Legend Knight (3.5e Prestige Class)

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Author: Zhenra-Khal (talk)
Date Created: 8/18/2018
Status: In progress; Pending Aura list and expanded spell list.
Editing: Clarity edits only please
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A Bard/Paladin prestige class who makes their own destiny instead of writing about someone else's. Focuses on support magic, such as healing and buffing allies. 10 7 Moderate Good Poor Good Spontaneous Arcane Spellcasting, Prepared Divine Spellcasting, Alternate Magic, Bardic Music, Other Other


Legend Knight[edit]

For a gallant spirit, there can never be defeat.

Tales are passed down from generation to generation, tales of heroes and villains, great in renown or dread. Paladins who make a final stand against an army of demons, blackguards who destroy kingdoms, and so on.

But in the end, most of these tales are passed down by minstrels and poets, recounting legends of glory and despair. Often, details are hard to come by, and the grapevine effect runs rampant. So it's not uncommon to find such a bard accompanying a band of adventurers or sometimes squire to a knight, in hopes of capturing the unfolding tale in their memory for later penning - Or in hopes of earning some glory in these tales themselves.

The latter is a strange lot, often coming off as pompous - After all, they're committing great deeds, and then writing legends about them, which some see as bragging. But to many, they are what other bards wish to be - Making their own destiny and living to tell the tale instead of just writing and singing about someone else's deeds and gaining fame off the backs of their accomplishments.

Thus are born the Legend Knights, gallant minstrels and protectors, making history one broken string and one worn-out quill at a time.

Becoming a Legend Knight[edit]

To become a Legend Knight, you must possess a dedicated heart and a powerful voice, as well as some healing talents. Most often a Legend Knight has levels in both Paladin and Bard, though getting those levels is sometimes tricky.

Entry Requirements
Base Attack Bonus: BAB +4.
Skills: Perform 6 Ranks, Heal 6 Ranks, Concentration 9 Ranks, Diplomacy 9 Ranks.
Feats: Endurance, Hero Of Legend.
Spellcasting: Ability to spontaneously cast 1st-level Arcane spells.
Special: Bardic Music (Inspire Competence), Lay On Hands, Aura of Courage, Smite Alignment 1/day.

Table: The Legend Knight

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Spellcasting Spell Versatility Bardic Music Auras Known
Fort Ref Will Minor Major
1st +0 +2 +0 +2 Spell Versatility, Rallying Cry 1/Encounter +1 Arcane Spellcasting and +1 Divine Spellcasting 1 Song of Swift Travel
2nd +1 +3 +0 +3 Minor Aura, Divine Song +1 Arcane Spellcasting 1 Song of Healing 1
3rd +2 +3 +1 +3 Rallying Cry 2/Encounter +1 Divine Spellcasting 2 1
4th +3 +4 +1 +4 Renewing Smite +1 Arcane Spellcasting and +1 Divine Spellcasting 2 Song of Grace 2
5th +3 +4 +1 +4 Rallying Cry 3/Encounter, Battle Shout 1/Encounter +1 Arcane Spellcasting 3 2
6th +4 +5 +2 +5 Mettle, Major Aura +1 +1 Divine Spellcasting 3 Lesser Expeditious Word 3 1
7th +5 +5 +2 +5 Battle Shout 2/Encounter +1 Arcane Spellcasting and +1 Divine Spellcasting 4 3 1
8th +6/+1 +6 +2 +6 Major Aura +2 +1 Arcane Spellcasting 4 Greater Expeditious Word 4 1
9th +6/+1 +6 +3 +6 Battle Shout 3/Encounter +1 Divine Spellcasting 5 4 1
10th +7/+2 +7 +3 +7 Legendary Versatility, Interrupting Command 1/Encounter +1 Arcane Spellcasting and +1 Divine Spellcasting 6 Immortalized In Legend 5 2

Class Skills (6 + Int modifier per level.)
Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (All taken individually) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spellcraft (Int), Spot (Wis), Swim (Str), Truespeak (Int), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex).

Class Features[edit]

All of the following are class features of the Legend Knight.

Partial Class Advancement: At 1st, 2nd, 4th, 5th, 7th, 8th and 10th level, you gain an increase in spells known, spells per day, and caster level as if you had also gained a level in an Arcane casting class in which you possessed levels before becoming a Legend Knight. If the class in question had Bardic Music or Bardic Knowledge, these are advanced as well, but no other class abilities - Such as bonus feats - Are advanced. If you had levels in more than one Arcane casting class before becoming a Legend Knight, you must decide to which class to add each level for the purposes of determining your abilities.

Likewise, at 1st, 3rd, 4th, 6th, 7th, 9th and 10th level, you gain an increase in spells known, spells per day and caster level as if you had also gained a level in a Divine casting class in which you possessed levels before becoming a Legend Knight. If the class in question had Lay On Hands, Turn/Rebuke Undead, Special Mount or Smite Alignment, these are advanced as well, but no other class abilities - Such as bonus feats - Are advanced. If you had levels in more than one Divine casting class before becoming a Legend Knight, you must decide to which class to add each level for the purposes of determining your abilities.

