Knight Hospitaler

Hospitalers are members of a religious order of compassionate warriors sworn to provide care and comfort to the poor, the sick, and the injured. Their chapter houses are in many large cities, offering comfort and healing to those in need of it. However, hospitalers are most famous for their work out in frontier lands, where they aid travelers (especially religious pilgrims) who are in distress far from any other help. Fortified hospices stand near difficult mountain passes, at remote river crossings, and in lonely clearings in dark, monster-haunted forests. Many are the travelers whose lives have been saved by hospitalers watching over dangerous roads in the wilds.
    In addition to serving as healers and sponsoring almshouses and hospices throughout the land, hospitalers are valiant soldiers. Hospitaler orders keep roads safe from bandits and monsters, especially routes used by pilgrims journeying to holy sites. They defend important shrines and protect high-ranking members of the priesthood. Finally, hospitaler orders are the backbone of many crusading armies seeking to confront great evils in far lands.
    Like chevaliers, hospitalers are seen as knights of a sort and are entitled to a number of privileges in most realms. They are responsible for maintaining estates and strongholds, overseeing justice in their demesnes, and marshaling companies of soldiers to protect the lands around their estates. However, they are loyal to religious leaders, not secular rulers. Hospitaler commanders hold high ecclesiastic rank as well as knightly titles and estates. In practice, most hospitalers split their time between the estates for which they are personally responsible and the chapter houses or hospices of their order. Titles and estates are awarded on the basis of seniority and family influence, so low-ranking hospitalers rarely have estates of their own. Instead they serve as seneschals or lieutenants to landed hospitalers, swear fealty to the king or high nobles of the nearest realm, or take up arms in a crusade.

    Knight Hospitaler Starting Feature (1st level): You gain the shield of devotion power.
    Knight Hospitaler Level 5 Feature (5th level): You can request food and lodging for yourself and your traveling companions from any temple affiliated with your hospitaler order, or from any noble household. Your request for hospitality will be honored in all but the most unusual circumstances.
    Knight Hospitaler Level 10 Feature (10th level): You can use shield of devotion twice per encounter.

Knight Hospitaler Utility Shield of Devotion

With a quick prayer you bestow minor healing on a stricken ally, then prepare yourself to smite the enemy who struck your friend.

Encounter        Divine, Healing
Immediate Reaction      Close burst 5

Trigger: An ally within 5 squares of you takes damage from an enemy attack.

Target: The triggering ally

Effect: The target regains hit points equal to your Wisdom modifier or Charisma modifier. Until the end of your next turn, you gain a +2 power bonus to your next attack roll against the enemy that damaged the target.
    Level 11: The target regains hit points equal to 5 + your Wisdom modifier or Charisma modifier.
    Level 21: The target regains hit points equal to 10 + your Wisdom modifier or Charisma modifier.


Update (6/28/2011)
Changed to match July update.

Knight Hospitaler Utility 2Hospitaler's Prayer

Your prayer alleviates one malady afflicting your comrade and shields him or her from harm for a short time.

Daily        Divine
Minor Action      Close burst 5

Target: One ally in the burst

Effect: The target can make a saving throw. Until the end of your next turn, the target gains a +2 power bonus to all defenses, or a +4 power bonus if the saving throw you grant with this power fails.


Knight Hospitaler Utility 6Radiant Stride

Cloaking yourself in a bright nimbus of light, you go to the side of a wounded comrade.

Encounter        Divine
Move Action      Personal

Effect: You shift up to your speed. You must end the shift adjacent to a bloodied or unconscious ally. Until the end of your next turn, you gain partial concealment, and your allies also have partial concealment while adjacent to you.


Knight Hospitaler Utility 10Fight on, Friend

You heal a badly wounded companion, restoring health and banishing one affliction or hindering condition of your choice.

Daily        Divine, Healing
Minor Action      Melee touch

Target: One bloodied or unconscious ally

Effect: The target regains hit points equal to twice his or her healing surge value. In addition, the target automatically saves against one effect that a save can end.


Published in Dragon Magazine 399.