Knightowl
Hit Points
Hit Dice: d8 per Knightowl level
Hit Points at first Level: 8 + Constitution modifier
Hit Points at Higher Levels: 8 + Constitution modifier
Proficiences
Armor: Light armor, medium armor, shields
Weapons: Simple Weapons
Tools:
Saving Throws: Intelligence, Wisdom
Skills: Pick 2:
Animal Handling, Arcana, History, Medicine, Nature, Persuasion, Religion
Class Features
Spellcasting
- Cantrips: At 1st level, you know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table.
Your Spellbook: At 1st level, you have a spellbook containing six 1st-level Wizard spells of your choice. Your spellbook is the repository of the Knightowl spells you know.
Adding New Spells: When you find a Wizard spell of 1st level or higher, you can add it to your spellbook if it is of a level which you can prepare and if you can spare the time to decipher and copy it.
For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.
Replacing Your Spellbook: You can copy a spell from your own spellbook into another book. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell.
If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal.
Preparing and Casting Spells: The Knightowl table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells. you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots.
You can change your list of prepared spells when you finish a long rest.
Ritual Casting: You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared.
Spellcasting Focus: You can use an arcane focus as a spellcasting focus for your Knightowl spells.
Learning Spells of 1st Level and Higher: Each time you gain a Knightowl level, you can add two wizard spells of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots. as shown on the Knightowl table. On your adventures. you might find other spells that you can add to your spellbook.
Spellcasting Ability: Wisdom is your spellcasting ability for your Knightowl spells. You use your Wisdom whenever a spell refers to your spellcasting ability.
In addition, you use your Intelligence modifier and proficiency bonus for the spell save DC of a wizard spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier.
Spell Attack modifier = your proficiency bonus + your Intelligence modifier.
Spellcasting
Level 1: 2 cantrips,1 level 1 spell slot
Level 2: 2 cantrips, 2 level 1 spell slots
Level 3: 2 cantrips, 3 level 1 spell slots, 1 level 2 spell slot
Level 4: 3 cantrips, 3 level 1 spell slots, 2 level 2 spell slots
Level 5: 3 cantrips, 3 level 1 spell slots, 2 level 2 spell slots, 1 level 3 spell slot
Level 6: 3 cantrips, 3 level 1 spell slots, 2 level 2 spell slots, 2 level 3 spell slots
Level 7: 3 cantrips, 3 level 1 spell slots, 2 level 2 spell slots, 2 level 3 spell slots, 1 level 4 spell slot
Level 8: 3 cantrips, 3 level 1 spell slots, 2 level 2 spell slots, 2 level 3 spell slots, 2 level 4 spell slots
Level 9: 3 cantrips, 3 level 1 spell slots, 2 level 2 spell slots, 2 level 3 spell slots, 2 level 4 spell slots, 1 level 5 spell slot
Level 10: 4 cantrips, 3 level 1 spell slots, 2 level 2 spell slots, 2 level 3 spell slots, 2 level 4 spell slots, 2 level 5 spell slots
Level 11: 4 cantrips, 3 level 1 spell slots, 2 level 2 spell slots, 2 level 3 spell slots, 2 level 4 spell slots, 2 level 5 spell slots, 1 level 6 spell slot
Level 12: 4 cantrips, 3 level 1 spell slots, 2 level 2 spell slots, 2 level 3 spell slots, 2 level 4 spell slots, 2 level 5 spell slots, 1 level 6 spell slot
Level 13: 4 cantrips, 3 level 1 spell slots, 2 level 2 spell slots, 2 level 3 spell slots, 2 level 4 spell slots, 2 level 5 spell slots, 1 level 6 spell slot, 1 level 7 spell slot
Level 14: 4 cantrips, 3 level 1 spell slots, 2 level 2 spell slots, 2 level 3 spell slots, 2 level 4 spell slots, 2 level 5 spell slots, 1 level 6 spell slot, 1 level 7 spell slot
Level 15: 4 cantrips, 3 level 1 spell slots, 2 level 2 spell slots, 2 level 3 spell slots, 2 level 4 spell slots, 2 level 5 spell slots, 1 level 6 spell slot, 1 level 7 spell slot, 1 level 8 spell slot
Level 16: 4 cantrips, 3 level 1 spell slots, 2 level 2 spell slots, 2 level 3 spell slots, 2 level 4 spell slots, 2 level 5 spell slots, 1 level 6 spell slot, 1 level 7 spell slot, 1 level 8 spell slot
Level 17: 4 cantrips, 3 level 1 spell slots, 2 level 2 spell slots, 2 level 3 spell slots, 2 level 4 spell slots, 2 level 5 spell slots, 1 level 6 spell slot, 1 level 7 spell slot, 1 level 8 spell slot, 1 level 9 spell slot
Level 18: 4 cantrips, 3 level 1 spell slots, 2 level 2 spell slots, 2 level 3 spell slots, 2 level 4 spell slots, 2 level 5 spell slots, 1 level 6 spell slot, 1 level 7 spell slot, 1 level 8 spell slot, 1 level 9 spell slot
Level 19: 4 cantrips, 3 level 1 spell slots, 2 level 2 spell slots, 2 level 3 spell slots, 2 level 4 spell slots, 2 level 5 spell slots, 1 level 6 spell slot, 1 level 7 spell slot, 1 level 8 spell slot, 1 level 9 spell slot
Level 20: 4 cantrips, 3 level 1 spell slots, 2 level 2 spell slots, 2 level 3 spell slots, 2 level 4 spell slots, 2 level 5 spell slots, 1 level 6 spell slot, 1 level 7 spell slot, 1 level 8 spell slot, 1 level 9 spell slot
Subclass Options
When becoming a Knightowl, all knights must choose a path to channel their studies. At 1st level, you must choose a class archetype. Once this choice has been made, it cannot be changed. The available paths are:
Owl of the Sword
Owl of War:
When you choose this path at 1st level, you gain proficiency with heavy armor and martial weapons. You also gain proficiency in Athletics if you don't already have it.
