The Chevalier v3

by KaiTries5

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The Chevalier

An orc slams his stein down and swings his fist at the finely-dressed tiefling man sat next to him. Without a second's hesitation, the tiefling ducks under the fist, unsheathes a cutlass, and slashes across the orc's chest. With a guttural cry of pain, the orc places his hand over his wound and leaves the tavern, his honor sullied. Once the door has slammed shut behind him, the tiefling simply smirks, sits down, and finishes his drink.

Four adventurers sit around a campfire, recovering from the day's action. However, they are unaware of the presence of the goblin in the underbrush watching them make camp. Just as she turns to go and alert her tribe, she is run through with a longsword by the fifth----unseen----elven adventurer.

Two axes in hand, a tattooed human wades through hordes of undead, grinning wildly as their strikes shatter skeleton's skulls and tear the flesh of risen corpses. As they fell the final zombie, they give glance to the necromancer responsible for the hordes. Sensing the dark wizard's hesitation, they charge at him, and with a quick swing, the man's head is severed from his body and lands a few feet away.

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.

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.

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, Perception, Acrobatics, Athletics, Stealth, or Sleight of Hand

The Chevalier
Level Proficiency Bonus Features Confidence Bonus
1st +2 Elegant Poise, Confidence +1
2nd +2 Fighting Style,
Confident Flourish
+1
3rd +2 Chevalier Arte +1
4th +2 Ability Score Improvement +1
5th +3 Extra Attack, Alacrity +2
6th +3 Chevalier Arte feature +2
7th +3 Bravado (x1) +2
8th +3 Ability Score Improvement +2
9th +4 Alacrity Improvement +3
10th +4 Chevalier Arte feature +3
11th +4 Bravado (x2) +3
12th +4 Ability Score Improvement +3
13th +5 Fearlessness +4
14th +5 Chevalier Arte feature +4
15th +5 Bravado (x3) +4
16th +5 Ability Score Improvement +4
17th +6 Audacious Warrior +5
18th +6 Chevalier Arte feature +5
19th +6 Ability Score Improvement +5
20th +6 Man, Myth, Legend +5

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

Elegant Poise

As a chevalier, you fight with grace and swagger. You can use Dexterity, instead of Strength, for the attack and damage rolls of all melee weapons that lack the heavy or special property.

Additionally, you can add your Charisma modifier to initiative rolls.

Confidence

Confidence is your weapon of choice. Some features from this class grant you Confidence, which lasts for 1 minute or until you end it early (no action required). While you have Confidence, you gain the following benefits.

  • When you hit with a melee weapon attack using Dexterity, you can add your confidence bonus to the roll.
  • When you make a Dexterity or Charisma check, you can add your confidence bonus to the roll.
  • Your walking speed increases by an amount of feet equal to 5 x your confidence bonus.

At 1st level, our confidence bonus is +1. It increases as you gain levels in this class, as shown in the Confidence Bonus column of the Chevalier table.

All chevaliers can gain Confidence in the following ways.

Outmaneuver. When a hostile creature attacks you and misses by 5 or more, you gain Confidence.

Outperform. When you make an attack roll or ability check and your total rolled is 20 or higher, you gain Confidence.

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.

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.

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.

Superior Technique

You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice.)

You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.

Two-Weapon Fighting

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

Confident Flourish

At 2nd level, your confidence propels your every word and deed. While you have Confidence, you can attempt to perform a Confident Flourish. You can only perform one flourish per round. All chevaliers know how to perform the following flourishes.

Confident Exploit. When you make an ability check or saving throw, you can perform this flourish to grant yourself advantage on the roll. If you would normally add your confidence bonus to this roll, you can still add it to the check. If you perform this flourish and fail the roll, you immediately lose Confidence. You may perform this flourish after rolling the die but before you know the outcome.

Confident Finisher. When you make a melee weapon attack, you can perform this flourish to deal additional damage on a hit. You add your confidence bonus to the attack roll, and you can roll a number of d8's equal to your confidence bonus and add the total rolled the the damage dealt on a hit. If you would normally add your confidence bonus to this roll, you can still add it to the damage roll. If you perform this flourish and miss the attack, you immediately lose Confidence. You may perform this flourish after rolling the die but before you know the outcome.

