The Chevalier

by KaiTries5

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The Chevalier

A human general charges into the fray of battle. They whirl their sword around them, taking down enemy after enemy that comes their way. Upon seeing their leader fighting alongside them so furiously, the soldiers are rallied and begin to push back against the tide of enemies.

Four adventurers sit around a fire, recovering from the day's action. A goblin watches them from the brush, about to alert their tribe to the easy prey in their territory. But before they can do so, they are run through with a longsword by the fifth, and unseen, elven adventurer.

A halfling in leathers walks through the streets of a populated city. A thief bolts out a nearby alley, pursued by two guards. The halfling snaps their fingers and says a single word, causing the thief to fall over and enter a magic-induced laughing fit, allowing the guards to catch up to them.

Chevaliers are combatants with style, flair, and confidence. They come in many forms, from knights of honor sworn to a cause to wandering mercenaries travelling the world and looking for coin. Often as adept with words as they are with weapons, chevaliers are known for their quick tongues and charismatic dispositions. In battle, they are daring, bringing overwhelming boldness and determination to the battlefield.

Daring Combatants

A chevalier's defining trait is their confidence in combat. Not all chevaliers are necessarily courageous or fearless, but to be a chevalier is to have utter belief in one's ability to fight and win any battle in which they may find themselves. Some consider this pretension or arrogance, but a chevalier at work produces undeniable results.

Chevaliers use flashy techniques and impressive displays to put their opponents off, while projecting confidence through body language and bold moves. Such is the way of a chevalier, to convince their enemies of the chevalier's superior skill and their inferior techniques, regardless of the actual skill of either side.

Weapons and Wit

A chevalier's weapons of choice are not just the traditional arms, but also words. The ability to command one's own body and mind to project the confidence required to be a chevalier also makes them famously—or infamously, depending on who you ask—able to hurl biting insults, convince anyone of anything, and talk themselves out of bad situations.

A fight, to a chevalier, does not just mean physical combat, but any situation where they or another is in danger, and as with any fight a chevalier is in, they will apply their boundless confidence to it. And, if worst comes to worst, a blade is a great persuasive tool regardless.

Creating a Chevalier

The flexible nature of chevaliers makes them varied and diverse characters. Why did you become a chevalier? Were you trained, or did you pick up the skills yourself? Have you met other chevaliers? Have they taught you anything, or vice versa? Are you naturally confident, or is it an act?

Perhaps you have decades of experience and are sure of your skills, or you are young, impulsive, and overconfident. Maybe becoming a chevalier was a choice for you, or maybe you were forced to fight for a person or cause. Are you a leader or a follower? To what end do you apply your skills?






















































Perhaps your confidence comes from a genuine belief in your skills, or perhaps it is more of a projection if your own doubt onto your enemies. Whatever their style, your chevalier's past is vital to determining their present.

Quick Build

You can make a chevalier quickly by following these suggestions. First, put your highest ability score into Dexterity, followed by Charisma. Second, choose the folk hero background.

The Chevalier
Level Proficiency Bonus Features Confident Strike
1st +2 Bold and Brash, Finesse Focus
2nd +2 Fighting Style, Confident Strike 1d12
3rd +2 Chevalier Flair 1d12
4th +2 Ability Score Improvement 1d12
5th +3 Extra Attack, Alacrity 1d12
6th +3 Chevalier Flair feature 2d12
7th +3 Bravado (x1) 2d12
8th +3 Ability Score Improvement 2d12
9th +4 Fearlessness 2d12
10th +4 Chevalier Flair feature 3d12
11th +4 Bravado (x2) 3d12
12th +4 Ability Score Improvement 3d12
13th +5 Improved Fearlessness 3d12
14th +5 Chevalier Flair feature 4d12
15th +5 Bravado (x3) 4d12
16th +5 Ability Score Improvement 4d12
17th +6 Audacious Warrior 4d12
18th +6 Chevalier Flair feature 5d12
19th +6 Ability Score Improvement 5d12
20th +6 Man, Myth, Legend 5d12

Optional Rule: Multiclassing

If your group uses the optional rule on multiclassing in the Player's Handbook, here's what you need to know if you choose chevalier as one of your classes.