Thus, a Bard 3/Paladin 3/Legend Knight 10 would have the Bardic Knowledge and Bardic Music of a Level 10 Bard, and the Smite Evil, Lay On Hands and Turn Undead of a level 10 Paladin, in addition to the other abilities granted by this prestige class. Note that they would not possess the Special Mount of a level 10 Paladin unless they gained it via actual Paladin levels.

Spell Versatility: At 1st level, you learn to mix your Arcane and Divine magic. You still acquire and prepare your spells in the normal manner for your individual spellcasting classes. When you cast them, however, you may mix and match spellcasting parameters from any of your classes to gain the maximum advantage for any spell with a level less than your versatility score.

Thus, as a 5th-level Legend Knight, you may cast any of your Bard spells with no change of arcane spell failure from armor. You could use a Paladin spell as if it were a Bard spell in order to avoid having to use a divine focus, or cast a Wizard spell as if it were a Cleric spell in order to use Wisdom for the save DC instead of Intelligence.


Bolster Allies (Su): Legend Knights learn three special ways of buffing themselves and allies over their career, listed below. These are all special ways of using Bardic Music songs you know, but not new Bard songs in and of themselves.

  • Rallying Cry: Beginning at 1st level, you can begin any Bardic Music you know with a duration longer than 1 round, such as Inspire Courage, as a full-round action. Thereafter, the song's effect continues without needing concentration, but for only half the duration. Allies need only hear the inital recitation to gain the effect. This ability can be used once per encounter; You gain an additional use epr encounter at 3rd and 5th levels. You may still have only one instance of Bardic Music in effect at any time.
  • Battle Shout: Beginning at 5th level, you gain Battle Shout. This functions exactly as Rallying Cry (Above), but is activated as a standard action instead of a full-round action, lasts only 1/3 the duration of the normal song, and has its own separate pool of uses. Battle Shout can be used once per encounter at 5th level, gaining another use per encounter at 7th and 9th levels.
  • Interrupting Command: Beginning at 10th level, you may begin any Bardic Music you know as an immediate action once per encounter. If the duration is longer than instantaneous, the effect of the song only lasts until the end of your next turn.


Bardic Music (Su): Legend Knights learn several special Bard songs over their lifetime, using them to bolster their allies. These are listed below.

  • Song of Swift Travel: A Legend Knight of 1st level or higher, with 6 or more ranks in Perform, can grant friendly entities within 60 who can hear him the ability to travel faster and easier, granting them the benefits of the Endurance feat, and one of the following effects.
Swift Sprint: All of the targets' movement speeds increase by 10ft, plus 5ft for every 5 ranks in Perform you possess. This version of the song lasts for one round plus Concentration, with a maxmimum duration of 1 round + 1 round per effective Bard level.
Swift March: The targets' Local Movement speed increases by half, and their Overland Movement speed doubles. This version of the song lasts for as long as the Bard concentrates, up to 24 hours.
  • Song of Healing: A Legend Knight of 2nd level or higher with 7 or more ranks in Perform can create a soothing performance to heal their allies. While active, this song grants friendly creatures within 60 feet of you Fast Healing 1, plus 1 for every 5 ranks in Perform you possess. This song lasts for one round plus Concentration, with a maxmimum duration of 1 round + 1 round per effective Bard level.
  • Song of Grace: A Legend Knight of 4th level or higher with 9 or more ranks in Perform can extend their Divine Grace ability to all friendly creatures within 60ft; However, during this song, the Legend Knight themself does not benefit from their Divine Grace. This song lasts for one round plus Concentration, with a maxmimum duration of 1 round + 1 round per effective Bard level.
  • Expeditious Word: A Legend Knight of 6th level or Higher with 11 or more ranks in Perform can, as a standard action, expend a use of Bardic Music to instantly give one ally within 60ft a move action. The affected ally take this move action immediately, but it does not change the order of initiative; After the Legend Knight's turn, the round and indeed the encounter continues as normal. Thus, an ally whose initiative count immediately follows the Legend Knight's may get an extra move action from the Legend Knight, followed by an entire round's worth of actions.
A Legend Knight of 8th level or higher with 13 or more ranks in Perform can instead elect to expend 5 Bardic Music attempts to grant the extra move action to to every friendly entity within 60 ft who can hear them. However, this version of this song can only be used once per encounter.


