Knight of the Chalice

"Begone, devils! You have no power here!"

Prerequisite: Paladin

Devils scheme amid the layers of the Nine Hells and infest the world with evil. You are sworn to protect innocents from their infernal machinations. To this end, you have joined an order of like-minded warriors.

The Knights of the Chalice take their order’s name from an artifact belonging to the deity slain by Asmodeus when he ascended to godhood. It is rumored that with a single draught of water from the chalice of that deity, the drinker can atone for any wrong and completely purify his or her soul. Some say that drinking from the cup can turn any being, even Asmodeus himself, from evil to good. Whether or not these tales of these legendary properties are true, the chalice is undoubtedly a powerful artifact for good, and many Knights of the Chalice seek it. Some pursue a loftier goal still: to resurrect the chalice’s divine owner and restore him to his throne.

As a Knight of the Chalice, you remain vigilant for any signs of infernal activity. You aid all of good heart who stand in the path of devilish influence, and you answer the call of your fellow knights when the powers of the Nine Hells gather in force.

KNIGHT OF THE CHALICE PATH FEATURES

    Censure Devils (11th level): You gain the Channel Divinity power censure devils.
    Saving Action (11th level): When you spend an action point to take an extra action, you also make a saving throw against each effect on you that a save can end. If an effect was caused by a devil, you gain a +2 bonus to the saving throw against that effect.
    Aura Suppression (16th level): When you hit any creature marked by you that has an aura, the aura is deactivated. The creature cannot reactivate the aura before the end of your next turn.

Knight of the Chalice Feature Censure Devils

The power of your faith pains your diabolical enemies.

Encounter        Divine, Implement
Minor Action      Close burst 5

Channel Divinity: You can use only one channel divinity power per encounter

Target: Each devil in the burst

Attack: Charisma vs. Will

Hit: The target is weakened until the end of your next turn.


Knight of the Chalice Attack 11Ensnaring Smite

You bind your foe with ancient magic used to imprison devils.

Encounter        Divine, Weapon
Standard Action      Melee weapon

Target: One creature

Attack: Charisma vs. AC

Hit: 1[W] + Charisma modifier damage, and the target is restrained until the end of your next turn. If the target is a devil marked by you, it takes 1[W] extra damage and can’t teleport (save ends).


Knight of the Chalice Utility 12Heavenly Courage

Honeyed words and malicious threats have no effect on you but bring punishment to your foes.

Encounter        Divine, Radiant
No Action      Personal

Trigger: You fail a saving throw against a charm or fear effect

Effect: You reroll the saving throw. If you save, the enemy that caused the charm or fear effect takes radiant damage equal to your Charisma modifier.


Knight of the Chalice Attack 20Blessing of the Chalice

Invoking the power of your order’s oath, you infuse your blade with holy light to thwart your enemy.

Daily        Divine, Radiant, Weapon
Standard Action      Melee weapon

Target: One creature

Attack: Charisma vs. AC

Hit: 4[W] + Charisma modifier radiant damage, and the target takes a -2 penalty to attack rolls (save ends). If the target is a devil, it also takes ongoing 10 radiant damage (save ends).

Miss: Half damage, and the target takes a -2 penalty to attack rolls until the end of your next turn.


Published in Divine Power, page(s) 102.