Cavalier

by Etschbeijer

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The Cavalier

Cavalier


The lance goes down, targeting at the enemy in formation while young human knight rides his horse. A harsh sound was heard and screams of the enemy soldiers when he and his horse breached their formation while drops his lance and uses his sword to cut his way through the enemies that are not trampled down by the hooves of his mighty horse.

A young gnome, riding his loyal bandersnatch, charges straight at a pikewall formation of warforged when both of them disappear in a cloud of silver mist. A short moment later they appear behind the pikewall in the mids of the archers wrecking havoc and before the enemies can retaliate they disappear again in a cloud of silver mist.

A lizardmen is surrounded by a group of armed goliath and after he releases a battle cry an armoured Tyrannosaurus breachs out of the underwood, slammings its whole body into the goliath. A short moment later the lizardmen somehow got on the back of the titanic beast that unleashed an intimidating scream, creating panic in the goliath formation that breaks when the tyrannosarus and its rider start to rip them apart as they ride past them.

Independent of their order all cavaliers are experts of mounted combat and have the most loyal steads. Together they have unmatched mobility on the battle fields and combined with their commanding presence, they can help their comrades to coordinate more easily.

Training and Responsibilities

The cavalier learns to wield all kinds of basic weapons, ranging from daggers to two-handed greatswords and can wear light, medium and heavy armour. They usually descend from the elite or nobility in their cultures and so they are trained in several skills to lead people. Consequently, they learn to coordinate their comrades on the battlefield to out maneuvers their enemies and enable their comrades to use their full potential. But their deadliest weapon is their mount. It is a well trained companion and ranges from a noble horse, bred in stables over generations to battle scarred and wild tamed saurians or fey creatures that are given by archfeys or bound by another pact.

Some of these riders try to perform the best fighting on the back of their mount, while others see their mount as a partner they fight alongside and others are granted power by the fey to combine their combat prowess with magic power and few seek the freedom of the sky. The combination of his leadership abilities, basic combat training and loyal mount make the cavalier a force to be reckoned with on the battlefield and in dungeons.

Glory and Honour!

As representatives of the nobility, a cavalier typically seeks a way to gain great honour and respect by his people and lords. For that they usually fight in wars and lead armies or smaller squads into battle. Some are on secret missions for their lords or masters to regain a powerful artefact, lost knowledge or destroy a potential foe on the other side of the continent that could become problematic in the future.

Besides the battle field, many cavaliers also have to do the political game, a burden loaded upon them by their noble birth or newly gained title. They have to learn to distinguish allies from enemies and learn that a wrong word can cut much deeper than a vorpal sword. In order to gain respect of potential allies and rivals it is important to bestow respect upon them and having slain a monster or pierced the hearth of a dragon personally is a hard but effective way to remind them who is in charge. In order to gain a better standing in peaceful times many cavaliers start adventuring to improve, learn new things and meet people they couldn’t meet in their lands.

Cavalier
Level Proficiency Bonus Charge Attack Features
1st +2 1d6 Favoured Mount, Mounted Combat, Cavalier’s Charge
2nd +2 1d6 Fighting Style, Challenge
3rd +2 1d8 Knight Order, Nimble Mount
4th +2 1d8 Ability Score Improvement
5th +3 2d6 Extra Attack
6th +3 2d6 Tactician, Magic Fangs
7th +3 2d8 Knight Order Feature
8th +3 2d8 Ability Score Improvement, Horse Master
9th +4 3d6 Improved Mounted Combat
10th +4 3d6 Improved Tactician, Demanding Challenge
11th +4 3d8 Knight Order Feature
12th +4 3d8 Ability Score Improvement
13th +5 4d6 Protective Bond
14th +5 4d6 Master Tactician
15th +5 4d8 Knight Order Feature
16th +5 4d8 Ability Score Improvement
17th +6 5d6 Unstoppable Team
18th +6 5d6 Supreme Challenge
19th +6 5d8 Ability Score Improvement
20th +6 5d8 Inspiring Knight

Creating a Cavalier

When creating a cavalier you should consider some important questions, were you born noble or have proven yourself to gain that title? Where did you receive your training and are you bound to a land or lord or are you traversing the land freely and working as a mercenary? Maybe your old lord banished you because your father has done something wrong and you want to redeem the honour of your family. Another important aspect is your mount, what kind of mount do you have and what do you think of it? Is it an old horse, you have learned riding on or a savage beast you have tamed as part of a ritual to become a cavalier? Do you like it, respects its strength or see it as an exposable tool that is going to be replaced when something better appears?