Ability Score Minimum. As a multiclass character, you must have at least a Dexterity score of 13 and a Charisma score of 13 to take a level in this class, or to take a level in another class if you are already a chevalier.

Proficiencies Gained. If chevalier isn't your initial class, here are the proficiencies you gain when you take your first level as a chevalier: light armor, medium armor, shields, simple weapons, martial weapons, and one skill from the class' skill list.

Class Features

As a chevalier, you gain the following class features.

Hit Points


  • Hit Dice: 1d10 per chevalier level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per chevalier level after 1st

Proficiencies


  • Armor: Light armor, medium armor, shields
  • Weapons: Simple weapons, martial weapons
  • Tools: None

  • Saving Throws: Dexterity, Charisma
  • Skills: Choose three from Persuasion, Intimidation, Deception, Performance, Insight, Perception, History, Acrobatics, Stealth, or Sleight of Hand

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) five javelins or (b) any simple melee weapon
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • Leather armor and a rapier

Bold and Brash

You enter battle with bravado and swagger. When you roll initiative, you can add your Charisma modifier to the roll.

Additionally, while you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Charisma modifier. You can use a shield and still gain this benefit.

Finesse Focus

As a chevalier, you fight with agility and grace. All melee weapons have the finesse property when you wield them. To gain this benefit, you must be proficient in the weapon, and it must lack the heavy property.

Fighting Style

At 2nd level, you adopt a particular style of fighting. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Blind Fighting

You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Thrown Weapon Fighting

You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Confident Strike

Also at 2nd level, you learn how to harness your confidence to propel your strikes. Some features from this class grant you Confidence. While you have Confidence, you can deal an extra 1d12 damage on one weapon attack you make that hits another creature before Confidence ends. This damage increases as you gain levels in this class, as shown in the Confident Strike column of the Chevalier table.

When you deal your Confident Strike damage, you lose Confidence. You cannot gain Confidence while you already have Confidence.

You also gain the following Confidence abilities.

Confidence: Grand Entrance. When you roll initiative, you gain Confidence for 1 minute.

Confidence: Fend Off. When a creature misses you with an attack, you gain Confidence until the end of your next turn.

Chevalier Flair

At 3rd level, you begin practicing a set of unique to augment your chevalier training. Choose the Aspirant, the Justicar, the Marshal, the Racketeer, the Troubadour, or the Vagabond, each detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, 14th, and 18th level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack

Also at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Alacrity

Beginning at 5th level, your quick thinking directly translates into swift action. Your movement speed increases by 10 feet, and you can use Dexterity in place of Strength when determining your jump distance.

Bravado

At 7th level, you can ward off certain attacks with confidence alone. When you make a saving throw, you can choose gain a bonus to the roll equal to your Charisma modifier.

You have one use of this feature, which increases to two uses at 11th level and three uses at 15th level. You regain all expended uses of this feature when you finish a short or long rest.

Fearlessness

At 9th level, your confidence protects you from fear. You are immune to the frightened condition.

When you reach 13th level, allied creatures that can see or hear you are also immune to the frightened condition if you are not incapacitated.

Audacious Warrior

At 17th level, not even magical protection could inhibit your blows. When you deal your Confident Strike damage, it ignores resistance and immunity to its type.

Man, Myth, Legend

At 20th level, your unwavering confidence in battle has become legendary. At the start of your turn, you gain temporary hit points equal to half your chevalier level. Any temporary hit points gained from any other source can be added to these temporary hit points.

Chevalier Flairs

To a chevalier, their flair is a manner of personal expression. While there are many things that are true of all chevaliers, there are many different forms they can take. Each and every one has different methodologies, skills, and ideals, which is reflected in their flair.

