
Your pale knight level determines the maximum number of Soul points you can have, as shown in the pale knight table. Your ability to gather and make use of this energy is represented by a number of Soul points. Your hollow heritage allows you to harness the mystic power of Soul, the energy filling the universe with life. Your shortsword (or alternatively any other melee weapon you wield that you are proficient in) is referred to as your Nail in other class features. You can attack with a martial weapon using two hands when you do so, its damage die increases to 1d10.

Pale knights are trained to strike fiercely with small objects.

You will have to engage in melee combat in order to use your powerful ranged attacks. It is generally best to have both a high Dexterity and a high Wisdom score, but you can lean more into one or the other via your choice of charms and ASI/feats.Īdditionally, bear in mind that your main class resource, Soul, is not recovered by resting, but rather by striking enemies. They are similar to Eldritch Invocations but can be equipped & unequipped each short or long rest. It's also important to consider what combination of charms you will be using. Were they born with combat capability, or was it gained through years of difficult training?
HOLLOW KNIGHT DREAM NAIL FREE
However, in the context of roleplaying games, feel free to break this precedent.Īs you build your pale knight, think about the origin of their abilities. Traditionally, pale knights do not speak and show no emotion. You rescue the world's vulnerable populations from terrible fiends and evil deities. – From 'Elegy for Hallownest' by Monomon the Teacherīorn of wyrm and root, of soul and void, you are a pale knight. Under hollowst watch, you taught, we changed, base instincts were redeemed,Ī world you gave to bug and beast as they had never dreamed. In wilds beyond they speak your name with reverence and regret,įor none could tame our savage souls yet you the challenge met, If you are using starting wealth, you have 5d4 gp in funds.( a) a dungeoneer's pack or ( b) an explorer's pack.

You start with the following equipment, in addition to the equipment granted by your background: Skills: Choose two from Acrobatics, Arcana, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Pale Knight level after 1st Hit Points at 1st Level: 8 + Constitution modifier As a Pale Knight you gain the following class features.