Quick Build

You can make a cavalier quickly by following these suggestions. First, make Strength or Dexterity your highest ability score, depending on whether you want to focus on melee weapons or on archery (or finesse weapons). Your next-highest score should be Constitution or Charisma if you plan to join the Green Knight Order. Second, choose the Noble or Knight Background.

Optional Rule: Multiclass

If you want to multiclass into the cavalier you require a Constitution score of 13 and Strength or Dexterity of 13. You gain proficiency with all simple weapons, martial weapons, shield, light and medium armour.

Hit Points


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

Proficiencies


  • Armor: All armour, shields
  • Weapons: Simple weapons, martial weapons
  • Tools: Vehicles (land)
  • Saving Throws: Constitution, Charisma
  • Skills: Choose two from Acrobatics, Animal Handling, Athletics, History, Nature, Persuasion, Intimidate, Survival

Starting Equipment

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

  • (a) a chainmail or (b) leather, longbow and 20 arrows
  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) a light crossbow and 20 bolts or (b) 3 javelins
  • (a) a dungeoneer's pack or (b) an explorer's pack

Class Features

As a cavalier, you gain the following class features

Favoured Mount


Starting at 1st level, you have learned to create a mystical bond with a beast, making it your favoured mount, so that it is friendly to you and your companions and obeys your commands. Choose its stat block-Brutish Mount, Protective Mount, or Nimble Mount-which uses your proficiency bonus (PB) in several places. You determine the mount's appearance and whether it has two legs or four; your choice has no effect on its game statistics.

In combat, while riding your mount, you decide whether it acts as an independent or controlled mount at the start of your turn.

When it acts as a controlled mount, you can use your mounts Actions instead of your own when using your Action.

When it acts as an independent mount, it shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction and bonus action on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, your mount can take any action of its choice, not just Dodge. If your mount has died within the last hour, you can revive it as an action, provided you are within 5 ft. of it by increasing your exhaustion level by one. The mount returns to life after 1 minute with all its hit points restored. At the end of a long rest, you can bond with a new favoured mount. If you already have a mount from this feature, the first one leaves you. The mount stays with your corpse if you die.


Saving Throws. Some abilities of your mount require your target to make a saving throw to resist the mounts abilitie's effects. The saving throw DC is calculated as follows:


Mount Ability save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).

Mounted Combat


Starting at 1st level, mounting and dismounting your mount costs you only 5 ft. of movement and you have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 ft., you can land on your ft. if you’re not incapacitated.

Additionally, while riding your favoured mount, you can wield any two-handed melee weapon with one hand and the lance counts as a finesse weapon for you.

Cavalier´s Charge


Starting at 1st level you learn to utilize the momentum of your mounts speed by enhancing the strength of your charge attacks. Once per turn, if you move at least 20 ft. straight toward a creature while riding your favoured mount and you hit it with a weapon attack in the same turn, the target takes extra damage.

The amount of the extra damage increases as you gain levels in this class, as shown in the Charge Attack column of the Cavalier table. When you hit the target with a ranged weapon attack, the extra damage is halved (rounded up).

Fighting Style


At 2nd level, you adopt a particular style of fighting as your specialty. 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.

Defense


While you are wearing armour, 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.

Great Weapon Fighting


When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Interception


When a creature you can see hits a target, other than you, within 5 ft. of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

Protection


When a creature you can see attacks a target other than you that is within 5 ft. of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

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.

Challenge


Starting at 2nd level, you can issue a challenge as a bonus action against a creature you can see within 30 ft. of you. Once per turn, one of your weapon attacks can deal bonus damage to it equal to your class level but you have disadvantage on attack rolls against other targets than your challenge. Additionally you cannot be charmed or frightened during the duration of the challenge. The challenged creature can only move with half its speed when it moves away from you. This effect lasts for one minute or until either you or your target die or fall unconscious.

