I guess the simple way of looking at the Witch Knight vs the Gallowglass is that Witch Knights are considered part of the outer circle of the coven, where a Gallowglass isn't part of the coven at all. Both classes are martial fighting classes. The witch knight is a cavalier subclass and is related to the paladin. The gallowglass is a fighter subclass. Though both do have magical effects.
THE WITCH KNIGHT
A Witch Knight must have all the requisite ability scores of the cavalier, which are Strength 15, Dexterity 15, Constitution 15, and additionally a Wisdom score of 13 and a Charisma score of 13 or higher. Witch Knights are devoted champions of the Old Religion, chosen to defend its mysteries, sanctuaries, and priestesses. A witch knight can serve witches, wicce, druids, or even clerics of "the old faith." Though they wear the mail of warriors and fight with sword and shield, their power is rooted in ancient pacts and the cycle of life, death, and rebirth. A Witch Knight who strays from this sacred duty or profanes the oaths of their Order becomes a fighter and loses all special Witch Knight powers.
Witch Knights must initially be of the correct cultural station or be initiated into a tradition by a coven, high witch, or spirit of the Old Ways. In either case, the Witch Knight must advance through the stages of Squire and Horned Blade (the equivalent of Horseman and Lancer) before gaining full Witch Knight abilities.
Witch Knights are sworn to an Order. Each Order reflects a different aspect of the Old Faith and grants unique features at the 1st level. The five major Orders are:
Aura of the Old Ways: Beginning at 2nd level, the Witch Knight radiates a sacred presence. Allies within 10 feet gain +1 to attack rolls and saving throws against fear; enemies suffer -1 to attack rolls. This aura is always active unless the Witch Knight is unconscious or has broken an oath.
Oath of Protection: At 3rd level, the Witch Knight may swear an Oath to defend a person, place, or relic of the Old Religion. While protecting their charge, they gain +1 to hit, damage, and AC. Only one Oath may be active at a time. Breaking an Oath incurs penalties.
Sacred Mount: Like cavaliers, Witch Knights gain a bonded mount at 4th level. This mount is often fey-touched, ghostly, or marked by the Old Ways (e.g., antlered horses, black steeds with glowing eyes).
Witch Spell Use: Beginning at 7th level, the Witch Knight gains limited spellcasting ability. They cast Witch spells as a 3rd-level Witch and may choose spells from the 1st through 4th levels. They do not use spellbooks but instead rely on ritual tools, talismans, and learned charms.
Witch Knight Restrictions:
- May use all weapons and armor as a cavalier
- Must follow their Order's rites and taboos
- Must follow their Order's oaths to covens
Name Level: Upon reaching 9th level (Witch Knight), the Witch Knight may establish a Sacred Bastion, a sanctified fortress or waystation on a ley line or near a powerful coven. They may attract initiates, witches, and even other knights sworn to the Old Ways.
| Level | Title | Experience Points | Hit Dice (d10) | 1 | 2 | 3 |
|---|---|---|---|---|---|---|
| 1 | Aspirant of the Circle | 2,750 | 1 | - | - | - |
| 2 | Grove Squire | 5,500 | 2 | - | - | - |
| 3 | Horned Blade | 11,000 | 3 | - | - | - |
| 4 | Knight of the Moon | 22,000 | 4 | - | - | - |
| 5 | Green Champion | 40,000 | 5 | - | - | - |
| 6 | Thorn-Crowned Defender | 80,000 | 6 | - | - | - |
| 7 | Shield of the Old Ways | 160,000 | 7 | 1 | - | - |
| 8 | Spirit-Anointed Blade | 360,000 | 8 | 2 | - | - |
| 9 | Witch Knight | 600,000 | 9 | 2 | 1 | - |
| 10 | Witch Knight | 900,000 | 9+3 hp | 2 | 2 | - |
| 11 | Witch Knight | 1,200,000 | 9+6 hp | 2 | 2 | 1 |
| 12 | Witch Knight | 1,400,000 | 9+9 hp | 3 | 2 | 2 |
| 13 | Witch Knight | 1,700,000 | 9+12 hp | 3 | 2 | 2 |
| 14 | Witch Knight | 2,000,000 | 9+15 hp | 3 | 3 | 2 |
| 15 | Witch Knight | 2,300,000 | 9+18 hp | 4 | 3 | 3 |
| 16 | Witch Knight | 2,600,000 | 9+21 hp | 4 | 4 | 3 |
| 17+ | Witch Knight | +300,000 per | +3 hp per |
Witch Knight vs. Gallowglass
Both the Witch Knight and the Gallowglass are martial defenders of the occult world, but they differ in origin, role, and flavor.
Witch Knights are cavalier sub-classes: bound by Orders, oaths, and ritualized codes of conduct. They are champions of the Old Religion, serving witches and priestesses with reverence, and receiving structured mystical powers in return.
Gallowglass are fighter sub-classes: grim, ancestral warriors with limited ritual magic. They serve clans, covens, or places of power through raw loyalty and sacred bonds, not knightly honor.
The Witch Knight is the mythic sword-arm of the sacred moon, while the Gallowglass is the blood-bound axe of the old ways.
Rowan
Rowan has always been a witch knight. Even when I didn't know that is what she was, that is what she was. She has appeared in various stages of her life in past Character Creation challenges.
Each of these brought her a step closer to this ideal.
RowanHuman 16th level Witch Knight (Order of the Thorn), Lawful Neutral
Secondary Skill: Animal Trainner
S: 17
I: 13
W: 13
D: 15
C: 15
Ch: 18
Paralysis/Poison: 4
Petrify/Polymorph: 5
Rod, Staff, or Wand: 6
Breath Weapon: 4
Spells: 7
AC: -1 (Plate +2)
HP: 68
THAC0: 6
Weapon
Long Sword +2
Steed: Black Unicorn "Annwn"
Spells
First level: Comprehend Languages, Detect Spirits, Ghostly Slashing, Vertigo
Second level: Biting Blade, Delay Poison, Ghost Touch, Minor Image
Third level: Continual fire, Mirror Image, Suggestion
Theme Song: The Mummer's Dance
According to my wife, I spent days creating a "D&D Horse Girl." She is...not wrong. Again, my fondness for pagan things is showing here. If this were a modern game, she would be the plucky girl who works at the horse stables where her dad is a trainer, but not the owner, and she is the only one who can approach, let alone ride, the new, dangerous black stallion. ETA: I may have written up a NIGHT SHIFT character sheet for as well.
Her steed (a wholly inadequate word here) is a black unicorn named "Annwn." They are bonded much in the same way a Paladin's steed is.
Unlike witches, the witch-knigh does not get cantrips, bonus spells, or the ability to cast ritual spells.






















