Holy Knight, New D&D Character Class
The Killer Dungeon holy knight class can be used to replace the 3.5 Player's Handbook paladin.
The Holy Knight Class Creation
The holy knight is an innate character class that may only be taken at 1st level.
A holy knight is similar to a paladin, but whereas a paladin's ultimate duty is towards the protection of its church, church leaders and (for good-aligned gods, especially) their flocks, a holy knight's purpose is typically beyond those confines.
Think of the holy knight as the ranger of paladins.
In fact, the holy knight must follow the same alignment restriction, code of conduct and rules of association as the paladin (see PHB, page 44). But, since the holy knight is not meant to be a shining example of good to a congregation, he need not always announce himself when off the battlefield.
It is said the power that a god must exert to create a holy knight is great enough that their appearance is never without purpose and most holy knights wander the lands challenging injustice and combatting evil until that purpose is discovered.
It is also said that evil or undead slain by the blade of a holy knight can never be returned to life or unlife.
Demons and devils that are defeated on the material plane are said to be forever banished to their originating plane.
Lichs slain by a holy knight are forever destroyed with no chance of using their special phylactery.
Vampires are forever destroyed by the attacks of a holy knight.
All evil knows and respects the combat of a powerful holy knight and most seek to destroy holy knight's that come to their awareness or sphere of influence before they become too powerful.
The power to combat evil in such final terms is powerful indeed, but it is not always easily accomplished. It is the inherent sense of right that every holy knight lives by that carries the final judgement for each of his defeated opponents.
Some may call it "fair-play" while the knight just knows that this is the Way.
The Way of the Holy Knight
A holy knight may never take advantage of an opponent's position on the battlefield. Whether he has the opponent flanked, prone, flat-footed, surprised, held or otherwise at a disadvantage due to circumstance.
Flanked opponents may be attacked by the holy knight, but only at the forfeit of flanking bonuses. Although, the holy knight still grants flanking to his allies.
Prone opponents must be given every reasonable opportunity to rise without being attacked. Circumstances may prevent this and, at the adjudication of the Killer DM, a holy knight may find need to continue battling a prone opponent.
Helpless opponents are never to be subjected to lethal force by a holy knight.
Although a holy knight may feel himself superior to most of those around him, he will never belittle their efforts nor insist that they adhere to his tactics. Since a holy knight knows that only a born holy knight can attak evil in the way he does and that those not born to do so, can never mimic his ability to defeat evil and undead in such a final manner, regardless of their tactics used in combat.
A holy knight may never own more than 10 items of magic (including his own heroic items). These items include a maximum of 1 armor, 1 shield, 4 weapons, 4 other items.
They will never accumulate great wealth (unless it is in-line with a divine purpose - see above), keeping only sufficient wealth to live in a fair or modest manner.
They may purchase services, hire men-at-arms or henchmen that are of good alignment. Weapon and armor items may be purchased.
Adventuring equipment may be replenished, replaced or purchased out of necessity for the holy knight or a group directly helping the holy knight on a specific purpose (see above).
All other wealth is to be given away, either to the holy knight's church or institution (but never a player character) or a fitting charity (again, never to another player character).
The Dogma of the Holy Knight's God
A holy knight's patron god may have other demands that they make known to individual holy knights. Typically, these singular demands are made known by a method befitting the station of the knight and importance of the demand to the god itself.
