Knight Errant

Often raised at court or in the upper circles of the nobility, the archetypal Knight Errant is a chivalric warrior of the highest order. They excel at mounted combat and wander the world in search of adventure and opportunities for heroism. These paragons of virtue are bound to defend the weak and weary.

Knight Errant Exploits

3rd-level Knight Errant Archetype feature

You learn certain Martial Exploits at the Fighter levels noted in the table below. They don’t count against your total number of Exploits Known and can’t be switched upon gaining a level.

Courtly Pedigree

3rd-level Knight Errant Archetype feature

You have been tutored in the traditional skills of nobility and the chivalric virtues. You learn to speak, read, and write one additional language, and you gain proficiency in one of the following: Animal Handling, History, Insight, or Persuasion.

Chivalric Mark

3rd-level Knight Errant Archetype feature

You draw the ire of your foes to protect your comrades. Once per turn when you hit a creature with a melee weapon attack, you can Mark it until the end of your next turn. While Marked, it has disadvantage on attack rolls against targets other than you, so long as you remain within 10 feet of it.

If a Marked creature deals damage to a target other than you, you can use your reaction to make one melee weapon attack against your Mark.

Trained Knight

3rd-level Knight Errant Archetype feature

You have been trained to ride a saddle from birth. You cannot be knocked from a mount against your will, and you can mount or dismount a trained mount with 5 feet of movement.

Noble Guardian

7th-level Knight Errant Archetype feature

You are a shield for the meek. When you or a creature within 5 feet of you is hit by an attack, you can use your reaction to interpose your melee weapon or shield, granting it a bonus to its Armor Class against that attack equal to your Exploit Die.

If the attack still hits, you can expend one Exploit Die and grant the target resistance to the damage of that attack.

Unyielding Knight

10th-level Knight Errant Archetype feature

No one can threaten your allies while you stand. You apply a Chivalric Mark to any creature you hit with a melee weapon, and Marked creatures have disadvantage on attacks against creatures other than you while you are within 30 feet.

Perilous Charge

15th-level Knight Errant Archetype feature

You run down your foes, mounted or on foot. Once per turn, when you move 10 feet in a straight line then hit a creature with a melee weapon attack, it must succeed on a Strength saving throw against your Exploit save DC or it takes bonus damage equal to your Exploit Die and is knocked prone. If you are mounted, it has disadvantage on its save.

Legendary Knight Errant

18th-level Knight Errant Archetype feature

You will defend your allies against any foe. You gain a special reaction that you can take once during every turn, but you can only use this special reaction to make an opportunity attack, to attack a creature under Chivalric Mark, or to use Noble Guardian to shield yourself or another creature.