Knight of the Round Table

Prestige Class: Earn a place in Arthur’s fellowship through courage, loyalty, questing and deeds worthy of remembrance.
At a Glance
Role: Martial defender, champion, questing knight and battlefield leader
Typical Entry: 6th character level or later
Best For: Fighters, cavaliers, rangers, martial nobles and other proven warriors
Hit Die: d10
Base Attack Bonus: Full
Good Saves: Fortitude and Will
Spellcasting Progression: None
Signature Mechanic: Fellowship
Campaign Route: Accomplish a worthy deed, attract the notice of Arthur’s fellowship and gain admission to the Round Table
To sit at the Round Table is not merely to possess a title. Kings can create knights. Wealth can buy armour. Victory can earn fame. None of those things guarantees a place among Arthur’s companions.
A Knight of the Round Table has already done something extraordinary. The Table accepts proven heroes, not promising applicants. Admission turns reputation into responsibility: ride when called, defend companions, undertake dangerous quests, confront threats that ordinary warriors would wisely avoid, and place the honour of the fellowship above personal advantage.
Some members are paragons. Others are proud, reckless, difficult, ambitious or deeply flawed. The Table does not demand perfection. It demands courage, loyalty and deeds worthy of remembrance.
Knight of the Round Table — D&D 3.5e
Requirements
- Base Attack Bonus: +5
- Skills: Ride 4 ranks; Knowledge (nobility and royalty) 2 ranks; Diplomacy 4 ranks or Sense Motive 4 ranks
- Feat: Combat Expertise, Mounted Combat, Power Attack or Weapon Focus
- Worthy Deed: The character must have completed a significant deed recognised as worthy of the Table.
- Admission: The character must be formally offered membership by Arthur or another recognised authority able to admit members.
Meeting the numerical requirements never grants automatic entry. Becoming a Knight of the Round Table should happen through play.
Class Skills
Balance (Dex), Climb (Str), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (history) (Int), Knowledge (local) (Int), Knowledge (nobility and royalty) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), Survival (Wis) and Swim (Str).
Skill Points at Each Level: 4 + Intelligence modifier.
Weapon and Armour Proficiency
A Knight of the Round Table gains proficiency with all simple and martial weapons, light armour, medium armour, heavy armour and shields other than tower shields. A character who already possesses these proficiencies gains no replacement benefit.
Class Progression
| Level | BAB | Fort | Ref | Will | Special |
|---|---|---|---|---|---|
| 1st | +1 | +2 | +0 | +2 | Oath of the Table, Fellowship d6 |
| 2nd | +2 | +3 | +0 | +3 | Knightly Virtue |
| 3rd | +3 | +3 | +1 | +3 | Formal Challenge |
| 4th | +4 | +4 | +1 | +4 | Questing Resolve |
| 5th | +5 | +4 | +1 | +4 | Knightly Virtue, Fellowship d8 |
| 6th | +6 | +5 | +2 | +5 | Stand Beside Me |
| 7th | +7 | +5 | +2 | +5 | Champion of the Table |
| 8th | +8 | +6 | +2 | +6 | Knightly Virtue, Unbroken Courage |
| 9th | +9 | +6 | +3 | +6 | Deed Worthy of Song |
| 10th | +10 | +7 | +3 | +7 | Fellowship d10, Legend of the Round Table |
Oath of the Table (Ex)
Membership carries obligations, but the oath is not an alignment restriction. A Knight of the Round Table is expected to keep freely sworn promises, stand by loyal companions, respect recognised hospitality, defend people placed under the knight’s protection, avoid treachery against fellow members, show courage when courage can accomplish something and answer a legitimate summons from Arthur when reasonably able.
The oath does not require suicidal behaviour, blind obedience or moral perfection. Disagreement with Arthur, retreat from an unwinnable battle, defeat, scandal or a single lapse does not automatically violate the oath.
A deliberate and serious betrayal of the Table may suspend Fellowship, Formal Challenge, Champion of the Table and Legend of the Round Table. Training, proficiencies, Base Attack Bonus, saving throws and Knightly Virtues are retained. Restoration requires meaningful restitution or a redemption quest.
Fellowship (Ex)
At 1st level, the knight gains a pool of Fellowship uses equal to 3 + Charisma modifier per day, minimum 1. Unless an ability states otherwise, spending Fellowship is an immediate action.