Once you use this feature, you must finish a short or long rest before you can use it again.

Knight Order


When you reach 3rd level you join a knight order which gives you access to special training and techniques that have been improved during the last centuries or more. Up to this time you have trained and fought to improve your skill to a level that enables you to enter one of the great orders. Now you choose the order of the Tjost Master, Beast Rider or Green Knight, all are detailed in this class description.

Your order grants you features on 3rd, 7th, 11th and 15th level.

Nimble Mount


Starting at 3rd level, your mounts mobility and maneuverability increases further. Your mount can move through the space of other creatures as if they were difficult terrain. If it ends its movement inside another creatures space, it falls prone in the closest unoccupied space of that creatures choice. When there is no free space, it falls prone in the space it was at last.

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


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

Tactician


Starting at 6th level you have mastered the basics of leadership that enable you to command your comrades on the battlefield. As an action, you can issue one command to a number of creatures up to your Proficiency Bonus within 30 ft. of you that can see or hear you. The effect of the command lasts until the start of your next turn. When issuing a command, you choose one of the commands listed below.

You can use this feature a number of times equal to your Proficiency Bonus before you must finish a short or long rest to regain all uses of this feature.

Strike Purposefully!


When making an attack roll the target adds 1d4 to the attack roll.

Be Brave!


Target creatures have advantage on saving throws to resist the frightened and charmed condition and when they are affected by the frightened or charmed condition they can repeat the saving throw as a reaction to end the effect immediately.

Hold the Line!


The first attack of each creature against the target is made with disadvantage. Additionally, the target has advantage on saving throws to avoid being moved or knocked prone.

Magic Fangs


Starting at 6th level, your mounts attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Horse Master


Starting at 8th level, you have improved the mystical bond with your mount. You can use your character level instead of your cavalier level, when determining the amount of hit points of your favoured mount.

Improved Mounted Combat


Starting at 9th level, you learn to use the size and speed of your mount to your advantage. While riding your favoured mount, melee weapon attacks with a reach of 5 ft. that target you and are made by creatures smaller than your mount, are made with disadvantage.

Improved Tactician


At 10th level, you learn two additional commands that you can use.

Strike Hard!


Until the start of your next turn, the first weapon attack of the target that hits can deal an extra 2d6 damage if the attacked creature is within 5 ft. of an ally of the attacker that isn't incapacitated.

Hold Together!


While another friendly creature is within 5 ft. of the target, all creatures of your choice add 1d4 when making a saving throw for one round.

Demanding Challenge


Starting at 10th level, when you have issued a challenge against a creature the creature has disadvantage on all attack rolls that do not target you or your mount.

Protective Bond


At 13th level, your mount and you protect each other from harm. When you and your mount are within 5 ft. of each other your AC and the AC of your mount is increased by +1.

Master Tactician


At 14th level, you learn two additional commands that you can use.

Charge!


Target creature can use their reaction when you issue this command to move up to half their speed toward a hostile creature they can see or hear. After that movement they can make a melee attack against a target within reach.

Retreat!


Target creature can use their reaction when you issue this command to move up to half its speed. This movement provokes no opportunity attack.

Unstoppable Team


Starting at 17th level, you and your mount cannot be stopped. While riding your favoured mount, you and your mount have advantage on all saving throws.

Supreme Challenge


Starting at 18th level, when you have issued a challenge against a creature all attacks of you are made with advantage against the target of your challenge.

Inspiring Knight


At 20th level, you have mastered mounted combat and knightly chivalry to a level that your presence alone inspires your comrades. When combat start and you have no us of your Tactician Feature left, you regain two uses of it. Additionally, you can issue two challenges before you must finish a short or long rest to regain all uses.

Cavalier Orders

Cavaliers are deadly warriors on the backs of their mounts, often charging across the battle fields and commanding troops. Different cultures, mounts and war tactics have led to the creation of different traditions that are organized in so called cavalier orders. The way these orders are structured and organized and the ideals they follow differ widely, even when they emphasize similar combat tactics. These orders keep several secret teachings and relics for their own and joining one usually is for a lifetime. They enable the cavalier special training and can give access to mounts that require special treatment but often demand that the cavalier represents their ideals, at least in public.

