Anointed Knight
Hit Points
Hit Dice: d10 per Anointed Knight level
Hit Points at first Level:
Hit Points at Higher Levels:
Proficiences
Armor:
Weapons:
Tools: When you choose this archetype at 3rd level, you immediately gain proficiency in Alchemy Tools. If you already have proficiency, you gain expertise in Alchemy Tools.
Saving Throws:
Skills:
Overview & Creation
Anointed Knights are inheritors of an ancient tradition attempting to perfect their mind and body through martial discipline and alchemical engineering. They use potions and salves to augment themselves, and they use oils to augment their weapons.
Class Features
First Infusion
At 3rd level, you brew a unique potion with permanent effects, tailored to your body. You also gain proficiency in grenadelike weapons.
First Infusion |
Effects |
Potion of Might |
You add +2 damage to a successful melee strike. |
Potion of Agility |
When you make an attack as a reaction, you have advantage to that attack. |
Potion of Quickness |
You add 10 ft. to your movement speed. |
Potion of Heartiness |
You add +1 Max HP per level. Every level going forward, you add another +1 when you roll for health. |
Potion of Tactics |
You add your Intelligence Modifier to your Initiative Rolls |
Potion of Oneness |
You have +5 to your perception, and you are never surprised in combat. |
Potion of Beauty |
You have advantage on all social rolls. |
Potion of Darkness |
You have advantage on Stealth rolls. |
First Oil
At 7th level, you brew an oil with which polish your chosen weapon. You choose from among the options below. If you gain a level of exhaustion due to lack of rest, this bonus fades until you can rest and conduct maintenance. If you wish to change which weapon you've imbued, you must spend 24 hours and 1000 GP, and your last weapon's enhancements fade away.
First Oil |
Effects |
Oil of Venom |
Your weapon does 2d6 poison damage on the first successful strike per round. |
Oil of Acid |
Your weapon does 2d6 acid damage on the first successful strike per round. |
Oil of Fire |
Your weapon does 2d6 fire damage on the first successful strike per round. |
Oil of Frost |
Your weapon does 2d6 cold damage on the first successful strike per round. |
Oil of Arcing |
Your weapon does 2d6 Lightning damage on the first successful strike per round. |
Oil of Noise |
Your weapon does 2d6 Thunder damage on the first successful strike per round. |
Oil of Nightmares |
Your weapon does 2d6 Psychic damage on the first successful strike per round. |
Oil of Rot |
Your weapon does 2d6 Necrotic damage on the first successful strike per round. |
Second Infusion
At 10th level, you create another unique potion from either the Second Infusion chart or the First Infusion chart.
Second Infusion |
Effects |
Potion of Swimming |
You can breathe underwater, and have a swim speed of 30 feet. |
Potion of Flying |
You can now hover and fly with a 15 ft. fly speed. |
Potion of Sprinting |
When you use your action to Dash, you may add an extra 15 feet onto your movement. |
Potion of Confidence |
You are immune to Fear. |
Second Oil
At 15th level, you anoint your weapon again, granting one of the abilities from either the First Oil or Second Oil charts.
Second Oil |
Effects |
Oil of Life |
You may add 1d6 + Your Charisma Modifier Radiant damage to your first attack in a round. |
Oil of Abjuration |
When you successfully strike a creature, it cannot cast spells until the end of its next round. |
Oil of Wounding |
When you successfully strike a creature, you can immediately spend your bonus action to cause that creature 3d6 necrotic damage. |
Oil of Spite |
You may choose to do no damage to a creature you strike. That creature must make a DC 10 + your Charisma modifier Wisdom save or have disadvantage to their attacks until the end of your next turn. |
Third Infusion
At 18th level, You create a third and final potion. You choose the effect between the First, Second, and Third Infusion charts. You no longer age normally. If you don't choose your final infusion from the Third Infusion Chart, you add 'Monstrosity' to your type. Otherwise, you add the type noted below. You physically change. You may become beautiful, or gain mutations, your hair or eye color may change in unnatural way. You may become scaly, or slimy, or too symmetrical.
Third Infusion |
Creature Type |
Effects |
Potion of Transcendence |
Celestial |
You gain a halo. You shed bright light for 30 feet and dim light 15 feet farther than that. If a creature attempts to strike you or any ally within this aura with a melee attack, you may use your reaction to add +5 to your AC, or your ally's for that attack. You may quench or activate this halo as a bonus action. |
Potion of Immortality |
Fiend |
You gain resistance to fire. If an enemy strikes you, you can use your reaction to rebuke them. They must make a Dexterity save DC 10 + your Charisma or immediately take 3d10 fire damage. |
Potion of Pheromones |
Fey |
You gain access to the Druidcraft Cantrip. If you succeed on a social roll by more than 5, you may Charm the person you are interacting with. |
Potion of Madness |
Aberration |
If you score a critical hit, you may forego the extra damage and immediately cast Confusion (as the spell) on your enemy. The save DC is 10 + your Charisma Modifier + your Proficiency Bonus. |