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Holy Knight, Variant (3.5e Template)

Revision as of 22:27, 1 May 2019 by Franken Kesey (talk | contribs) (Franken Kesey moved page Holy Knight (balanced) to Holy Knight, Variant (3.5e Template) without leaving a redirect: fixed to standard naming)


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Holy Knight

Holy knights are powerful mortals who have been approached by a patron divinity, and endowed with powers beyond that of other mortals. These powers follow a certain theme, and allow them to perform their divine-given duties.

Creating a Holy Knight

The Holy Knight template is generally acquired, though depending on the setting or the aims of the DM the template may be available to all mortals of sufficient level or training. Generally however, the template can only be appointed by the DM, as any added special Holy Knight powers follow no ruleset.

Size and Type

Creature size remains the same, though its type becomes Outsider with the Native subtype. Do not recalculate Base attack bonus or saves.

Hit Dice

All Hit Dice increase by 1 step (d4 to d6, d6 to d8, and so forth). Any Hit Dice that are already d12 instead grant the creature 2 additional hit points. Holy Knights gain a +1d4 divine bonus to hit points per Hit Die.

Speed

All the base creatures movement speeds are increased by 10ft and an additional 10ft at lvl 10 and 20.

Armor Class

Holy Knights gain a +2 to AC as a deflection bonus.

Attack

Base creature retains all natural weapons and proficiency with manufactured weapons. It gains a +2 divine bonus to attack and damage rolls. All attacks are Good aligned for the purpose of overcoming damage reduction.

Special Attacks

Gains the Smite Evil ability as a Paladin of a lvl equal to the base creatures HD 3 times a day. At 10th lol Smite Evil gains the ability to disrupt the teleporting ability of evil outsiders as dimensional anchor. At 20th lvl Smite Evil slays evil outsiders instead of banishing them if the ability reduces them to 0 hp.

Special Qualities

Holy Knights gain resistance 5 to two energy types, increasing by 5 for every 5 lvls beyond 5th (usually the two types the patron true celestial has immunity to).

Abilities

Holy knights gain a +4 racial bonus to two ability scores, a +2 racial bonus to two other ability scores. These bonuses stack with pre-existing racial modifiers to ability scores.

Skills

Holy knights gain a +2 divine bonus to all skill, ability and initiative checks. This bonus is a +4 vs evil outsiders.

Feats

Gains Charge of the Righteous and Heroic Daring as bonus feats.

Alignment

Alignment changes to good.

Level Adjustment

+2


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