Tjost Master


Those who join the order of the tjost masters prefer to ride on the back of their mount and dominate their opponents by using martial superiority that has been improved over generations. The mount offers the tjost master unmatched mobility and impact power by combining the mounts speed with the tjost masters precision. Tjost masters prefer fast and obedient mounts, which they can trust in every situation and that transport them within moments across the battlefield.

Overwhelming Assault


Starting at 3rd level, you have learned to move with such force against your enemies that you can knock them off their feet. When you move at least 10 ft. straight toward a creature while riding your favoured mount and you hit it with a melee weapon attack in the same turn, you can use a bonus action to force the target to make a Strength saving throw. On a failed save the target is knocked prone. The DC equals 8 + your proficiency modifier + your Strength or Dexterity modifier. Additionally, you must only move 10 ft. instead of 20 ft. to gain the bonus damage of your cavalier’s charge.

Sure Footed


Starting at 7th level, your favoured mount can ignore nonmagical difficult terrain and opportunity attacks provoked by you or your mount as part of movement are made with disadvantage.

Combat Specialist


Starting at 7th level, you have developed special techniques against certain foes. You gain one of the following features of your choice.

Shock Cavalry. You are an expert at breaking formations and create panic in enemy lines. When you hit a creature with a cavalier’s charge, the target and every creature within 10 ft. of it of your choice must make a Wisdom saving throw. On a failed save, the creatures are frightened of you until the start of your next turn and must use their reaction move away from. On a successful save, nothing happens. The DC equals 8 + your proficiency modifier + your Strength or Dexterity modifier.

Pierce Through. Your charges have so much momentum, that you do not only hit one but two creatures with one attack. When you hit a creature with a cavalier’s charge you can choose another creature within 5 ft of it. That creature takes half the damage of the original target.

Master of Bow. When you calculate the damage of your ranged attacks for the Cavalier’s charge, the damage is no longer halved.

Master Charger


Starting at 11th level, you have learned to keep the speed of your mount up, even while turning. You do no longer have to move straight in a line to gain the bonus damage of the cavalier’s charge. Additionally, you can use your cavalier’s charge feature once per turn against a creature instead of once per turn at all. You have to move the required movement between each use of the cavalier's charge to gain its damage bonus. For example, when you have hit a creature with a cavalier's charge you have to move another 10 ft. afterwards to gain the damage bonus of the cavalier's charge again.

Legendary Tjoster


Starting at 15th level your name is well known and issuing a challenge inspires fear in the hearth of your target. In the round you issued the challenge, the target of your challenge is frightened of you and its speed reduced to 0 until the beginning of your next turn. Additionally, you deal bonus damage equal to your proficiency modifier on all weapon attacks against the target of your challenge and any attack roll you make against the challenged target is a critical hit on a roll of 19 or 20 on the d20.

Beast Rider


The order of the beast rider have their origins in wild and untamed lands that are inhabited by ferocious beasts and battle fields that are hard to overlook, like dense jungles. They train their mounts to follow simple signals for attack, retreat and defend and learn to use the distraction their mounts create to surprise their foes with precise strikes. They often fight alongside wild beasts and prefer powerful and ferocious creatures as mounts because they know that they cannot always fight on their back.

Mounts Challenge


Starting at 3rd level your mount has learned to take advantage of your challenge. The attacks of your mount against the target of your challenge deal extra damage equal to half your proficiency bonus (rounded down).

Potent Duo


Starting at 3rd level, you and your favoured mount have trained special combat tactics. You gain one of the following features of your choice:

Distracting Duo. While a hostile creature is within melee range of you and your favoured mount the creature has disadvantage on any attack roll that doesn’t target you or your favoured mount.

Mark the Target. When you hit a creature with a weapon attack, your mount has advantage on its attack rolls against

that creature until the start of your next turn. When your mount hits a creature with its attack, you have advantage on your attack rolls until the end of your next turn.