No two chevalier's flairs are exactly alike. However, there are multiple common disciplines that chevaliers practice. Six such disciplines are: aspiriants, justicars, marshals, racketeers, troubadours, and vagabonds. Many chevaliers practice the skillsets of one of these six flairs, but with subtle differences to better suit them and their style. A chevalier's flair defines who they are.

Aspirant

Aspirants are chevaliers who focus solely on their chevalier training. They seek to become among the best of all warriors; they aspire to be legends. It takes great confidence to be a chevalier, but to be an aspirant is to have a level of certainty in oneself as to border on impudence.

Aspirant Features
Level Features
3rd Aspirant's Confidence, Take In Stride
6th Flamboyant Combatant
10th Aplomb
14th Improved Extra Attack
18th Undaunted Daring

Aspirant's Confidence

When you take on this flair at 3rd level, when you roll your Confident Strike dice, you can also roll a number of d6's equal to half your proficiency bonus (rounded down) and add them to the total rolled.

You also gain the following Confidence ability.

Confidence: Ambitious Blow. When you score a critical hit, you gain Confidence until the end of your next turn.

Take In Stride

Also at 3rd level, even when you take a hit, your confidence swells. When another creature hits you with an attack, you can use your reaction to gain the effects of your Confidence: Fend Off feature.

You can use this feature a number of times equal to your proficiency bonus, and regain all expended uses when you finish a short or long rest.

Flamboyant Combatant

At 6th level, your flashy fighting style allows you to make severe strikes easily. Your weapon attacks score a critical hit on a roll of 19 or 20.

Aplomb

At 10th level, your confidence knows no bounds. Whenever you use your Aspirant's Confidence ability to roll additional d6's when you roll your Confident Strike dice, you gain temporary hit points equal to the total rolled on the additional dice granted by that feature.

Improved Extra Attack

At 14th level, you can make three attacks, instead of two, when you take the Attack action on your turn.

Undaunted Daring

At 18th level, your confidence never ceases. When a feature would grant you Confidence until the end of your next turn, it instead lasts for a number of rounds equal to your Charisma modifier (minimum of 2 rounds), ending at the end of your turn on the final round.

Additionally, when you deal your Confident Strike damage, you can choose not to lose Confidence. You can do this a number of times equal to half your proficiency bonus (rounded down), and regain all expended uses when you finish a short or long rest.

Justicar

Justicars are chevaliers who further their combat training. They attack without mercy and defend without pause, using heavier armaments than most chevaliers. Many are knights sworn to a land or cause, with both martial expertise and stunning charm at the ready.

Justicar Features
Level Features
3rd Justicar's Confidence, Champion of Iron
6th Unbroken Vow
10th Exact Justice
14th Knightly Valor
18th Valiant Vigil

Justicar's Confidence

When you take on this flair at 3rd level, when you have Confidence, you can use your reaction when a creature within 5 feet of you is hit by an attack to roll half your Confident Strike dice (rounded up) and reduce the damage they take by the total rolled. You then lose Confidence.

You also gain the following Confidence ability.

Confidence: Victorious Stand. When you succeed on a saving throw, you gain Confidence until the end of your next turn.

Champion of Iron

Also at 3rd level, you have trained to use heavier weapons and armor. You gain proficiency in heavy armor, and you can use your Dexterity score in place of Strength for the Strength requirements of heavy armor.

Additionally, your Finesse Focus ability now applies to weapons with the heavy property.

Unbroken Vow

At 6th level, when you swear to do something, you will make it happen. As a bonus action on your turn, choose one creature within 30 feet of you and pick one of the following vows.

  • Vow of Salvation. For the next minute, whenever another creature makes an attack against the target or forces them to make a Dexteirty saving throw, you can grant them a bonus to their AC or Dexterity saving throw equal to your proficiency bonus if they are within 5 feet of you.
  • Vow of Retribution. For the next minute, whenever another creature makes an attack against or casts a spell on the target, you can make a weapon attack against them if they are within reach of one weapon you are holding as a reaction.

Once you use this ability, you cannot use it again until you finish a short or long rest.

