# Knight Protectors > [!info] Prestige Class Overview > **Type:** Knightly Order  |  **Source:** Greyhawk Homebrew > **Entry Level:** 10  |  **Prestige Levels:** 11–15  |  **Eligible Classes:** Fighter, Paladin > **Primary Stat:** Strength  |  **Alignment:** Lawful Good or Lawful Neutral > **Region:** Great Kingdom (historical); now dispersed  |  **Social Standing:** Context-dependent In 537 OR (–108 CY), a mere band of villagers displayed such extraordinary bravery against an Ur-Flan onslaught that the Aerdy king who witnessed it anointed them on the spot as the first Knight Protectors. This order was distinguished from its inception not by wealth or royal decree, but by valor and prowess — membership earned through trials of skill and bravery alone. For centuries they stood as paragons of chivalry and martial excellence, inspiring the formation of the Knights of the Hart, the Knights of Holy Shielding, and every other major knightly order in the Flanaess. The subsequent decay of the royal House of Rax and the rise of the infamous Ivid dynasty brought ruin to the order. When Sir Kargoth's defection created the Death Knights, the moral authority of the Knight Protectors was shattered from within. They resisted obliteration at the hands of Ivid I, but were scattered, with many driven into exile. A handful of elderly, legendary members and their squires carry on the tradition — not as an institution, but as a living ideal. To be inducted into the Knight Protectors today is to be recognized by these surviving paragons as worthy of the original ideal. It is not a political appointment. No king or council grants this title. It is given by the knights themselves, in private ceremony, when they are convinced — through long observation of a warrior's deeds — that the old standard has been met again. --- ## Entry Requirements > [!warning] Requirements for Induction > To be eligible for this prestige class, a character must meet **all** of the following requirements before the end of their 10th character level. Entry is always a narrative event — meeting the mechanical requirements makes you *eligible*, but formal recognition by a surviving Knight Protector is required to begin the prestige track. > > - **Character Level:** 10 (induction occurs before advancing to level 11) > - **Base Class:** Fighter or Paladin > - **Alignment:** Lawful Good or Lawful Neutral > - **Ability Scores:** Strength 15 or higher; Constitution 13 or higher > - **Skills:** Proficiency in Athletics and at least one of History or Insight > - **Story Requirements:** Must have demonstrated extraordinary valor in the face of hopeless odds at least once, witnessed by a surviving Knight Protector or credible witness who can testify to the act. Cannot have committed a dishonorable act (cowardice, betrayal of the innocent, fleeing from a winnable defense) without formal atonement. > - **Other:** Cannot hold membership in any order whose goals conflict with the protection of the innocent. --- ## Social Standing > [!info] Reputation by Region > > | Region / Faction | Reception | Notes | > |---|---|---| > | Furyondy | ✅ Welcomed | Seen as the elder tradition that inspired the Hart and Holy Shielding | > | Shield Lands | ✅ Welcomed | Historical protectors; deeply respected by the common folk | > | Veluna | ✅ Welcomed | Theocratic respect for the order's lawful good tradition | > | Highfolk | 🟡 Respected | Known by reputation; welcomed as honored guests | > | Gran March / Keoland | 🟡 Respected | Recognized by the Watch as a founding inspiration | > | Free City of Greyhawk | ⚪ Neutral | Appreciated historically but the order has no active political role here | > | Great Kingdom of Aerdy | 🟠 Wary | The order predates Ivid; loyalists see them as reminders of failure | > | Iuz's Empire | ❌ Hostile | Kill-on-sight; the order is the antithesis of Iuz's goals | > | Bandit Kingdoms | ❌ Hostile | The order stands against everything the Bandit Kingdoms represent | *Recognition requires display of the order's personal heraldic device or a successful DC 10 Intelligence (History) check by an informed NPC.* --- ## Order Equipment > [!note] Induction Gear > Upon induction, a Knight Protector is granted the right to bear a **personal heraldic device** — a shield design unique to them, registered with the surviving order. This device is not magical, but carries the full weight of the order's reputation wherever that reputation holds sway. > > The order does not grant weapons or armor. A Knight Protector is expected to be already equipped as befits a warrior of their experience. What the order grants is recognition — and the expectations that come with it. --- ## Obligations & Code > [!note] The Duties of Membership > The Knight Protectors have no written code — their obligations are tradition, passed knight to knight since the founding. > > - **Protect the innocent.** A Knight Protector who witnesses harm to a noncombatant and does nothing forfeits their title. > - **Answer the call.** If a surviving Knight Protector calls upon you for aid, you must respond within one month unless physically incapacitated. > - **No cowardice.