  • Immortalized In Legend: At Legend Knight of 10th level or higher with 16 or more ranks in Perform can use his divine-backed fortitude and prevent his allies from dying as long as he still sings. So long as you maintain this song, neither you nor friendly creatures within 60ft of you can be killed or incapacitated by effects or attacks that reduce the entity in question to 0 or fewer hit points. If you or one of your allies take such damage, you can make a Fortitude save with a DC equal to the target's negative hit point total. If you fail this save, they die or fall unconscious (as appropriate). If this save is successful, they are still alive and conscious, with 1 hit point remaining.
This song provides no protection against effects that slay you without dealing hit point damage, or other effects that petrify, paralyze, and so forth. You can still be slain by a coup de grace if a spell or effect renders you helpless.
This song lasts for as long as the Legend Knight continues Concentrating, up to 1 round per effective Bard level. However, after you attempt 5 saving throws to avoid the death or unconsciousness of yourself or allies, the song ends early and must be began again by expending another Bardic Music attempt to continue granting its effect.


Auras (Su): As a swift action, you may project an Aura; The aura lasts until you use a free action to dismiss it, or activate a different aura of the same type (Minor or Major), in which case the old aura's effect is replaced by the new one. An aura can be active continually, even before you take action in combat.

Activating an aura involves haranguing, ordering, directing, encouraging, cajoling, or calming allies. A Legend Knight sizes up the enemy, allies, and the terrain, then gives allies the direction that they can use to do their best. Unlike a Marshal's auras and similarly to a Dragon Shaman's auras, a Legend Knight's auras are infused with magic, and as such, are all Supernatural effects.

Unless otherwise noted, a Legend Knight's Auras effect themselves and all allies within 60ft who can hear the Legend Knight. An ally must have an Intelligence score of 3 or higher and be able to understand the Legend Knight's language enough to gain the bonus of their Auras. A Legend Knight's aura is dismissed if they are dazed, unconscious, stunned, paralyzed, or otherwise unable to be heard or understood by their allies.

You gain one Minor Aura at 2nd, 4th, 6th, 8th and 10th level, and you gain one Major Aura at 6th and 10th levels. The bonus granted by your Minor auras is equal to your Charisma bonus; While your Major auras grant a bonus equal to the number listed on the table above. A list of Legend Knight auras and their descriptions can be found below.


Divine Song (Su): Beginning at 2nd level, as a standard action you can convert three uses of Turn/Rebuke Undead into two uses of Bardic Music, or vice versa.

Renewing Smite (Su): Beginning at 4th level, when you successfully land a Smite Alignment attack, you heal yourself, or an ally who can hear you within 60ft, for the amount of extra Smite damage done to the target. Additionally, when this occurs, you regain one daily use of Bardic Music. However, both effects of Renewing Smite can only trigger once per Smite attempt, no matter how long the Smite lasts or how many attacks are granted by it.

Mettle (Ex): Beginning at 6th level, when you make successful Fortitude or Will save against an attack that has reduced effect on a successful save - Such as any spell with a saving throw entry of Fortitude partial or Will partial (For example, the Finger of Death spell) - You instead completely negate the effect relative to yourself (I.e., Mettle does not protect your allies). You do not gain the effects of Mettle if you are unconscious or sleeping.

Righteous Smite (Su): Beginning at 8th level, as a standard action, you can convert 5 Turn/Rebuke Undead uses into one daily use of your Smite ability, or vice versa.

Legendary Versatility: Beginning at 10th level, your melding of Arcane and Divine magic reaches its pinnacle. You may now treat all of your Bard spell slots as Paladin spell slots of equal level when you prepare spells, and you may also convert any prepared spell into any Bard spell you know of equal or lesser level.

Ex-Legend Knight[edit]

Violating the code of conduct for your Paladin class also causes you to lose all Legend Knight class abilities except the advancements to Bardic music and arcane spellcasting.





Back to Main Page3.5e HomebrewClassesPrestige Classes

Article BalanceVery High +
AuthorZhenra-Khal +
Base Attack Bonus ProgressionModerate +
Class AbilitySpontaneous Arcane Spellcasting +, Prepared Divine Spellcasting +, Alternate Magic +, Bardic Music + and Other +
Class Ability ProgressionOther +
Fortitude Save ProgressionGood +
Identifier3.5e Prestige Class +
Length10 +
Minimum Level7 +
RatingUndiscussed +
Reflex Save ProgressionPoor +
SkillAppraise +, Balance +, Bluff +, Climb +, Concentration +, Craft +, Decipher Script +, Diplomacy +, Disguise +, Escape Artist +, Gather Information +, Handle Animal +, Heal +, Hide +, Intimidate +, Jump +, Knowledge +, Listen +, Move Silently +, Open Lock +, Perform +, Profession +, Ride +, Search +, Sense Motive +, Sleight of Hand +, Speak Language +, Spellcraft +, Spot +, Swim +, Truespeak +, Tumble +, Use Magic Device + and Use Rope +
Skill Points6 +
SummaryA Bard/Paladin prestige class who makes their own destiny instead of writing about someone else's. Focuses on support magic, such as healing and buffing allies. +
TitleLegend Knight +
Will Save ProgressionGood +