The Killer Dungeon Holy Knight Class Progression Table
| Level | HD | BAB | F | R | W | Special Abilities | Bonus Feats |
| 1 | d12 | +1 | +1 | +1 | +1 | Holy aura, protection of the devout, holy knight's challenge, holy knight's fighting challenge +1, divine healing surge (paladin) | |
| 2 | d10 | +2 | +2 | +2 | +2 | Angelic grace, align weapon (1/day) | |
| 3 | d12 | +3 | +2 | +2 | +2 | Unwavering courage, divine health, bulwark of defense | |
| 4 | d10 | +4 | +2 | +2 | +2 | Turn undead, armor mastery (medium), bless weapon (1/day), sight of the righteous, holy knight's test of mettle | |
| 5 | d12 | +5 | +3 | +3 | +3 | Righteous armor, celestial steed, vigilant defender | Mounted combat, weapon focus (lance) |
| 6 | d10 | +6/+1 | +3 | +3 | +3 | Noble guard, moral radiance | |
| 7 | d12 | +7/+2 | +3 | +3 | +3 | Zone of truth (1/day), dispel magic (1/day), holy knight's fighting challenge +2 | Ride-by attack |
| 8 | d10 | +8/+3 | +4 | +4 | +4 | Bless weapon (2/day), reckoning of the blessed, holy knight's call to battle | |
| 9 | d12 | +9/+4 | +4 | +4 | +4 | Armor mastery (heavy) | Spirited charge |
| 10 | d10 | +10/+5 | +4 | +4 | +4 | Divine resistance | |
| 11 | d12 | +11/+6/+1 | +5 | +5 | +5 | Heal steed (1/day) | Trample |
| 12 | d10 | +12/+7/+2 | +5 | +5 | +5 | Bless weapon (3/day), dispel magic (2/day), holy knight's daunting challenge | |
| 13 | d12 | +13/+8/+3 | +5 | +5 | +5 | Holy knight's fighting challenge +3 | Divine vigor |
| 14 | d10 | +14/+9/+4 | +6 | +6 | +6 | Improved noble guard | Sacred vengeance |
| 15 | d12 | +15/+10/+5 | +6 | +6 | +6 | Holy sword (1/day) | |
| 16 | d10 | +16/+11/+6/+1 | +6 | +6 | +6 | Bless weapon (4/day), mark of justice | |
| 17 | d12 | +17/+12/+7/+2 | +7 | +7 | +7 | Dispel magic (3/day) | |
| 18 | d10 | +18/+13/+8/+3 | +7 | +7 | +7 | ||
| 19 | d12 | +19/+14/+9/+4 | +7 | +7 | +7 | Holy knight's fighting challenge +4 | |
| 20 | d10 | +20/+15/+10/+5 | +8 | +8 | +8 | Heal (1/day), bless weapon (5/day), loyal beyond death |
The Holy Knight Class Abilities - 1st Level
Holy Aura (Ex): The power of a holy Knight’s holy aura works in the same way as an aura of good (see the detect good spell) of his class level.
Protection of the Devout (Su): This ability wards the holy knight from attacks by evil creatures and from evil mental control. It creates a magical barrier around the holy knight at a distance of 1 foot. The barrier moves with the subject and has two major effects.
First, the holy knight gains a +2 deflection bonus to AC and a +2 resistance bonus on saves vs. attacks or effects from evil creatures, only.
Second, the barrier blocks any attempt by an evil creature, item or entity to possess or to exercise mental control over the holy knight.
This ability is always active.
Holy Knight's Challenge (Su): As dauntless as the standard knight and far more righteous and purposeful, the holy knight's challenge differs from the knight's challenge (see Player's Handbook II, pages 25-27) in several ways.
A holy knight is not expected to use challenges against lesser opponents, nor to be encouraged to use them often. Therefore the number of times a holy knight may use this ability is limited to his Charisma bonus per day (minimum of once).
On a role-playing note that plays into mechanics, the challenge is not so much a manipulation of an opponent's ego or emotions as it is a strike directly to the opponent's core philosophy and alignment. Thus, the holy knight's challenge, may be used against any creature so long as it is evil and regardless of intelligence or language capability.
Holy Knight's Fighting Challenge (Su): It takes a swift action to activate this ability. The target of this challenge must be evil and of equal or higher CR than your character level. Challenging a non-evil and/or weaker opponent has no effect and the use is lost.
You must be able to see the target.
You gain a +1 sacred bonus on Will saves, attacks and damage rolls. These bonuses increases at higher levels (see table above).
If you are defeated by an opponent you targeted with this ability, you take a -1 on all attack, damage and saving throw rolls. This penalty cannot be removed in any manner and it lasts for 24 hours from the time of your defeat.
The challenge lasts until either your opponent is defeated or becomes removed from possible attack as determined by the Killer Dungeon Master. No more than one challenge may be active at any given time from the same holy knight.
Divine Healing Surge - Paladin (Su): A holy knight is more combative than the typical paladin, but that does not remove his role of being a combat support healer. He gains the paladin's divine healing surge ability as detailed here.