The Fellowship die is d6 at 1st level, d8 at 5th level and d10 at 10th level.
Encourage
When an ally within 30 feet makes an attack roll, saving throw or skill check, the knight may spend one Fellowship use after the die is rolled but before success or failure is announced. Add the Fellowship die to the result. At 5th level the range becomes 60 feet. Encourage cannot be applied more than once to the same roll.
Defend
When an adjacent ally is targeted by an attack, the knight may spend one Fellowship use before the attack is resolved. The ally gains a +2 dodge bonus to AC against that attack, or +3 if the knight is currently wielding a shield. Multiple uses of Defend do not stack against the same attack.
Rally
When an ally within 30 feet fails a saving throw against a fear effect, the knight may spend one Fellowship use. The ally immediately attempts the saving throw again at the original DC and gains a morale bonus equal to the knight’s Charisma modifier, minimum +1. The second result must be accepted. An ally may benefit from Rally only once against a particular fear effect. At 5th level the range becomes 60 feet.
Knightly Virtue (Ex)
At 2nd, 5th and 8th level, the knight chooses one Knightly Virtue. A virtue may normally be selected only once.
Champion
While Formal Challenge is active, the knight gains a +1 dodge bonus to AC against the challenged creature. At 8th level in this prestige class, this becomes +2.
Guardian
When using Aid Another to improve an ally’s AC, the knight may perform the action as a move action rather than a standard action. A successful attempt grants +4 AC rather than +2 against the opponent’s next attack. The knight cannot use Guardian to aid their own AC.
Horseman
The knight gains Mounted Combat as a bonus feat. If the knight already possesses Mounted Combat, choose Mounted Archery, Ride-By Attack, Spirited Charge or Trample instead, provided the knight meets that feat’s prerequisites. The knight also gains a +2 competence bonus on Ride checks.
Questing Knight
The knight gains Endurance as a bonus feat. If the knight already possesses Endurance, the knight gains Track instead. While pursuing a declared quest, the knight gains a +2 competence bonus on Survival checks directly related to reaching or completing the quest objective.
Courtly Knight
The knight gains a +2 competence bonus on Diplomacy and Sense Motive checks and may take 10 on either skill even when stress or distraction would normally prevent doing so.
Monster-Slayer
The knight gains a +2 competence bonus on Knowledge checks made to identify monsters and their capabilities. After successfully identifying a creature, the knight gains a +1 insight bonus on weapon attack rolls and weapon damage rolls against that specific creature for the remainder of the encounter.
Merciful Knight
The knight may deal nonlethal damage with a melee weapon without taking the normal penalty. When the knight accepts a genuine surrender or deliberately spares a defeated enemy, the knight gains a +2 circumstance bonus on Diplomacy checks involving that creature or witnesses who know what occurred for the following 24 hours.
Formal Challenge (Ex)
At 3rd level, the knight may spend one Fellowship use as a swift action to challenge one creature within 60 feet that can see or hear the knight. Only one Formal Challenge may be active at a time.
Against the challenged creature, the knight gains a +1 morale bonus on attack rolls, a +2 morale bonus on weapon damage rolls and a +2 morale bonus on Will saves against fear, charm and compulsion effects originating from that creature. The challenge lasts until the encounter ends, the target is defeated or rendered helpless, the knight voluntarily ends the challenge or the knight challenges another creature. Formal Challenge imposes no magical compulsion on its target.
Questing Resolve (Ex)
At 4th level, the knight may declare one significant objective to be a quest. Only one quest may be declared at a time. While actively pursuing that quest, the knight gains a +2 morale bonus on saving throws against fear and compulsion, a +2 bonus on Constitution checks made to resist forced marches and comparable travel hardships, and a +2 competence bonus on Survival checks directly related to reaching or completing the objective.
Stand Beside Me (Ex)
At 6th level, when an adjacent ally is hit by an attack that deals hit-point damage, the knight may spend one Fellowship use as an immediate action after the damage is determined. First calculate the damage the ally would actually suffer after applying that ally’s protections. Divide the remaining hit-point damage between the ally and the knight. The knight takes half, rounded down, and the ally takes the remainder.
Damage transferred to the knight cannot be reduced, redirected or prevented. Only hit-point damage is divided; poison, ability damage, ability drain, energy drain, conditions and other secondary effects remain with the original target.
