Exalted Knight
  1. Notes

Exalted Knight

Homebrew Subclass (Fighter)

Fighter Subclass

Through your greater benevolent deeds, a celestial spirit, watches over you and exalts you with divine power. Whether this spirit has been sent by a Major or Lesser Fragment or is simply a manifestation of your own unshakable faith to a deity, you draw upon its powers to grant you otherworldly insight and to protect you in combat.

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Divine Creed, 3rd-level Exalted Knight Feature

When you finish a long rest, you can beseech a divine power to imbue you with a holy creed. You gain the benefits of that creed until you use this feature again to choose another creed.

  • Freedom: You have advantage on Acrobatics checks, and on ability checks and saving throws made to avoid or end the Grappled, Paralyzed, and Restrained conditions on yourself.
  • Insight: You have advantage on Insight checks. Moreover, any critical hit against you while you aren’t Incapacitated becomes a normal hit.
  • Protection: You have advantage on Medicine checks. Moreover, when you use your Second Wind feature, you can have a creature you can see within 30 feet of you gain temporary hit points equal to 1d10 + your fighter level.
  • Resolve: You have advantage on Persuasion checks and on saving throws made to avoid or end the Charmed, Frightened, and Stunned conditions on yourself.
  • Retribution: You have advantage on Intimidation checks. Moreover, when a creature you can see deals damage to you, you have advantage on the next attack roll you make against that creature before the end of your next turn.
  • Vigilance: You have advantage on Perception checks and initiative rolls.

Guardian Spirit 3rd-level Exalted Knight Feature

As an action, you can cause your celestial companion to manifest. The spirit appears in an unoccupied space within 5 feet of you. The spirit is friendly to you and your companions and obeys your commands. See this creature’s game statistics in the Guardian Spirit stat block (see post below), which uses your proficiency bonus (PB) in several places.

In combat, the spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action or its Tether action, unless you take a bonus action on your turn to command it to take another action. If you are Incapacitated, the spirit can take any actions of its choice.

The spirit remains until it is reduced to 0 hit points, until you use this feature to summon the spirit again, you are more than 120 feet away from the spirit, or you die. Once you summon the spirit, you can’t summon it again until you finish a long rest.

Divine Bond 7th-level Exalted Knight Feature

While your guardian spirit is summoned, you can channel its celestial energies to cast one of the following spells, using Wisdom as the spellcasting ability and requiring no material components: augury, bless, lesser restoration, and zone of truth.

Once you cast a spell in this way, you can’t cast that spell again using this feature until you finish a long rest.

Ascended Warrior 10th-Level Exalted Knight Feature

You can now benefit from two Divine Creeds at the same time, selecting both when you finish a long rest.

Spiritual Leader 15th-Level Exalted Knight Feature

When you use your Action Surge feature, you can choose up to three creatures you can see within 30 feet of you. Each creature has advantage on the next attack roll or saving throw it makes before the end of its next turn.

Exalted Bond 18th-Level Exalted Knight Feature

You become one with the spirit watching over you. While you are connected to your guardian spirit with its Tether action, you gain the following benefits:

  • You have a Flying speed of 50 feet.
  • The extra Radiant damage dealt by your weapon attacks increases to 1d8.