Chevalier Arte

At 3rd level, you develop a unique set of skills called an arte. Choose the Corsair, the Exemplar, the Legionnaire, the Racketeer, the Troubadour, or the Vigilante, each detailed at the end of the class description. Your choice grants you features at 3rd level, as well as 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 movement speed increases by 10 feet, and you can use Dexterity in place of Strength when determining your jump distance.

At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

Bravado

At 7th level, you know that being bold produces results. When you make a Dexterity, Strength, Wisdom, Constitution, or Intelligence saving throw, you can choose to add your Charisma modifier to the roll. Once you do this, you may not do so again until you finish a short or long rest.

You can use this feature twice between rests at 11th level, and three times between rests at 15th level.

Fearlessness

When you reach 13th level, you become immune to the frightened condition.

Audacious Warrior

When you reach 17th level, your audacious fighting style makes your blows stronger. Bludgeoning, piercing, and slashing damage you deal with melee weapon attacks ignores all resistance and immunity to its damage type.

Man, Myth, Legend

At 20th level, you have the confidence of someone who knows their tale will live on in legend. At the start of each of your turns, you gain 10 temporary hit points, provided you have at least 1 hit point. Additionally, you cannot lose Confidence as a result of performing a flourish.

Chevalier Artes

A chevalier's arte is usually more than just how they fight, it also determines how they conduct themself. There are six commonly-known artes, and practitioners of each arte are given a unique title. There are: Corsairs, Exemplars, Legionnaires, Racketeers, Troubadours, and Vigilantes.

Corsair

Corsairs focus all of their efforts on perfecting the use of weapons. They are known to be excellent swordsmen and duelists----certainly dangerous opponents to face alone. The unmatched prowess of a corsair is their best asset, but they are certainly more versatile than initially meets the eye.

Corsair Features
Chevalier Level Features
3rd Corsair's Technique, Aplomb
6th Flamboyant Combatant
10th Opportune Riposte
14th Dancing Blades
18th Grazing Strikes

Corsair's Technique

When you choose this arte at 3rd level, you gain a new way to gain Confidence, and a new flourish option. Both are detailed below.

Make An Entrance. When you roll initiative and aren't surprised, you gain Confidence.

Parry and Riposte. When someone makes a melee attack against you, you can perform this flourish as a reaction to grant them disadvantage on the roll. If they miss, they take damage as if you had hit them with a melee weapon you are holding. If you perform this flourish and are hit by the attack, you immediately lose Confidence. You must perform this flourish before you know the outcome.

Aplomb

Also at 3rd level, your confidence knows no bounds. On your turn, you can take a bonus action to gain Confidence.

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

Flamboyant Combatant

At 6th level, your flashy fighting style is well-suited to find the gaps in your opponent's defenses. Your melee weapon attacks that use Dexterity score a critical hit on a roll of 19 or 20.

Additionally, when you score a critical hit, you regain the use of your Aplomb feature.

Opportune Riposte

At 10th level, you have perfected your riposte technique. When you use your Parry and Riposte ability, you can add the additional damage granted by Confident Finisher to the damage the target takes on a miss.

Dancing Blades

At 14th level, you can make 3 attacks, instead of 2, whenever you take the Attack action on your turn.

Grazing Strikes

At 18th level, your attacks rarely ever miss completely. Whenever you miss a melee weapon attack roll, roll the damage for the attack as normal; the target of the attack takes damage equal to half the result. This does not count as a hit. However, if you roll a natural 1 on an attack roll, that attack does not gain this benefit.

Exemplar

Exemplars are inspiring leaders that people want to rally around. Though many people look to chevaliers due to their charismatic personalities and confident demeanors, exemplars make an effort to actively marshal those around them, in essence acting like any commander would.

Exemplar Features
Chevalier Level Features
3rd Exemplar's Technique, Turn the Tide
6th Together We Fight
10th Inspirational Beacon
14th Unwavering
18th Cadence Call

Exemplar's Technique

When you choose this arte at 3rd level, you gain a new way to gain Confidence, and a new flourish option. Both are detailed below.

Leadership. When you give another creature temporary hit points, you gain Confidence.

Inspiring Flair. When a creature that can see or you makes a weapon attack roll, you can attempt this flourish as a reaction. They add your Confidence bonus to the attack roll. They also roll a number of d6's equal to your confidence bonus, and add the total rolled to the damage dealt on a hit. If they miss the attack, you immediately lose Confidence. You may perform this flourish after the die is rolled but before you know the outcome.

