST DEATH

At 15th level, you can use your reaction to grant yourself immunity to necrotic damage until the start of your next turn.


You may use this feature a number of times per short rest equal to your Charisma modifier (minimum of 1).

Hide from Undead

1st-level abjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a bit of crushed bone)
  • Duration: Concentration, up to 1 hour

Undead cannot see, hear, or smell the caster of this spell. Even extraordinary or supernatural sensory capabilities, such as blindsight and truesight, cannot detect or locate the caster.


Non-intelligent undead creatures are automatically affected and act as though the warded creature is not there. An intelligent undead creature gets a single Wisdom saving throw. If it fails, the subject can’t see any of the warded creature. However, if it has reason to believe unseen opponents are present, it can attempt an additional save to find or strike them.


If a warded creature attempts to turn or command undead, touches an undead creature, or attacks any creature (even with a spell), the spell immediately ends.