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  • Knight Errant
    created: 2026-03-09T12:15:33.899-04:00
    modified: 2026-03-09T12:15:33.899-04:00
    published: 2026-03-09T12:15:33.899-04:00
    tags:
  • ttrpg-cli/compendium/src/5e/valdaspire24extras
  • ttrpg-cli/subclass/captain/knight-errant
    cssclasses:
  • json5e-class
    obsidianUIMode: preview

Knight Errant

Captain: Subclass Feature
Source: Valda’s Spire of Secrets Extras (2024)

Class and Feature Progression

LevelPBFeatures
1st+2
2nd+2
3rd+2Knight Errant
4th+2
5th+3
6th+3Inspiring Battlecry
7th+3
8th+3
9th+4
10th+4Redirection
11th+4
12th+4
13th+5
14th+5Surge of Valor
15th+5
16th+5
17th+6
18th+6
19th+6
20th+6

Cross-Compatible Subclass: This subclass originates from the Vagabond class

Note that cross-compatible subclasses might be stronger or weaker than other subclasses.

The GM decides if a subclass should be cross-compatible in your campaign.

Uphold Your Chivalrous Values

Knights that have failed, forsaken, or betrayed their masters are known as Knights Errant. Though they no longer follow the dictates of a lord, these knights are usually reluctant to abandon their vows of ethics entirely. Many wander the lands seeking out honorable quests and worthy adversaries, for disgraced knights are knights nonetheless.

Subclass Features

Chivalrous Oath (Level 3)

Your knightly training grants you the following benefits.

Bonus Proficiencies. You gain proficiency in two of the following skills: Animal Handling, History, Insight, or Persuasion.

Heroic Resolve. When you roll Initiative, you gain Temporary Hit Points equal to your Vagabond level.

Unwavering Loyalty. You have Advantage on saving throws you make to avoid or end the Charmed or Frightened conditions.

Knight’s Challenge (Level 3)

You learn the Challenge maneuver. If you already know this maneuver, you learn a different maneuver of your choice for which you meet the prerequisites.

When you use your Challenge maneuver, you can choose for it to last for 1 minute, instead of until the end of your next turn. When you do so, the effect ends early if you use this maneuver again, if you make an attack roll or cast a spell targeting any enemy other than the target, if an ally damages the target, or if you end your turn more than 30 feet away from the target.

Inspiring Battlecry (Level 6)

When you become Bloodied, you can give Heroic Inspiration to yourself and allies who can see or hear you within 30 feet of yourself (no action required).

Once you use this feature, you can’t use it again until you finish a Long Rest.

Redirection (Level 10)

When a creature you can see hits an ally within 5 feet of you with an attack roll, you can take a Reaction to force the attack to hit you instead. You have Resistance to Bludgeoning, Piercing, and Slashing damage dealt by the triggering attack.

Surge of Valor (Level 14)

You can take a Bonus Action to summon up a well of determination. Until the start of your next turn, you gain the following benefits. Once you use this feature, you can’t use it again until you finish a Short or Long Rest. You can also restore your use of it by expending two Battle Dice (no action required).

Unbreakable. Whenever you take damage from an enemy, you can roll a Battle Die without expending it and reduce the damage taken by that roll.

Undaunted. Whenever you fail a D20 Test, you can roll a Battle Die without expending it and add it to the roll, potentially causing it to succeed.