** Tactical retreat is permitted. Abandoning allies to save yourself is not. > - **No dishonorable conduct.** Deception, betrayal, and cruelty are incompatible with the title. > > **Penalties for Violation:** A Knight Protector who violates these obligations loses the Shield of the Realm and Last Stand features until formal atonement is witnessed by another member of the order. Repeated violations result in expulsion — after which, surviving knights may actively work to correct the stain on the order's name. --- ## Prestige Features At each prestige level, you gain the features listed. These replace the class features you would have gained from your base class at the corresponding character level. Your base class features gained before level 11 remain fully active. > [!tip] Knightly Foundation *(Induction — Character Level 10)* > All Knight Protectors receive the following upon formal induction, before advancing to character level 11: > > - **Etiquette (Charisma-based):** DC 8 for friendly, 0 for indifferent, +2 for hostile. On success, all social checks (Persuasion, Deception, Intimidation) in that encounter gain **+1**. > - **Heraldry (Intelligence-based):** Identify any royal, knightly, or notable organization's symbol and recall their title, approximate strength, and current reputation. > - **Bonus Proficiency:** Gain proficiency in one of: Animal Handling, History, Insight, Performance, or Persuasion. If already proficient, learn one additional language instead. > - **Knightly Title:** You receive the title of *Knight Protector*, recognized across the Flanaess wherever the order's history is known. This title predates and outranks most other knightly titles. --- ### Prestige Level 1 *(Character Level 11)* > [!tip] Shield of the Realm *(Prestige Level 1)* > You gain the ability to use your shield to protect others at a moment's notice. > > As a **reaction**, when a creature within **5 feet of you** is targeted by an attack, you can interpose your shield. The attacker has **disadvantage on that attack roll**. You must be wielding a shield to use this feature. > [!tip] Protector's Oath *(Prestige Level 1)* > As a **bonus action**, you can swear an oath to protect a chosen ally you can see. > > While within **15 feet of your sworn ally**, that ally gains a **bonus to their AC equal to your proficiency bonus**. This bond lasts for the combat encounter or until you are incapacitated. You can perform this a number of times equal to your **Constitution modifier** per long rest. --- ### Prestige Level 2 *(Character Level 12)* > [!tip] Knight's Presence *(Prestige Level 2)* > Your presence on the battlefield steadies the nerve of those around you. > > You and all friendly creatures within **10 feet of you** have **advantage on saving throws against being frightened**, so long as you are conscious. --- ### Prestige Level 3 *(Character Level 13)* > [!tip] Gallant Charge *(Prestige Level 3)* > When you move at least **10 feet in a straight line** before making a melee weapon attack, you gain **advantage on that attack roll** and deal **extra damage equal to a number of d6s equal to your Constitution modifier**. > > The target of your charge has **advantage on their next attack roll against you** until the start of your next turn — the momentum cuts both ways. > > You can perform this a number of times equal to your **Constitution modifier** per long rest. --- ### Prestige Level 4 *(Character Level 14)* > [!tip] Chastising Reprimand *(Prestige Level 4)* > As an action, you unleash a thunderous rebuke at a creature within **30 feet** that you can see. If the target can hear you, it must succeed on a **Wisdom saving throw** (DC 8 + your proficiency bonus + your Wisdom modifier) or have **disadvantage on its next attack roll** before the end of its next turn, as it is filled with doubt and shame. > > You can use this feature a number of times equal to your **Constitution modifier (minimum 1)** per long rest. --- ### Prestige Level 5 *(Character Level 15 — Order Capstone)* > [!tip] Last Stand *(Prestige Level 5)* > While defending a sworn ally (under your Protector's Oath), you can enter a **defensive stance** as a bonus action. For the next minute: > > - You add your **Fighter level as a bonus to all saving throws**. > - You add your **proficiency bonus to your AC**. > - Any attack that would **reduce you to 0 hit points** instead reduces you to **1 hit point**. > > Once you use this feature, you cannot use it again until you finish a **long rest**. --- ## Related Content > [!abstract] Connected Notes > - **Related Creatures:** — > - **Related Subclasses:** [[Furyondian Crusader]], ~~[[Imperial Guard of Aerdy]]~~ > - **Allied Orders:** [[Knights of the Hart]], [[Knights of Holy Shielding]] > - **Rival Orders:** [[Knights of Doom]] *(the Death Knights who shattered the order's legacy)* > - **Source Region:** [[Great Kingdom of Aerdy]] (historical founding); now dispersed > - **Notable Members:** Sir Kargoth *(traitor, became the first Death Knight)*