The Holy Knight Class Abilities - 2nd Level
Angelic Grace (Su): At 2nd level, a holy knight may use his Charisma bonus (if any) on any or all saving throws instead of the normal stat bonus.
Align weapon (Sp): This spell-like ability is as per the spell and useable once per day. The caster level is equal to his holy knight levels. This ability is replaced by bless weapon upon gaining 4th level.
The Holy Knight Class Abilities - 3rd Level
Unwavering Courage (Su): Beginning at 3rd level, a holy knight is immune to fear (magical or otherwise). This ability functions only while the holy knight is conscious.
Divine Health (Ex): At 3rd level, a holy knight gains immunity to all diseases, including supernatural and magical diseases.
Bulwark of Defense (Su): This ability is nearly identical as that of the knight (see PHB II, page 28), except that it originates from the holy knight's divine aura and is therefore a supernatural ability. A holy knight must also begin and end his turn in the same spot to use this ability - no movement is allowed. In all other respects it is as per the knight's ability of the same name.
The Holy Knight Class Abilities - 4th Level
Turn Undead (Su): When a holy knight reaches 4th level, he gains the supernatural ability to turn undead. He may use this ability a number of times per day equal to 3+ his Charisma modifier. He turns undead as a cleric of three levels lower would.
Armor Mastery [medium] (Ex): You are able to wear masterwork medium armor like a second skin and ignore the standard speed reduction penalty.
Bless Weapon (Sp): This spell-like ability is as per the spell and useable once per day at 4th level (twice at 8th level, three times at 12th level, etc.). The holy knight’s caster level is equal to his holy knight levels. Also, this ability replaces the align weapon spell-like ability.
Sight of the Righteous (Sp): As a standard action you may spend one of your holy knight turn undead attempts to grant you sight of the righteous. Sight of the righteous functions as per detect evil spell (see PHB, pages 218-219). The caster level is equal to the holy knight class level.
Holy Knight's Test of Mettle (Su): As per the knight's test of mettle (see PHB, page 26) with some exceptions.
This is a supernatural ability and effect.
Only evil targets can be affected.
Opponents that are compelled by this and are unable to move towards the holy knight without being placed in danger that they normally would not take (moving through threat zones and the like) are immediately released from the effect.
Opponents immune to mind control or compulsion effects are also immune to this ability.
The holy knight does not need to make rolls to stay conscious while any opponent is still fighting him under this compulsion. He literally will fight to the death if need be.
The holy knight may not move from the ground he is standing on when the challenge is issued (if flying, he must hover - if swimming he must tread water in-place, etc.). If he does move, the test of mettle is ended (see below). The stance can be relative - if he starting the test of mettle in a tornado that all his opponents are similarly caught in too. Relative stances are to be adjudicated by the Killer DM.
The holy knight's test of mettle stance ends without penalty if he has sustained attacks for a total number of rounds equal to 1/2 his class level + his Charisma bonus.
A holy knight that has successfully completed the minimum amount of time for his test of mettle stance releases all opponents from the compulsion (but they may choose to keep attacking the holy knight).
A holy knight that ends his stance for the test of mettle early takes a -1 penalty to all rolls for a week.
A holy knight may attempt to withdraw early from a test of mettle without suffering the penalty if he withdraws while at 0 hit points or less.
Withdrawing in such a manner must be a full-round action and cannot be started if the knight has done any other action previously on his turn for that round.
No other actions are allowed for the round the holy knight starts to withdraw in this manner. Also, no other actions except AoOs are allowed until the start of his next round.
During this withdraw, the holy knight must refuse all healing, help or benefits until the start of his next round. There is no reward for failure as there is in the knight class.
Failure to withdraw in such a manner, results in a -1 penalty to all rolls for a week as the knight conducts penance.
Multiple failures of a holy knight's test of mettle may result in a permanent loss of special abilities.
If a holy knight successfully completes a test of his mettle he may gain a 10%-20% xp bonus for the monsters that attacked him so long as the Killer DM feels that the encounter was of an equal or harder challenge.
The Holy Knight Class Abilities - 5th Level
Righteous Armor (Su): As a swift action, spend one of your holy knight turn undead attempts to channel divine energy into your shield or armor, granting it a sacred bonus equal to your Charisma modifier. This bonus applies to the shield or armor bonus (player's choice) to AC and lasts for a number of rounds equal to your holy knight level.
