The Dungeon Masters Guild

New Class Kits

                                      The Knight  
                                                        by Array 50

This is the Knight class I use for my campains, maybe you can adapt it for your own use.

Knight
A Player Class

"What are we? Some call us minor Paladins, others think of us as nothing more than a fancy fighter. Neither is true. True we share some of a paladins powers and we do things with more class than an average fighter. But we are so much more. Paladins obay only a god of good, but what of the gods of evil or neutrality? Don't they deserve someone to serve them? Don't you think these god's would be just as willing to grant us powers no normal fight may have? As for the paladins, they are a stuffy group at the best, barley able to walk without checking there code of law. These men and women may have more raw power than we do, but how could they ever hope to use it? I feel for them sometimes, but that has never stopped me from running one through with my sword if I have to."
Milar Yeser; Knight of the order of Aries.

Level Experience HD (1d10) Acquired Abilities
1 0-2000 1 +1 all saves
2 2001-4000 2
3 4001-8000 3 Cure light wounds 1/day
4 8001-18000 4
5 18001-35000 5 Track as Ranger at 50% base +3% ever further level
6 35001-70000 6
7 70001-125000 7 +2 all saves
8 125001-500000 8 Detect enemies within 60'
9 500001-750000 9 Cure light wounds 2/day
10 750001-1000000 +2 Detect magic base 20% +2% ever further level
11 1000001-1250000 +4 +1 to hit and damage on one weapon
12 1250001-15000000 +6 Detect Illusions at 20% base + 2% ever further level
13+ +25000/level +2/level Cure light wounds 3/day

Knights do not create strongholds, rather; assuming they quest for it, they receive a small kingdom.

Knights may be of any Lawful alignment, LE, LN, or LG. Although LG is the rarest, as they tend to become Paladins. A knight is permitted to ware any armor, though Plate mail is the most common, and they can use any weapon, though they favor two handed swords.
Upon completing a quest, a knight may receive and use a "Quest Sword" which grants a +2 to hit and attack rolls and act as magical weapons to hit.
Knights do not gain a bounded mount.

Knights strongly worship there god of choice (the alignment of there god defines there alignment beyond lawful). And any action taken that's non-lawful or what there god would consider "wrong" forces a similar punishment of that the paladin might suffer.