War Mount


Starting at 7th level you have trained your mount a set of maneuvers that it can perform. Your mount gains the following abilities:

Bodyslam. If your mount moves at least 20 ft. straight as part of its movement, it can then use this action to slam its body in a space within 5 ft. of it that contains one or more other creatures. Each creatures within the space and 5 ft. of it, must succeed on a Strength or Dexterity saving throw (target's choice) or be knocked prone and take bludgeoning damage. On a successful save, the creature takes only half the damage, isn't knocked prone, and is pushed 5 ft. out of the mount's space into an unoccupied space of the creature's choice. If no unoccupied space is within range, the creature instead falls prone in the mount's space. The damage dealt by this ability is equal to the cavalier’s charge damage.

Overrun. When your mount moves through the space that is occupied by another creature it can use its reaction. Target creature must do a Strength or Dexterity saving throw (target’s choice) or be knocked prone. When the creature is knocked prone, your mount can make one melee weapon attack against the creature as part of its reaction.

Frightful Presence. As an action on its turn, your favoured mount can roar or intimidate otherwise. Any number of creatures of its choice within 10 ft. of your favoured mount must make a Wisdom saving throw. On a failed save, creatures are frightened by your mount for 1 minute. The creature can repeat the saving throw at the end of their turn, ending the effect on a success. Once they have been affected by this ability, they are immunte against it until they finish a long rest.


Your mount can use only one maneuver per turn. Additionally, it can use the maneuvers a number of times up to your proficiency modifier. It regains all uses when you finish a short or long rest.

Multiattack


Starting at 11th level, your favoured mount can use its multiattack or attack twice when using the attack action.

Rampage


Starting at 15th level, you and your mount can go on a rampage, damaging every creature on its path. As an action your mount can move up to its speed without provoking opportunity attacks. As part of this movement, it can make one attack with one of its natural attacks against each target it has moved past. While riding your mount you can use your reaction and make one weapon attack against each target that was attacked by your mount.

Your favoured mount can't use this feature again until you finish a short or long rest.

Green Knight


The order of the green knights was created by creatures that had a close alliance with feys and fought alongside them to defend their homes. Till today these orders have close ties with the archfeys and each order usually with a different one. The green knight combines the martial and tactical expertise common to every cavalier with magic prowess he is granted by an archfey. Green Knights often use enchantments and illusion spells to control the battle field support their allies. In Addition, their mount is empowered by their archfey patron as is their magic, granting them additional benefits when drawing upon this power.

Pact Magic


Starting at 3rd level, your arcane research and the magic bestowed on you by your patron have given you facility with spells, enabling you to augment your martial prowess with the ability to cast spells.

Cantrips. You know two cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Green Knight Spellcasting table.

Spell Slots. The Green Knight Spellcasting table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your Green Knight spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest. For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell Witch Bolt, you must spend one of those slots, and you cast it as a 3rd-level spell.

Spells Known of 1st level and Higher. You know two 1st-level spells of your choice from the wizard spell list.

The Spells Known column of the Green Knight table shows when you learn more wizard spells of your choice of 1st level or higher. Each of these spells must be an enchantment, illusion or transmutation spell of your choice, and must be of a level for which you have spell slots. For example, when you reach 7th level in this class, you can learn one new spell o f 1st or 2nd level.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic. Additionally, when you gain a level in this class, you can choose one of the wizard spells you know and replace it with another spell from the wizard spell list, which also must be of a level for which you have spell slots.

Whenever you gain a level in this class, you can replace one o f the wizard spells you know with another spell o f your choice from the wizard spell list. The new spell must b e o f a level for which you have spell slots, and it must be an enchantment or illusion spell, unless you’re replacing the spell you gained at 8th, 14th, or 20th level.

Spellcasting Ability. Charisma is your spellcasting ability for your wizard spells, since you are granted them by your archfey patron. 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 wizard 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

your Charisma modifier
Green Knight Spellcasting
Cavalier Level Cantrips Known Spells Known Spell Slots Slot Level
3rd 2 3 1 1st
4th 2 4 1 1st
5th 2 4 2 1st
6th 2 4 2 1st
7th 2 5 2 2nd
8th 2 6 2 2nd
9th 2 6 2 2nd
10th 3 7 2 2nd
11th 3 8 2 2nd
12th 3 8 2 3rd
13th 3 9 2 3rd
14th 3 10 3 3rd
15th 3 10 3 3rd
16th 3 11 3 3rd
17th 3 11 3 3rd
18th 3 11 3 3rd
19th 3 12 3 4th
20th 3 13 3 4th

Spellcasting Focus. While riding your favoured mount, you can use your weapon or shield as a spellcasting focus.