Champion of the Table (Ex)
At 7th level, the knight gains two additional Fellowship uses per day. Allies within 30 feet who can see or hear the conscious knight gain a +2 morale bonus on saving throws against fear. The knight also gains a +2 circumstance bonus on Diplomacy, Gather Information and Intimidate checks when recognised membership in the Round Table is directly relevant.
Unbroken Courage (Ex)
At 8th level, the Knight of the Round Table becomes immune to fear. Once per day, when the knight fails a saving throw against a charm or compulsion effect, the knight may immediately reroll the saving throw. The second result must be accepted.
Deed Worthy of Song (Ex)
At 9th level, once per day after making an attack roll, saving throw, ability check or skill check but before the result is announced, the knight may add the knight’s Knight of the Round Table class level to the roll. The ability cannot make a genuinely impossible task possible and does not override the normal rules for a natural 1 on an attack roll or saving throw.
Legend of the Round Table (Ex)
At 10th level, the Fellowship die becomes d10 and the knight gains The Table Does Not Break.
The Table Does Not Break: Once per day, when the knight or an ally within 30 feet would be reduced to 0 or fewer hit points by hit-point damage, the knight may use an immediate action. The affected creature remains at 1 hit point instead. Every conscious ally within 30 feet who can see or hear the knight gains temporary hit points equal to 10 + the knight’s Charisma modifier for 1 minute.
This ability does not prevent death caused independently of hit-point loss and does not remove secondary effects of the triggering attack.
Knight of the Round Table — Pathfinder 1e
Requirements
- Base Attack Bonus: +5
- Skills: Ride 5 ranks; Knowledge (nobility) 2 ranks; Diplomacy 5 ranks or Sense Motive 5 ranks
- Feat: Combat Expertise, Mounted Combat, Power Attack or Weapon Focus
- Worthy Deed: The character must complete a significant deed recognised as worthy of the Table.
- Admission: The character must be formally offered membership by Arthur or another recognised authority empowered to admit members.
Class Skills
Acrobatics (Dex), Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (history) (Int), Knowledge (local) (Int), Knowledge (nobility) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Survival (Wis) and Swim (Str).
Skill Ranks at Each Level: 4 + Intelligence modifier.
Weapon and Armour Proficiency
A Knight of the Round Table gains proficiency with all simple and martial weapons, light armour, medium armour, heavy armour and shields other than tower shields.
Class Progression
| Level | BAB | Fort | Ref | Will | Special |
|---|---|---|---|---|---|
| 1st | +1 | +2 | +0 | +2 | Oath of the Table, Fellowship d6 |
| 2nd | +2 | +3 | +0 | +3 | Knightly Virtue |
| 3rd | +3 | +3 | +1 | +3 | Formal Challenge |
| 4th | +4 | +4 | +1 | +4 | Questing Resolve |
| 5th | +5 | +4 | +1 | +4 | Knightly Virtue, Fellowship d8 |
| 6th | +6 | +5 | +2 | +5 | Stand Beside Me |
| 7th | +7 | +5 | +2 | +5 | Champion of the Table |
| 8th | +8 | +6 | +2 | +6 | Knightly Virtue, Unbroken Courage |
| 9th | +9 | +6 | +3 | +6 | Deed Worthy of Song |
| 10th | +10 | +7 | +3 | +7 | Fellowship d10, Legend of the Round Table |
Favored Class: Prestige-class levels do not receive favored-class bonuses under the standard Pathfinder rules.
Pathfinder Class Features
The Pathfinder version uses the same class-feature progression and core abilities as the 3.5e version above, with the following edition-specific adjustments:
- Fellowship: immediate-action uses follow Pathfinder’s normal immediate/swift-action timing.
- Encourage: the Fellowship die is a competence bonus.
- Horseman: if Mounted Combat is already known, choose Mounted Archery, Ride-By Attack, Spirited Charge or Trample for which the character qualifies; if none is available, gain Skill Focus (Ride).
- Questing Knight: gain Endurance; if already known, gain Skill Focus (Survival).
- Champion of the Table: use Diplomacy, Intimidate and appropriate local-information checks rather than the retired Gather Information skill.
- Stand Beside Me: calculate the ally’s damage after damage reduction, energy resistance and other applicable protections, then split the remaining hit-point damage. The knight’s transferred half cannot be reduced again.
All other class features use the wording and limits given in the 3.5e section unless Pathfinder terminology above replaces a retired skill or rule term.
