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Sublime Knight (3.5e Class)

No change in size, 06:46, 11 August 2020
Class Features
''{{Anchor|Relic Keeper}} {{Su}}:'' You take good care of your armor, shield, and weapons. You may enhance your weapons and armor by spending gold equal to its market value and meditating for 24 hours. You do not need any crafting feats or spells to complete this; however, your enhancements only function for you. If picked up by another, any enhancements you have added vanish until you wear your items again.
''{{Anchor|ReverentRevenant}} {{Su}}:'' If you die while using a knight's challenge, the challenge does not end and you do not die. The round after you drop, you may get back up and continue to fight. You gain the Undead type, gaining the appropriate immunities, and temporary 5 hit points per HD. You cannot be turned or rebuked, and cannot be healed or harmed by positive or negative energy. After 3 rounds, your body collapses again and you die as normal. Reverent does not come into play if your body has been completely destroyed, such as by ''[[SRD:Destruction|destruction]]''. You must be at least 9th level to select this.
''{{Anchor|Runica}} {{Su}}:'' As a standard action, you can pose yourself to absorb and redirect magical attacks in 30 feet harmlessly away. Until the beginning of your next turn, any effects that give spell resistance which pass through or appear in your area are absorbed harmlessly away. It does not differentiate between harmful and helpful spells. Spells with caster level +10 higher than your initiator level are unaffected. At 9th level, once per encounter the sublime knight can do this as an immediate action by expending a maneuver.