Exact Justice

At 10th level, any foe who would dare attack your allies face your wrath. Whenever you use your Justicar's Confidence ability to reduce the damage a creature would take from an attack, the attacking creature takes damage equal to half the amount of damage that you prevented (rounded down) if it is also within 5 feet of you.

Knightly Valor

At 14th level, you can push through and stay in the fight when you need to. When you are forced to make a saving throw against an effect that would deal damage or inflict the charmed, paralyzed, or stunned condition, you can choose to automatically succeed.

Once you use this feature, you can't use it again until you finish a short or long rest.

Valiant Vigil

At 18th level, you are always watching out for your allies. In combat, you get a special reaction that you can take once on every creature's turn, except your turn. You can use this special reaction only to use the reactions granted by your Justicar's Confidence and Unbroken Vow features, and you can't use it on the same turn that you take your normal reaction.

Marshal

Marshals are chevaliers who lead those around them. They use their charisma and boldness to take the helm in battle, commanding and inspiring those around them. Any chevalier is a force to be reckoned with by themselves, let alone one who is a master of commanding others.

Marshal Features
Level Features
3rd Marshal's Confidence, Rallying Advance
6th Spur To Action
10th Impeccable Order
14th Unwavering
18th Take Charge

Marshal's Confidence

When you take on this flair at 3rd level, when you have Confidence, you can use your reaction when a creature that can see or hear you hits with an attack to allow them to roll your Confident Strike dice and add it to one damage roll of the attack. You then lose Confidence.

You also gain the following Confidence ability.

Confidence: Commander's Poise. When you grant another creature temporary hit points, you gain Confidence until the end of your next turn.

Rallying Advance

Also at 3rd level, you inspire your compatriots as you fight. When you make a weapon attack and hit, you can choose to grant one creature who can see or hear you temporary hit points equal to your proficiency bonus + your Charisma modifier (minimum of 2 temporary hit points).

You have a number of uses of this feature equal to half your chevalier level (rounded up). You regain all expended uses when you finish a short or long rest.

Spur To Action

At 6th level, you can order your allies to act at a moment's notice. As an action, you can expend up to 2 uses of your Rallying Advance feature up to half your proficiency bonus (rounded down). For each use expended, one creature of your choice that can see or hear you may use their reaction to take one of the following actions of their choice.

  • Make a weapon attack with one weapon they are currently holding, or make an unarmed strike.
  • Cast a spell with a casting time of 1 action.
  • Move up to their speed.
  • Take the Hide, Search, or Use an Object action.

The number of Rallying Advance uses you can expend with this feature at once increases to 3 at 10th level, 4 at 14th level, and 5 at 18th level.

Impeccable Order

At 10th level, your orders and instructions to your allies are always precise. When you use your Marshal's Confidence ability to add your Confident Strike damage to another creature's damage roll, they can reroll half of the dice (rounded down) and take the new result.

Unwavering

At 14th, you never waver in a fight. When you roll initiative and have no uses of your Rallying Advance feature left, you regain a number of uses equal to half your proficiency bonus (rounded down).

Take Charge

At 18th level, you can take the lead in battle and inspire your allies to fight on. As an action, you can grant any number of creatures of your choice that can see or hear you advantage on all attack rolls, saving throws, and ability checks until the start of your next turn.

Once you use this feature, you can't use it again until you finish a short or long rest.

Racketeer

Racketeers are chevaliers who prefer the more violent side of diplomacy. They use threats and coercion to achieve their ends. Some work as bodyguards and bouncers, others apply their skills as bruisers and gangsters, and a select few are wandering vigilantes that menace their foes.

Racketeer Features
Level Features
3rd Racketeer's Confidence, Strike Terror
6th Rough Around
10th Broken Resolve
14th Frozen In Fear
18th Dishearten

Racketeer's Confidence

When you take on this flair at 3rd level, when you deal your Confident Strike damage to another creature, you can reduce the number of dice you roll and choose a number of creatures who can see or hear you equal to the number of dice you reduced. Each one suffers a penalty to attack rolls and skill checks equal to your Charisma modifier (minimum of 1) until the end of your next turn.