Celestial Steed (Sp): Upon reaching 5th level, a holy knight gains the service of a celestial steed to serve him in his crusade against evil. This mount is virtually as per the PHB with the following exceptions, additions or changes.
This ability is the equivalent of a spell of a level equal to one-third the holy knight’s level (rounded-up).
The mount may be summoned as a full-round action and it immediately appears at arm’s length from the holy knight. It may only be summoned once per day.
It may be dismissed at any time as an immediate action.
It may stay at the holy knight's side for 1 hour plus 1 hour per holy knight level if it has an initial CR of 2 or less.
For steeds with an initial CR of 3 or more, or that have the ability to fly, burrow or otherwise deemed to be above normal for this ability, the summoned time is reduced to half.
Regardless, it may not be kept on the material plane for longer than 10 hours any given day.
The holy knight may release a particular steed from service (doing so causes the holy knight to suffer the same effect as if it had died).
| Holy Knight Level | Bonus HD | Natural AC Bonus | STR Bonus | Int | Special | |||
| 5-7† | 6-8†† | 7-9‡ | 8-10‡‡ | +2 | +4 | +1 | 7 | Celestial creature, empathic link |
| 8-10 | 9-11 | 10-12 | 11-13 | +4 | +6 | +2 | 9 | Improved speed |
| 11-14 | 12-15 | 13-16 | 14-17 | +6 | +8 | +3 | 10 | Command creatures of its kind |
| 15-20 | 16-20 | 17-20 | 18-20 | +8 | +10 | +4 | 11 | Dimensional anchor aura |
†Steeds Granted At 5th Level: Warhorse (any), or equivalent as determined by the Killer DM.
††Steeds Granted At 6th Level: Hippogriff, giant lizard or equivalent as determined by the Killer DM.
‡Steeds Granted At 7th Level: Giant eagle, giant owl, pegasus, brown bear or equivalent as determined by the Killer DM.
‡‡Steeds Granted At 8th Level: Griffon or equivalent as determined by the Killer DM.
Use the base statistics for a creature of the steed’s kind, but make changes to take into account the attributes and characteristics summarized on the table above and described below.
Bonus HD: As per PHB.
Natural Armor Bonus: As per PHB.
Strength Bonus: As per PHB.
Int: As per PHB.
Celestial Creature: The steed gains the celestial creature template as per the MM, page 31 (resistance to acid/cold/electricity, damage reduction, darkvision, spell resistance, smite evil, etc.).
Empathic Link (Su): As per PHB
Improved Speed (Ex): As per PHB
Command (Sp): As per PHB
Dimensional Anchor Aura (Su): As per PHB page 221, except that it functions as an aura on the mount. It may be lowered as a standard action and reinstated as a swift action, by the mount. The aura extends to the holy knight so long as he is riding the mount. This aura has no effect on the holy knight's own ability to dismiss his mount.
Vigilant Defender (Su): As per PHB II, except this is a supernatural ability and you must begin and end your turn in the same spot. No movement is allowed.
Mounted Combat (bonus feat): As per PHB, except it is only useable with the holy knight’s celestial steed.
Weapon Focus [Lance] (bonus feat): You gain a +1 bonus on all attack rolls you make using the lance so long as you are doing so while atop your celestial steed.
The Holy Knight Class Abilities - 6th Level
Noble Guard (Ex): Starting at 6th level, as an immediate action, you can opt to absorb half of all physical, non-magical damage dealt to an adjacent ally until the start of your next turn. Make sure to read PHBII, page 4 – immediate actions. At the start of the turn following the use of this ability, you gain a +1 sacred bonus per 10 points of damage you absorbed on all your attack and damage rolls vs targets (or the targets allies) that caused the damage you absorbed (you must actually lose hit points to gain this bonus - temporary hit points that are not lost at their expiration or other defensive measures that negate the damage to your actual hit point tally negate this bonus). This sacred bonus is limited to a +5 maximum and lasts for 1 round.
Moral Radiance (Su): Once per encounter and as a standard action, you can spend one of your holy knight turn undead attempts to grant all good-aligned allies (including yourself) within a 60-foot burst a +2 sacred bonus on Fortitude, Reflex or Will saving throws (holy knight's player choice of which one at the time of use) for a number of rounds equal to your Charisma modifier.