Spell Sword


At 3rd level you learn to use the rest energy of your casted spell to transfer to your sword. The next weapon attack of you or your mount that hits within 1 minute after you have casted a spell or cantrip deals extra psychic damage equal to the spell slot used + your Charisma modifier. Additionally, the damage of your weapon attack counts as magical for the purpose of overcoming resistances and immunities.

Fey Knight


At 3rd level you have made a pact with an archfey which grants you and your mount special abilities. If your mount is not a fey, it gains the fey type in addition to its normal type. Additionally, your mount and you gain advantage on saving throws against being charmed, frightened and magically put to sleep.

Strategic Magic


Starting at 7th level, when you use your tactician feature, you can cast a cantrip as a bonus action.

Vanishing Charge


Starting at 11th level, when you are riding your favoured mount, you can use a bonus action and disappear in a cloud of silvery mist. You and your mount can teleport up to 50 ft. to an unoccupied space that you can see. This movement counts as a straight movement of 50 ft. towards a creature for the purpose of activating abilities.

You can use this feature a number of times equal to your Charisma modifier (minimum 1) and regain all uses of this feature after finishing a long rest.

Sacred Knight


Starting at 15th level, you are the chosen champion of your archfey. As a bonus action you can call upon her help and you and your mount gain resistance against bludgeoning, piercing and slashing damage. Additionally, you and your mount can move through other creatures and Objects as if they were difficult terrain. If you or your mount end your turn inside an object, you take 1d10 force damage. When the effect ends early and you or your mount are within an object or creature you are pushed to the closest free square available and take 1d10 force damage for every 5 ft. moved that way. The effect lasts up to one minute, while you are conscious or you end the effect early as a bonus action.

While the effect is active, you can use a bonus action to use your tactician feature.

You must finish a short or long rest before you can use this feature again.

Favoured Mount


In the different worlds of fantasy settings warriors ride into battle on the back of different beasts, ranging from the steady horse over towering rhinos, armoured cats and ravenous dinosaurs up to more bizarre aberrations. In the following are three stat blocks listed that can be used to describe a certain type of mount, independent of its actual visualization.

When choosing your type mount think about creatures that are common or rare in your world or country your character comes from and how they have acquired it. For example, most knights in most countries ride horses into battle but you are the son of an elite knight and thus have received a youngling from his wingless griffon to call your own. This mount strikes respect into everybody who sees it because it means that you have tights to royalty and servers like a banner. When you are riding an old horse people are going to ignore you most of the time because it is normal for them seeing people riding old horses.

Depending on your kampagne additional movement types could be required, for example a swim speed and the amphibious trait for an aquatic kamagne. I recommend you to add these types just to the existing stat block with a -10 ft. compared to the normal movement type, when required. For a better representation of the mount you have in vision, you might also change the damage types of its attacks. This should be done, when you bond with the mount and should only change between bludgeoning, piercing and slashing damage. When you have added a 2nd movement type, for example a swim speed for an aquatic kamapgne, you can also adapt the values to represent a creature that is more at home in the water than on land. I recommend, that a single movement type should not exceed 60 ft. and the sum should stay the same. As an example, I want a brutish water lizard for the aquatic kampagne. It would have a movement speed of 40 ft. and swim speed of 30 ft. I envision it to have short legs and to be a much better swimmer. The sum of both movement types is 70 ft. and so my beast has in the end a land speed of 10 ft. and swim speed of 60 ft. When adapting the values, speak with your dungeon master, that is always helpful.

Brutish mounts are meant to be big creatures with a lot of teeth, claws or other ways to harm their opponents. They are trained to be aggressive creatures, only held back by their riders powerful will. Warhorses, rhinos, great cats, wolves and dinosaurs with sharp claws would fit naturally that description.

Portective mounts are also big creatures but are not very aggressive and only enter battle due to their rider. They focus on protecting their rider and tend to be big horses, tortoises or dinosaurs with thick scales.

