School of Cavalry
Magic can slaughter dozens and turn the tide of battle in an instant, and wizards' value and frailty make them prime targets. Cavalry wizards use equestrian skills and practical knowledge to keep its practitioners alive on the bloody battlefield. The magic's long range and their mounts' incredible mobility keeps members of this school casting mighty spells out of harm's way.
Mounted Mage
When you select this school at 2nd level, you learn a ritual that summons a magical force which takes the form of a noble steed. This ritual takes 1 hour and expends a spell slot of 1st level or higher. The mount assumes the shape of any Large beast of CR 1/2 or lower without a flying speed.
Your mount vanishes if killed or if you summon another mount. It obeys your verbal commands and can only take the Dash, Disengage, and Dodge actions.
You also gain proficiency in Animal Handling.
As you gain levels in this class, your mount can take on more powerful forms, listed on the table below. To summon a stronger mount, you must expend a slot the same level as the creature's CR or higher.
Wizard Level | Mounts |
---|---|
4th | Dire wolf, lion |
6th | Giant boar, rhinocerous |
8th | Pegasus, griffon |
9th | Nightmare, owlbear |
12th | Chuul, elephant |
15th | Shambling mound, unicorn |
18th | Mammoth, wyvern |
If you summon a mount with a CR lower than the level of the spell slot used, it gains two additional hit dice for every spell slot above the level required to summon it.
Veteran's Tricks
Starting at 6th level, your experience with battlefield survival at any cost grants you an improvisational trick based on a school you favor. When you finish a long rest, you can replace the trick you know with a different one, changing your tactics to suit the situation.
Abjuration—Improvised Ward. When you cast a spell of 1st level or higher, your AC and the AC of your mount increase by 1 until the start of your next turn.
Conjuration—Back in the Saddle. If you cast a spell of 1st level or higher while on foot, you can teleport onto your mount if it is within 30 feet of you.
Divination—Incoming. When you cast a spell of 1st level or higher, you and your mount have advantage on the next Dexterity saving throw you make before the start of your next turn.
Enchantment—Shock Tactics. One creature you damage with a spell of 1st level or higher has disadvantage on the first attack it makes against you or you mount before the end of your next turn.
Evocation—Elemental Endurance. When you damage a creature with a spell of 1st level or higher, you and your mount gain resistance to one damage type dealt by that spell until the start of your next turn.
Illusion—Ride in the Night. Hushing magic quiets your footsteps. You and your mount move silently, gaining advantage on Dexterity (Stealth) checks.
Necromancy—Tireless Rider. You and your mount draw on the endurance of undeath. Neither of you need to eat, drink, breathe, or sleep. When you take a long rest, you spend four hours in an inactive, motionless state. You appear inert, but remain conscious, and can see and hear normally.
Transmutation—Battlefield Rations. You learn purify food and drink and create food and water, which you can cast as rituals. These spells do not count against your number of spells prepared per day.
Bonded Souls
Starting at 10th level, whenever you cast a spell that targets yourself, the spell targets the mount as well. When you target your mount with a spell, the spell also targets you.
Rearing Hooves
Beginning at 14th level, you can sacrifice your action on your turn to allow your mount to take an action, ignoring the limits imposed on a controlled mount. You take the rest of your turn as normal. If your mount has Legendary Actions, it still cannot use them.
Riders, sandara
This content is no longer up-to-date. It exists as part of a larger document, The Warrior's Codex, which can be found here