Halcyion Holy Knight
The Holy Knights serve the Holy Order as its military arm and its reclamation service. They recover lost technology and contain what comes out of Khaos incursions. They fight in powered plate with ion shielding and wield a greatsword with a plasma field down the edge, a weapon pattern the Order keeps older than the armor on purpose.
Halcyion Federation
- Physiology
- Humanoid
- Size
- Medium
- Speed
- 30 ft.
- Armor class
- 18 (powered plate)
- Hit points
- 105 (14d8 + 42)
- Proficiency
- +3
- STR 18 +4 save +7
- DEX 13 +1 save +1
- CON 17 +3 save +6
- INT 13 +1 save +1
- WIS 15 +2 save +2
- CHA 16 +3 save +6
- Skills
- Athletics +7 , Religion +4 , Technology +4
- Passive Perception
- 12
- Languages
- Common, Federation Standard
- Damage resistances
- radiant
- Condition immunities
- decompressed , frightened
- Found in
- Settlement , Hyperlane Corridor
Equipment
Spells
Channels with CHA. Save DC 14, spell attack +6 .
Casts as the Order's military arm. Its spells are consecration rites, and the Order treats the rites and the maintenance of its armor as one practice.
- At will Light , Sacred Flame
- 2/day each Bless , Shield of Faith , Cure Wounds
Traits
-
Commandery Oath
The knight cannot be Frightened, and allies within 15 feet have advantage on saving throws against fear.
-
Ion Shielding
The first 10 damage the knight takes each round is reduced to 0. The shield collapses for 1 minute if the knight takes lightning damage.
Actions
-
Plasma Greatsword
+7 to hit · reach 5 ft.
2d8 + 4 plasma damage
The knight makes two Plasma Greatsword attacks.
-
Consecrating Strike
DC 14 Dexterity save
The knight strikes along a 15-foot line. Each creature in it takes 6d8 radiant damage on a failed save, or half as much on a success. Ground in the line is consecrated for 1 minute, and creatures born of a Khaos incursion cannot enter it. Recharges on a 5 or 6.
-
Containment Reaction
When an aberration within 15 feet moves, its movement ends and it takes 3d8 radiant damage.