Turn the Tide

Also at 3rd level, you inspire your allies as you fight. When you hit a creature with a weapon attack roll, you can give a creature within 30 feet of you that can see or hear you temporary hit points equal to your Charisma modifier + your confidence bonus (minimum of 1).

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

Together We Fight

At 6th level, you and your allies fight as one united force. When you use your Turn the Tide feature, you can expend multiple uses of that feature. When you do so, you can choose an additional creature to gain the temporary hit points for each use expended beyond the first.

Inspirational Beacon

At 10th level, you are a great source of inspiration for your allies. When you use your Inspiring Flair ability, the target may reroll half of the additional damage dice (rounded up) and choose which result to take for each die.

Unwavering

At 14th level, you never falter. When you roll initiative and have no uses of your Turn the Tide feature left, you regain a number of uses equal to half your proficiency bonus (rounded down).

Additionally, allied creatures within 10 feet of you are immune to being frightened as long as you aren't incapacitated. The range of this feature extends to 30 feet at 18th level.

Cadence Call

At 18th level, your allies fight in tandem with you. As an action, you can expend up to 5 available uses of your Turn the Tide feature. For each use expended, choose one allied creature within 30 feet of you that can see or hear you.

Each chosen creature may use their reaction, if available, to do one of the following.

  • Cast a spell of 5th level or lower.
  • Move up to their speed.
  • Take the Attack, Hide, Search, or Use an Object action.

You then can't target the chosen creatures with this feature again until you have taken a short or long rest.

Legionnaire

Legionnaires are defenders at heart. Many of them favor heavy arms and armor, but even those who don't know how to shield their allies from harm. The legionnaire forces their foes to focus on them, becoming an obstacle to be overcome as well as a barrier to penetrate in battle.

Legionnaire Features
Chevalier Level Features
3rd Legionnaire's Technique, Champion of Iron
6th Brave the Worst
10th Exact Retribution
14th Stand Your Ground
18th Legion's Vigil

Legionnaire's Technique

When you choose this arte at 3rd level, you gain a new way to gain Confidence, and a new flourish option. Both are detailed below.

Steadfast. When you succeed a saving throw by 5 or more, you gain Confidence.

Valiant Bulwark. When a creature within 5 feet of you is hit by an attack, you can attempt this flourish as a reaction. Roll a number of d10's equal to your confidence bonus; the damage they take from the attack is reduced by the total rolled. You can use this flourish after the damage dice have been rolled. If the damage is reduced by less than half, you immediately lose Confidence.

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 add your Confidence bonus to the damage roll of melee weapons attack that use Strength, as well as Dexterity.

Additionally, you know how to protect those you fight shoulder-to-shield with. While you have Confidence, allied creatures within 5 feet of you gain a bonus to their Armor Class equal to half your confidence bonus (rounded up).

Brave the Worst

At 6th level, you know how to take punishment. While you have Confidence, you have resistance to bludgeoning, piercing, and slashing damage.

Exact Retribution

At 10th level, you not only protect your allies, but punish your foes as well. When you use your Valiant Bulwark ability, if the attacker is within reach of a weapon you're wielding, they take damage of the weapon's type equal to the amount of damage you reduced. Additionally, you can treat any 1 rolled on the dice for Valiant Bulwark as a 2.

Stand Your Ground

At 14th level, your foes cannot get past you. Creatures provoke an opportunity attack from you when they move 5 feet or more while within your reach, and if you hit a creature with an opportunity attack, the target's speed is reduced to 0 until the end of the current turn.

Legion's Vigil

At 18th level, you are always watching out for your allies. In combat, you can take a special reaction on each creature's turn, except your own. This reaction can only be used to make an opportunity attack or to use your Valiant Bulwark.

Racketeer

Racketeers pour all of their confidence into playing the part of an intimidating bully. They strike fear into the hearts of their foes as they fight, hoping to demoralize them into giving up----or, at the very least, making it easy for the racketeer to finish the job.

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

Racketeer's Technique

When you choose this arte at 3rd level, you gain a new way to gain Confidence, and a new flourish option. Both are detailed below.

Bully. When a creature fails a saving throw or ability check you force them to make, you gain Confidence.

Demoralizing Glare. As a bonus action, you can attempt this flourish to choose a creature within 30 feet of you that can see or hear you. Until the start of your next turn, that creature makes all attack rolls with disadvantage. If they succeed on an attack roll while they have disadvantage granted by this ability, you immediately lose Confidence and then no longer have disadvantage.

