The Knight is the martial backbone: heavy armor, every weapon, and the durability to stand in the front line and keep standing. Simple to pick up, deep to master, and welcome in any party or army. (Mechanically the Knight is the SRD Fighter; the name is Mortmain's.)
| Hit Die | d10 |
| Primary Ability | Strength or Dexterity |
| Saving Throws | Strength, Constitution |
| Armor | All armor, shields |
| Weapons | Simple, martial |
| Tools | None |
| Skills | Choose 2: Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, Survival |
Hit Points at 1st level: 10 + your Constitution modifier.
Hit Points at higher levels: 1d10 (or 6) + your Constitution modifier per Knight level after 1st.
Ability Score Improvements: at levels 4, 6, 8, 12, 14, 16, 19, the Knight gets two more than most classes.
| Level | Prof. | Features |
|---|---|---|
| 1 | +2 | Fighting Style, Second Wind |
| 2 | +2 | Action Surge (one use) |
| 3 | +2 | Path feature |
| 4 | +2 | Ability Score Improvement (or feat) |
| 5 | +3 | Extra Attack |
| 6 | +3 | Ability Score Improvement (or feat) |
| 7 | +3 | Path feature |
| 8 | +3 | Ability Score Improvement (or feat) |
| 9 | +4 | Indomitable (one use) |
| 10 | +4 | Path feature |
| 11 | +4 | Extra Attack (2) |
| 12 | +4 | Ability Score Improvement (or feat) |
| 13 | +5 | Indomitable (two uses) |
| 14 | +5 | Ability Score Improvement (or feat) |
| 15 | +5 | Path feature |
| 16 | +5 | Ability Score Improvement (or feat) |
| 17 | +6 | Action Surge (two uses), Indomitable (three uses) |
| 18 | +6 | Path feature |
| 19 | +6 | Ability Score Improvement (or feat) |
| 20 | +6 | Extra Attack (3) |
Fighting Style. At level 1, pick one: Archery (+2 to ranged attacks), Defense (+1 AC in armor), Dueling (+2 damage with a one-handed weapon and no other weapon), Great Weapon Fighting (reroll 1s and 2s on a two-handed weapon's damage), Protection (impose disadvantage on an attack against a nearby ally), Two-Weapon Fighting (add your ability modifier to the off-hand attack's damage).
Second Wind. A bonus action to regain 1d10 + your Knight level hit points, once per short or long rest.
Action Surge. Take one extra action on your turn, once per short rest (twice at level 17).
Extra Attack. Attack twice when you take the Attack action (three times at 11, four at 20).
Indomitable. Reroll a failed saving throw, once per long rest (more uses at 13 and 17).
At level 3 a Knight chooses a path, which grants features at 3, 7, 10, 15, and 18.
See Classes for the rest of the roster.
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