Nimble mounts are as fast as the wind and harder to catch. They are eager to run and out maneuver their opponents before striking them and some riders have to focus on keeping in the saddle when riding these fast creatures. Fast horses, agile cats and dinosaurs fit the description perfectly.


Brutish Mount

Medium or large (your choice upon bonding) beast, unaligned


  • Armor Class 12 + PB (natural armour)
  • Hit Points 2 + PB + 5 times your cavalier level (the mount has a number of Hit Dice [d8s] equal to your cavalier level)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 14 (+2) 3 (-4) 12 (+1) 6 (-2)

  • Saving Throws Str +3 plus PB, Con +2 plus PB
  • Skills Athletics +3 plus PB, Perception +1 plus PB
  • Senses darkvision 60 ft., passive Perception 11 + PB
  • Languages understands the languages you speak
  • Challenge -
  • Proficiency Bonus equals your bonus

Keen Senses Your beast has advantage on Wisdom (Perception) checks relying on sound and smell. Pounce If the mount moves at least 20 ft. straight toward a creature and then hits it with a slashing strike attack on the same turn, that target must succeed on a Strength saving throw or be knocked prone. If the target is prone, the mount can make one piercing strike attack against it as a bonus action.

Actions

Piercing Strike. Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 2d4 + 3 + PB piercing damage.

Slashing Strike. Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 + 3 + PB slashing damage.



Protective Mount

Medium or large (your choice upon bonding) beast, unaligned


  • Armor Class 13 + PB (natural armour)
  • Hit Points 3 + PB + 6 times your cavalier level (the mount has a number of Hit Dice [d10s] equal to your cavalier level)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 16 (+3) 3 (-4) 12 (+1) 8 (-1)

  • Saving Throws Con +3 plus PB, Wis +2 plus PB
  • Skills Perception +2 plus PB x 2
  • Senses darkvision 60 ft., passive Perception 12 + PB x2
  • Languages understands the languages you speak
  • Challenge -
  • Proficiency Bonus equals your bonus

Keen Senses Your beast has advantage on Wisdom (Perception) checks relying on sound and smell.

Actions

Bludgeoning Strike. Melee Weapon Attack: 3 + PB to hit, reach 5 ft., one target. Hit: 1d6 + 2 + PB bludgeoning damage.

Reactions

Deflect Attack. The mount imposes disadvantage on the attack roll of one creature it can see that is within 5 feet of it, provided the attack roll is against a creature other than the mount.



Nimble Mount

Medium or large (your choice upon bonding) beast, unaligned


  • Armor Class 12 + PB (natural armour)
  • Hit Points 1 + PB + 5 times your cavalier level (the mount has a number of Hit Dice [d8s] equal to your cavalier level)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
10 (0) 16 (+3) 13 (+1) 3 (-4) 15 (+2) 8 (-1)

  • Saving Throws Dex +3 plus PB, Con +2 plus PB
  • Skills Stealth +3 plus PB, Perception +2 plus PB
  • Senses darkvision 60 ft., passive Perception 12 + PB
  • Languages understands the languages you speak
  • Challenge -
  • Proficiency Bonus equals your bonus

Keen Senses Your beast has advantage on Wisdom (Perception) checks relying on sound and smell. Nimbleness The mount can use the Disengage and Dash action as a bonus action.

Actions

Slashing Strike. Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d8 + 3 + PB slashing damage.

Reactions

Escape. When the mount or its rider is hit by an attack it can move up to 10 ft. away from the attacker. This movement happens after the attack is resolved and damage calculated and doesn’t provoke an attack of opportunity.


Practice

Safe

Homebrewing

Cover Art (Front): Knight of Glory by Peter Mohrbacher

Page 1: Knight of Infamy by Peter Mohrbacher

Page 8: Knight Exemplar by Jason Chan

Page 10: Warrior Poet Hautli by Tyler Jacobson

Cover Art (Back): Skiorh

Mechanical Inspirations: Pathfinder Cavalier, Dragon Rider by Samarskiy, Tasha`s Cauldron of Everything

Version 1.0

Created by Etschbeijer

 

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