Strike Terror

Also at 3rd level, you know how to terrorize your enemies. You gain proficiency in the Intimidation skill if you didn't have it already.

Additionally, when you reduce a creature to 0 hit points, you can force a number of creatures up to your confidence bonus within 30 feet of you that can see or hear you to make a Wisdom saving throw with a DC of 8 + your proficiency bonus + your Charisma modifier. On a failure, a chosen creature is frightened of you until the end of your next turn.

Rough Around

At 6th level, you can bully your opponents with ease. You can use Acrobatics, instead of Athletics, when you attempt to grapple or shove a creature. 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, your intimidation tactics shatter the resolve of your enemies. When you use your Demoralizing Glare ability, the target also has disadvantage on saving throws until the start of your next turn. However, if they succeed on a saving throw while they have disadvantage granted by this ability, you immediately lose Confidence, and the target no longer has disadvantage on attack rolls or 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.

  • They can't take reactions.
  • Their speed speed is reduced by 15 feet.

Dishearten

At 18th level, you have a knack for terror. While you have Confidence, you can use your Strike Terror when you hit a creature with a melee weapon attack, not just when you reduce a creature to 0 hit points.

Additionally, if you use Strike Terror when you reduce a creature to 0 hit points, the chosen creatures automatically fail the saving throw if you have Confidence.

Troubadour

Troubadours are charming characters that grab the attention of everyone around them. To them, just as a battle is a clash of blades, conversation is a clash of words----and one ought to be well-equipped for both. In a fight, a troubadour hurls witty insults to open up their opponent's weak spots.

Troubadour Features
Chevalier Level Features
3rd Troubadour's Technique, Good Graces
6th Incisive Exchange
10th Witty Repartee
14th Trusted Confidante
18th Duelist's Wit

Troubadour's Technique

When you choose this arte at 3rd level, you gain a new way to gain Confidence, and a new flourish option. Both are detailed below.

Debonair. When you charm a creature or succeed on a Charisma skill check, you gain Confidence.

Bon Mot. When you a creature within 60 feet of you that can see or hear you makes an ability check, attack roll, or saving throw, you can attempt this flourish as a reaction. They take psychic damage equal to your Charisma modifier + your confidence bonus, and must make the roll with disadvantage. If they succeed the roll, you immediately lose Confidence. You may perform this flourish after the die is rolled but before you know the outcome.

Good Graces

Also at 3rd level, you are known for your personal charm and speaking ability. You gain proficiency in two of the following of your choice: Persuasion, Deception, or Performance, or a language of your choosing.

Additionally, as an action, you can attempt to charm an intelligent creature within 30 feet of you that can see or hear you. It must make a Wisdom saving throw against a DC of 8 + your proficiency bonus + your Charisma modifier. On a failed save, it is charmed by you for 10 minutes you until you or your allies do something harmful to it. While charmed by you, it regards you as a good friend. Once this effect ends, it is unaware that you had charmed it. You then can't charm the target with this feature again until 1 hour has passed.

If you or your companions are fighting the target, they make the saving throw with advantage unless you have Confidence.

You can charm a creature using this feature a number of times equal to half your proficiency bonus (rounded down), and you regain all expended uses when you finish a short or long rest.

Incisive Exchange

At 6th level, you learn how to quickly gather information about someone under the guise of an innocent conversation. If you spend at least 1 minute interacting with a creature outside of combat, you learn whether they are your equal, superior, or inferior in regard to two of the following characteristics of your choice.

  • Charisma score.
  • Intelligence score.
  • Wisdom score.
  • Class levels (if any).

In place of one of both of these, you can choose to instead learn one of the creature's personality traits, or a piece of its personal history.

Witty Repartee

At 10th level, your enemies' failures inspire your allies' successes. When you use your Bon Mot ability and the target fails the roll, one allied creature of your choice within 60 feet of you that can see or hear you has advantage on the next attack roll, saving throw, or ability check they make before the end of their next turn.

Trusted Confidante

At 14th level, you have a knack for getting people to trust you. When you use your Incisive Exchange feature, you can choose to expend an available use of your Good Graces feature. When you do so, you learn 4 pieces of information, instead of 2, and the target is charmed by you for 10 minutes, as per your Good Graces feature. You can do this once, and must finish a short or long rest before doing so again.