Flurry of Feathers:
Starting at 2nd level, you can invoke a secret magic called Flurry of Feathers, provided that you are wearing medium or heavy armor or using a shield. You can use a bonus action to start the Flurry of Feathers, which lasts for 1 minute. It ends early if you are incapacitated, if you stop wearing medium or heavy armor or wielding a shield, or if you cast a concentration spell. You can also dismiss the Flurry of Feathers at any time you choose. While your Flurry of Feathers is active, you gain the following benefits:
- The max dex bonus of your armor increases by 1 to a maximum of +3.
- The speed penalty of your armor decreases by 5 feet to a minimum of 0.
- You have advantage on Dexterity (Acrobatics) checks.
- Enemies within 5 feet of you have disadvantage on attack rolls and ability checks.
Extra Attack:
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Defensive Flurry:
Beginning at 10th level, you can direct your magic to absorb damage while your Flurry of Feathers is active. When you take damage, you can use your reaction to expend one spell slot and reduce that damage to you by an amount equal to five times the spell slot's level.
Offensive Flurry:
Starting at 14th level, you add your Wisdom modifier (minimum of +1) to the damage of your melee weapon attacks while your Flurry of Feathers is active.
Owl of the Book
Lore Master:
Starting at 1st level, your proficiency bonus is doubled for any ability check you make that uses the Arcana, History, Nature, or Religion skill if you are proficient in that skill.
In addition, when you roll initiative, it is either a Wisdom check or a Dexterity check for you (your choice).
Insightful Trivia:
Also at 1st level, when a creature that you can see within 60 feet of you makes an Arcana, History, Nature, or Religion check, you can use your reaction to expend on of your spell slots, rolling 1d4 per spell slot level and adding the number rolled to the creature's roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can't hear you or if it's immune to being charmed.
Additional Magical Secrets:
At 6th level, you learn three spells of your choice from any class. A spell you choose must be of a level you can cast, as shown on the Knightowl table, or a cantrip. The chosen spells count as bard spells for you but don't count against the number of Knightowl spells you know.
Prodigious Memory:
At 10th level, as a bonus action, you can replace one spell you have prepared with another spell from your spellbook. You can't use this feature again until you finish a short or long rest.
Master of Magic:
At 14th level, as a bonus action, you can call to mind the ability to cast one spell of your choice from any class's spell list. The spell must be of a level for which you have spell slots, you mustn't have it prepared, and you follow the normal rules for casting it, including expending a spell slot. The ability to cast the spell vanishes from your mind when you cast it or when the current turn ends.
You can't use this feature again until you finish a long rest.
Owl of the Herb
Arcane Initiate:
Beginning at 1st level, whenever you gain a wizard level, you can replace one of the wizard spells you add to your spellbook with a cleric domain spell from the Cannabis domain. The spell must be of a level for which you have spell slots.
If you add all of your domain spells to your spellbook, you can subsequently add any spell from the cleric spell list instead. The spell must still be of a level for which you have spell slots.
Any cleric spell you gain from this feature is considered a wizard spell for you, but other wizards can't copy cleric spells from your spellbook into their own spellbooks.
Healing Light:
At 1st level, you gain the ability to channel celestial energy to heal wounds. You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equals 1 + your warlock level.
As a bonus action, you can touch a creature and heal it, spending dice from the pool. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total.
Your pool regains all expended dice when you finish a long rest.
Nature Heals:
At 6th level, you gain proficiency in the Herbalism Kits, and your proficiency bonus for such checks is doubled.
Divine Herb:
Either given to you by your church or discovered on your travels, at 6th level you’ve come across a small cannabis plant that regrows every day at dawn. All unused cannabis disappears when the plant regrows at dawn.
Healing Transfusions:
At 6h level you can use your Divine Herb to make a number of Healing Transfusions equal to your proficiency bonus. Consuming one of these Healing Transfusions will recover a number of temporary hit points equal to your Knightowl level + your Wisdom modifier. All unused Healing Transfusions disappear when your Divine Herb regrows.
Celestial Resilience:
Starting at 10th level, you gain temporary hit points whenever you finish a short or long rest. These temporary hit points equal your warlock level + your Charisma modifier. Additionally, choose up to five creatures you can see at the end of the rest. Those creatures each gain temporary hit points equal to half your warlock level + your Charisma modifier.
High Priest:
At 14th level, you chose four spells from the wizard spell list, one for each of the following levels: 6th, 5th, 4th, and 3rd. You add them to your list of domain spells. Like your other domain spells, they are always prepared and count as Knightowl spells for you.