Becoming a Knight of the Round Table
Becoming a Knight of the Round Table is not as simple as reaching a royal court. Camelot no longer stands openly in Britain. The fellowship survives through an Earth-linked refuge reached by unstable crossings into the Otherworld, and the road opens only rarely.
Most candidates are noticed first on Earth. A Round Table knight may witness their deeds, a messenger may carry their name into Camelot, or an old oath may draw them toward one of the hidden roads. Only after the candidate has proved worthy does the fellowship arrange the final passage.
For this reason, admission itself should be played. Finding the road to Camelot can be the last test before the character takes the first level of this prestige class.
Ways a Candidate May Reach the Table
- Be sponsored by an existing Round Table knight operating on Earth.
- Receive a summons that opens an authorised Fey crossing.
- Complete a deed so significant that the fellowship seeks the hero out.
- Encounter Arthur or another recognised authority outside Camelot.
- Complete a quest whose final stage reveals the road to the withdrawn court.
Playing a Knight of the Round Table
A Knight of the Round Table is strongest when companions matter. Fellowship lets the knight improve crucial rolls, shield allies, rally the frightened and eventually share damage. Formal Challenge gives the knight a dangerous opponent to confront without magically forcing that creature to respond.
The class rewards courage, protection and cooperation rather than maximum personal damage. A character who wants the largest possible damage multiplier may find stronger choices elsewhere. A character who wants to be the person companions remember as saying “stand with me” when everything goes wrong belongs here.
Knights of the Round Table in the Campaign
King Arthur remains the central authority of the fellowship. Existing Round Table knights can sponsor, test or oppose candidates without requiring every Arthurian NPC statblock to use this prestige class.
Sir Gawain illustrates the Champion, Guardian and Questing Knight traditions. Sir Kay shows how a Round Table knight can be a courtly guardian and practical commander rather than a wandering champion. Sir Galahad represents the questing ideal, though his own page should receive a separate canon cleanup before it is used as a mechanical model.
Adventure Hooks
The Empty Seat
A place at the Table has opened, but two proven heroes have been recommended. Arthur refuses to turn membership into a tournament; both candidates are sent to solve a dangerous problem together, and how they treat one another matters as much as success.
The Broken Fellowship
A member disappears after abandoning a sworn quest. The characters must discover whether the knight betrayed the oath, was enchanted, or uncovered something dangerous enough to justify vanishing.
The False Knight
Someone is travelling under the Table’s reputation, demanding hospitality and obedience while committing abuses. The characters must expose the impostor without damaging trust in the fellowship.
The Unanswered Challenge
A foreign champion issues a public challenge designed to humiliate Arthur’s fellowship. Winning the duel may be less important than learning who arranged it and why.
The Road Under Protection
Travellers carrying Arthur’s protection vanish from a supposedly secure road. A Round Table knight is expected to make the promise mean something.
A Seat Restored
A disgraced former member performs an extraordinary rescue but refuses to ask for forgiveness. The characters must decide whether the original betrayal has truly been answered and what restitution still remains.
Equipment, Privileges and Rewards
Membership grants access and responsibility rather than free treasure. Appropriate privileges include recognised audience within the fellowship, the right to present petitions through the Table, hospitality at allied halls, access to messengers and records when relevant to a quest, and reasonable replacement of ordinary travelling supplies when directly serving Arthur.
A character does not automatically receive magic weapons, magic armour, a castle, land, followers or a supernatural mount for taking a prestige-class level. Exceptional rewards should be earned in play.
Related Classes
Choose the ordinary Knight when the character fantasy is professional knighthood, mounted warfare, feudal service and the lifelong training of a warrior aristocrat.
Choose Knight of the Round Table when the character is already a proven hero and the campaign is about earning membership in Arthur’s fellowship, protecting companions and taking on legendary quests.
Choose a paladin-style class when supernatural sacred power is the centre of the character rather than fellowship and Arthurian reputation.
Choose Fighter when weapon mastery and broad martial customisation matter more than membership in an organisation or code.
Explore the Arthurian World
Sources and Rules Provenance
The Knight of the Round Table mechanics on this page are original campaign material designed for compatibility with the D&D 3.5e d20 and Pathfinder 1e rules frameworks. The class is not presented as an official Wizards of the Coast, Paizo or third-party prestige class.
Arthurian names and literary traditions are used as mythic and literary source material. Modern copyrighted retellings should not be copied into this page.
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