You also gain the following Confidence ability.

Confidence: Menacing Presence. When you frighten another creature, you gain Confidence for 1 minute.

Strike Terror

Also at 3rd level, you know exactly how to menace your enemies. When you reduce another creature to 0 hit points, you can choose a number of creatures who can see or hear you up to your proficiency bonus. Each target must make a Wisdom saving throw against a DC of 8 + your Charisma modifier + your proficiency bonus.

On a failed save, a creature is frightened of you until they can no longer see or hear you. At the end of their turns, they can remake the saving throw, and are no longer frightened on a success.

Rough Around

At 6th level, you learn to bully your opponents in battle. When you attempt to grapple or shove a creature, you can make an Acrobatics check instead of an Athletics check. Additionally, you gain the following benefits.

  • While you have a creature grappled, the creature also has the restrained condition.
  • When you shove a creature, you can choose to push it 10 feet, or push it 5 feet and knock it prone.

Broken Resolve

At 10th level, you break the resolve of those you intimidate. When you use your Racketeer's Confidence ability to give other creatures a penalty to attack rolls and skill checks, the penalty from that feature also applies to saving throws.

Frozen In Fear

At 14th level, the fear you strike in others' hearts locks them in place. When you frighten a creature, they also suffer one of the following effects of your choice while they are frightened.





















































  • The creature can't take reactions.
  • The creature's speed is reduced by 15 feet.

Dishearten

At 18th level, you have a knack for demoralizing your foes. When you hit another creature with an attack, you can choose to immediately use your Strike Terror feature, even if the creature was not reduced to 0 hit points by the attack.

You can use this feature a number of times equal to your proficiency bonus, and regain all expended uses when you finish a short or long rest.

Troubadour

Troubadours are chevaliers who use a form of magic similar to that of bards. Through their sheer force of personality, magic springs forth. They are adept at using magic—particularly enchantment magic—to their advantage in combat, and make use of the added versatility that their magic grants them.

Troubadour Features
Level Features
3rd Troubadour's Confidence, Spellcasting
6th Treachery
10th Captivating Confidence
14th Enchanter's Cunning
18th Beguiling Influence

Troubadour's Confidence

When you take on this flair at 3rd level, when you gain Confidence, you can choose a creature within 30 feet of you that can see you. That creature must make a Wisdom saving throw against a DC of 8 + your Charisma modifier + your proficiency bonus. On a failure, that creature is charmed by you until Confidence ends.

You also gain the following Confidence ability.

Confidence: War Enchanter. When you cast a spell of the enchantment school on another creature, you gain Confidence until the end of your next turn.

Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast spells.

Cantrips. You learn two cantrips of your choice from the bard spell list. You learn an additional bard cantrip of your choice at 10th level.

Spell Slots. The Troubadour Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell charm person and have a 1st-level and a 2nd-level spell slot available, you can cast charm person using either slot.

Spells Known of 1st-Level and Higher. You know three 1st-level bard spells of your choice. The Spells Known column of the Troubadour Spellcasting table shows when you learn more bard spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

Whenever you gain a level in this class, you can replace one of the bard spells you know with another spell of your choice from the bard spell list. The new spell must be of a level for which you have spell slots.

Spellcasting Ability. Charisma is your spellcasting ability for your bard spells, since your magic comes from your force of personality. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a bard spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus + your Charisma modifier

Spell Attack Modifier = Your proficiency bonus + your Charisma modifier

Troubadour Spellcasting
Level Cantrips Known Spells Known 1st 2nd 3rd 4th
3rd 2 3 2
4th 2 4 3
5th 2 4 3
6th 2 4 3
7th 2 5 4 2
8th 2 6 4 2
9th 2 6 4 2
10th 3 7 4 3
11th 3 8 4 3
12th 3 8 4 3
13th 3 9 4 3 2
14th 3 10 4 3 2
15th 3 10 4 3 2
16th 3 11 4 3 3
17th 3 11 4 3 3
18th 3 11 4 3 3
19th 3 12 4 3 3 1
20th 3 13 4 3 3 1

Treachery

At 6th level, you take full advantage of charmed opponents. When you hit a creature that is charmed by you with a weapon attack, you deal additional damage to that creature equal to your Charisma modifier (minimum of 1).

