High Knight
High Knight
Sheet
AC 18 · HP 54 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionSTR
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
21 featuresAction
- Sacred WeaponLevel 3
When As a Magic action while holding a weapon
Imbue a held weapon with divine energy, adding Charisma to attack rolls and causing it to glow.
- Extra AttackLevel 5
When When taking the Attack action
Make two attacks when taking the Attack action.
Bonus action
- Lay on HandsLevel 1
When As a Bonus Action
Restore Hit Points to a touched creature from a pool of 35 points, or remove Poisoned by expending 5 points.
Reaction
- Radiant Smite
When When a melee weapon attack hits
Make a melee weapon attack. On a hit, expend a spell slot to deal Radiant damage through Paladin's Smite.
Always on
- Divine SenseLevel 1
You can sense the presence of Celestials, Fiends, and Undead within 60 feet, and you know the type of each presence detected. You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses when you finish a Long Rest.
- Weapon MasteryLevel 1
You gain mastery with three Simple or Martial weapons of your choice. You can use the properties associated with those weapons. Chosen weapons: longsword, javelin, and spear.
- Fighting StyleLevel 2
You gain one Fighting Style feat. Chosen feat: Defense, granting a +1 bonus to Armor Class while wearing armor.
- SpellcastingLevel 2
You can prepare and cast Paladin spells, using Charisma as your spellcasting ability. You can use a Holy Symbol as a spellcasting focus.
- Paladin's SmiteLevel 2
When you hit with a Melee weapon or Unarmed Strike, you can expend a spell slot to deal Radiant damage in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level slot, plus 1d8 for each slot level above 1st, to a maximum of 5d8. The damage increases by 1d8 against a Fiend or Undead.
- Channel DivinityLevel 3
You can channel divine energy directly from the Outer Planes. You gain one use of Channel Divinity, regaining the expended use when you finish a Short or Long Rest. You can use it for Sacred Weapon or other Oath features.
- Oath of DevotionLevel 3
You swear the Oath of Devotion, gaining its oath features and prepared spells.
- Ability Score ImprovementLevel 4
You gain an Ability Score Improvement feat or another feat for which you qualify. Your ability scores already reflect the selected final scores.
- Faithful SteedLevel 5
You can cast Find Steed without expending a spell slot. The spell is always prepared for you.
- Aura of ProtectionLevel 6
Whenever you or a creature within 10 feet of you must make a saving throw, the creature gains a bonus to the save equal to your Charisma modifier, unless you are incapacitated.
- Aura of DevotionLevel 7
You and your allies within 10 feet of you are immune to the Charmed condition while you are conscious.
- ResourcefulHumanWhen you finish a Long Rest, you gain Heroic Inspiration.
- SkillfulHumanYou gain proficiency in one skill of your choice. Chosen skill: Perception.
- VersatileHumanYou gain an Origin feat of your choice. Chosen feat: Tough.
- TraitHumanMedium size and a walking speed of 30 feet.
- TraitHumanYou know Common and one additional language of your choice.
- Military RankSoldier
You have a military rank or former military standing. Soldiers loyal to your former command recognize your authority, and you can often secure modest shelter, food, or assistance from military organizations and veterans who respect your service.
Spells
10 spellsSpellcasting. High Knight casts with Charisma (spell save DC 12, to hit with spell attacks).
1st level (4 slots): , , , , , ,
2nd level (3 slots): , ,
Gear
12 itemsWeapons
- LongswordA martial weapon used during the final defense of the western citadel.
- 6×JavelinThrown weapons carried for patrols and battlefield skirmishes.
- SpearA simple spear issued during their early military service.
- ShortbowA shortbow used for scouting and ranged combat.
Armor
- Chain mailA suit of chain mail providing AC 16 before shield and other modifiers.
- ShieldA shield bearing a faded fragment of the lost kingdom's heraldry.
Tools
- Gaming setA gaming set used by soldiers during long watches.
Gear
- 20×ArrowsAmmunition for the shortbow.
- Priest's packA pack containing bedroll, mess kit, tinderbox, torches, rations, and waterskin.
- Healer's kitA kit containing supplies for treating wounds.
- Traveler's clothesPractical clothing suitable for travel and military service.
Purse
- 14×Gold piecesMoney retained from their former military pay.
Appearance
A tall, broad-shouldered human knight clad in weathered chain mail beneath a battered surcoat bearing the faded colors of a fallen kingdom. Their full helm is never removed, its faceplate shadowing nearly all of their features, while a long purple plume rises from the crown. The armor is scarred by fire, ash, and countless battles. Their shield is cracked but carefully repaired, and their longsword bears small notches from the apocalypse.
Mannerisms
High Knight speaks in a quiet, measured voice that resonates strangely inside the helmet. They pause before answering difficult questions, as though consulting the dead, and always turn toward distant sounds before anyone else notices them.
Personality
High Knight is wise, restrained, and profoundly melancholic. They listen more than they speak, treat ordinary acts of kindness as sacred, and show unexpected gentleness toward frightened civilians, children, and animals. They remain formal even in camp, addressing companions by title until trust has been earned. Beneath the solemn exterior is a dry, almost invisible humor that appears in rare comments about military bureaucracy or the poor quality of post-apocalyptic rations.
Ideals
Duty. A kingdom is not its throne or borders. It is the people who protect one another when everything else has fallen away.
Bonds
The surviving refugees of the western citadel are my people. I will protect them and any community that carries even a fragment of my lost kingdom's memory.
Flaws
I cannot accept that some losses are final, so I sometimes risk the lives of others pursuing impossible rescues or remnants of the past.
Quirks
Background
High Knight served as the sworn protector of a human kingdom that no longer exists. They commanded the final defense of the western citadel when the apocalypse came, holding the gate while refugees fled through the mountain passes. The citadel survived for three days, but the kingdom did not. Most of its cities were swallowed by fire, plague, or things that descended from the broken sky. High Knight emerged from the ruins with their title intact, though almost everyone and everything that gave the title meaning was gone. They never remove their helmet. Some say their face was burned, others say the helm contains a relic of the old crown, and a few believe High Knight simply cannot bear to be seen by the living. In truth, the helmet has become a boundary between the person they were and the duty that remains. They travel as a paladin without a sovereign, protecting settlements, escorting survivors, and judging threats with a melancholy wisdom born from failure. Their oath is not to restore the old kingdom or create a new one. It is to preserve what can still be saved, even when salvation is small, temporary, and painfully incomplete.
“They commanded the final defense of the western citadel when the apocalypse came, holding the gate while refugees fled through the mountain passes.”
- Background
- Soldier
Connections
Species
Human
Media
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