The Holy Knight Class Abilities - 7th Level
Zone of Truth (Sp): This spell-like ability is as per the spell and usable once per day. The caster level is equal to the holy knight class levels.
Dispel Magic (Sp): This spell-like ability is as per the spell and usable once per day (or, twice at 12th level, three times at 17th level). The caster level is equal to the holy knight levels. When used vs. non-evil targets it has no effect and the use is lost.
Ride-by Attack (bonus feat): As per PHB, except it is only usable with the holy knight’s celestial steed.
The Holy Knight Class Abilities - 8th Level
Reckoning of the Blessed (Su): As a swift action, spend one of your holy knight turn undead attempts to add your Charisma bonus to your weapon damage until the start of your next turn. This is considered a sacred bonus.
Holy Knight's Call to Battle (Su): As per the knight's call to battle (see PHB II, page 26) with some exceptions.
This is a supernatural ability.
The ally must be good-aligned and he must be in sight of the holy knight.
The holy knight may expend more challenges with each use to effect more allies. One challenge per each addition ally to be affected.
The Holy Knight Class Abilities - 9th Level
Armor Mastery [heavy] (Ex): You are able to wear masterwork heavy armor like a second skin and ignore the standard speed reduction penalty.
Spirited Charge (bonus feat): As per PHB, except it is only useable with the holy knight’s celestial steed.
The Holy Knight Class Abilities - 10th Level
Divine Resistance (Su): As a swift action, spend one of your holy knight turn undead attempts to imbue all allies with a 60-foot burst (including yourself) with resistance to Cold: 5, Electricity: 5, Fire: 5. This resistance does not stack with similar resistance, such as those granted by spells or special abilities. The protection lasts for a number of rounds equal to your Charisma modifier.
The Holy Knight Class Abilities - 11th Level
Heal Steed (Sp): This spell-like ability is as per the spell and usable once per day. The caster level is equal to one-half the holy knight levels.
Trample (bonus feat): As per PHB, except it is only usable with the holy knight’s celestial steed.
The Holy Knight Class Abilities - 12th Level
Holy Knight's Daunting Challenge (Su): As per PHB II (page 26-27), except it only effects evil creatures.
It is also a supernatural compulsion.
The Holy Knight Class Abilities - 13th Level
Divine Vigor (Su): As a standard action, once per day you can spend one of your holy knight turn undead attempts to increase your base speed by 10 feet and gain a temporary +2 hit points per holy knight class level. These effects last a number of minutes equal to your Charisma modifier.
The Holy Knight Class Abilities - 14th Level
Improved Noble Guard (Ex): Once per round you can absorb all the damage from a single attack directed against an adjacent ally. In addition, you continue to absorb half the damage from other physical attacks on an adjacent ally (as per noble guard - see above), if you so choose. You must decide whether to use this ability after the attacker determines that an attack has succeeded but before he rolls damage. Regardless of whether you continue to absorb damage as per noble guard or not, you gain the sacred bonus to attack and damage with a maximum of +10 (see noble guard for details on this bonus).
Sacred Vengeance (Su): As an immediate action, spend one of your holy knight turn undead attempts to add 2d6 points of damage to all your successful melee attacks against undead until the end of the current round.
The Holy Knight Class Abilities - 15th Level
Holy Sword (Sp): This spell-like ability is as per the spell and useable once per day. The caster level is equal to one-half the holy knight class levels.
The Holy Knight Class Abilities - 16th Level
Mark of Justice (Sp): This spell-like ability is as per the spell and useable once per day. It takes a swift action to activate. The mark is held on a melee or ranged weapon of his choice and on its next attack must hit the target and do damage. The Will save DC is 10 + damage taken. Spell resistance applies. Use of this spell is highly adjudicated by the Killer DM.
The Holy Knight Class Abilities - 20th Level
Heal (Sp): This spell-like ability is as per the spell and useable once per day. The caster level is equal to one-half the holy knight class levels.
Loyal Beyond Death (Su): Exactly like the knight's ability (PHB, page 27) except it is a supernatural ability and each holy knight challenge used gains the holy knight 2 rounds of actions. This is a non-action but may only occur when you are reduced to a hit point total that would normally be death for you.