Captivating Confidence

At 10th level, others can't help but be enthralled by you. Whenever you use your Troubadour's Confidence ability to charm a creature, you can charm a number of creatures up to half your proficiency bonus (rounded down).

Enchanter's Cunning

At 14th level, you can hold your charms even as you fight. When an effect causing a creature to be charmed by you would be ended by you or your allies harming the charmed creature, you can prevent the effect from ending.

You have a number of uses of this feature equal to your proficiency bonus, and regain all expended uses when you finish a long rest.

Beguiling Influence

At 18th level, enchantment magic passively warps other's perceptions of you. When a creature attacks you, it must make a Wisdom saving throw against your troubadour spell save DC. On a failed save, the attack automatically misses.

Creatures that can't be charmed are immune to this effect, as are creatures you have done anything harmful towards within the last 24 hours.


































Vagabond

Vagabonds are chevaliers that strike from the shadows. They lie in wait, looking for the perfect opportunity to take their opponents down swiftly and silently. Their prey never see it coming—and if they do, its only because the vagabond wanted them to.

Vagabond Features
Level Features
3rd Vagabond's Confidence, Silent Steps
6th Run Through
10th Marked For Death
14th Unexpected Arrival
18th Abscond

Vagabond's Confidence

When you take on this flair at 3rd level, when you gain Confidence, you can choose one creature you can see. If you deal your Confident Strike damage to that creature before Confidence ends, it takes an additional 1d12 damage.

You also gain the following Confidence ability.

Confidence: Hidden Blade. When you successfully hide from another creature, you gain Confidence until the end of your next turn.

Silent Steps

Also at 3rd level, you can hide at a moment's notice. You can take the Hide action as a bonus action.
































Run Through

At 6th level, you've gained a knack for striking the most vital parts of your enemies' bodies. When you make a weapon attack against a creature and hit, you can choose to make it a critical hit.

Once you use this feature, you can't use it again until you finish a long rest.

Marked For Death

At 10th level, you are a master at taking down your targets quickly. Whenever you use your Vagabond's Confidence ability to choose a creature to take additional damage from your Confident Strike, the additional damage that creature takes from that feature is increased by an amount equal to half your chevalier level (rounded down).

Unexpected Arrival

At 14th level, your unpredictable nature startles your foes. When you roll initiative, choose any number of creatures that also rolled initiative. Each one must make a Wisdom saving throw, with a DC of 8 + your proficiency bonus + your Charisma modifier. On a failure, a creature is suprised. You can't use this feature if you are surprised.

Abscond

At 18th level, when everything goes south, you can escape easily. As a bonus action, you can gain the benefits of two of the following actions of your choice: Dodge, Dash, Hide, and Disengage.

You can use this feature a number of times equal to your proficiency bonus, and regain all expended uses when you finish a short or long rest.

The Chevalier

A Charisma-based martial class that brings confidence to battle. Bring your courage and audacity to bear on the battlefield! Fight with swagger and poise! Adopt one of the six Chevalier Flairs and become its paragon!

Created by: u/KaiTries5

Artist Credits:
Cover - Lucien, by chibi-oneechan
Page 1 - Omexe Arena, by Dimitar Marinski
Page 1 - 2016, by Chanz Z
Page 3 - Graph, by Billy Christian
Page 4 - Pirate, by Audia Pahlevi
Page 5 - Crusader Captain Vsevolod, by PARADE Games
Page 6 - Joan of Arc, by Bayard Wu
Page 7 - Fantasy Fighter, by Andrebernardino
Page 9 - Female Warrior, by Drakewitch
Back - Betty the Badger, by Olie Boldador

Other Credits:
Page Stains by Jared Ondricek
Chevalier Icon by Game-icons.net