Duelist's Wit

At 18th level, your witty remarks don't stop simply because a fight breaks out. When you roll initiative, you regain an expended use of your Good Graces feature. Additionally, the first time you or your allies do something harmful to a creature charmed by your Good Graces feature, the effect doesn't end.




























Vigilante

Vigilantes are stealthy warriors that take matters into their own hands. They lie in wait in anticipation of their prey, and strike from the shadows when the time is right. You will never see a vigilante coming----unless they want you to, in which case, it's already too late.

Vigilante Features
Chevalier Level Features
3rd Vigilante's Technique, Silent Step
6th Shadow Stalk
10th Run Through
14th Quick to Action
18th Killing Spree

Vigilante's Technique

When you choose this arte at 3rd level, you gain a new way to gain Confidence, and a new flourish option. Both are detailed below.

Hidden Blade. When you successfully Hide from a creature you can see, you gain Confidence.

Backstab. You can use your action to attempt this flourish and strike an opponent's weak spot. Make one melee weapon attack; if it hits, it becomes a critical hit. Whether you hit or miss, you then immediately lose Confidence and can't gain it again until the end of your next turn.

Silent Step

Also at 3rd level, you learn how to stay hidden. You become proficient in the Stealth skill if you aren't already, and you can take the Hide action as a bonus action.




























Shadow Stalk

At 6th level, you are a master of remaining unseen. If you are hidden from a creature and you move, you remain hidden to the creature until the end of your movement. If you end your movement in a position that would prevent the creature from seeing you----such as being behind a wall or in dense fog----you remain hidden and do not need to take the Hide action again or make a Stealth check.

Run Through

At 10th level, you exploit your enemies' weak points with ease. When you use your Backstab ability, you can add the additional damage granted by Confident Finisher to the damage roll, but you do not gain Confident Finisher's bonus to the attack roll.

Quick to Action

At 14th level, you always enter a fight prepared. When you roll initiative and aren't surprised, you can immediately take one action or bonus action, and move up to half your speed.

Additionally, if you are surprised at the start of combat and aren't incapacitated, you can act normally on your first turn.

Killing Spree

At 18th level, you can move and attack quicker than the eye can see. As an action while you are hidden, choose up to 5 creatures that you can see within a number of feet equal to your movement speed. Make a melee weapon attack against each chosen creature with a weapon your are wielding. On a hit, a creature takes damage equal to your chevalier level + the damage granted by Confident Finisher. You then move to an unoccupied space with 5 feet of one of the chosen creatures, without provoking opportunity attacks.

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

Samurai Variant

The following class variant is available to characters who select chevalier as one of their classes.

The Samurai is a highly disciplined warrior. Though they fight in a similar style as the swashbuckling chevaliers, the method is different----samurai fight using absolute willpower and determination, rather than confidence and swagger.

Multiclassing

You must have a Wisdom score of 13 or higher, instead of Charisma, to take a level in this class, or to take a level in another class if you are already a samurai.

Proficiencies

A samurai's proficiencies are identical to the chevalier's, with the following changes.

  • You are proficient in Strength saving throws instead of Charisma saving throws.
  • You remove Deception from the skills available to you at 1st level, and replace it with Insight.

Disciplined Poise

A samurai's Disciplined Poise feature functions identically to the chevalier's Elegant Poise feature, with the following change.

  • You add your Wisdom modifier, instead of Charisma, to initiative rolls.

Determination

A samurai's Determination feature functions identically to the chevalier's Confidence feature, with the following changes.

  • You gain a bonus to Wisdom checks, instead of Charisma, for the duration. This bonus is called your determination bonus.
  • A samurai's Confidence is called Determination. Anything that refers to Confidence refers to Determination instead.

Iron Resolve

A samurai's Iron Resolve feature functions identically to the chevalier's Bravado feature, except for the following changes.

  • You can use this feature on Charisma saving throws, instead of Wisdom saving throws.
  • You add youre Wisdom modifier, instead of Charisma, to the saving throw.

Renamed Features

The following features are renamed, but are not altered in any other way.

  • Confident Flourish is renamed to Determined Flourish.
  • Chevalier Arte is renamed to Samurai Code.
  • Alacrity is renamed to Quick Step.
  • Audacious Warrior is renamed to Keen Warrior.
  • Man, Myth, Legend is renamed to Hero of Myth.

Other Features

Any other features not mentioned, such as those from your code, that refers to your Charisma modifier instead refers to your Wisdom modifier.

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 Artes 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 - Joan of Arc, by Bayard Wu
Page 6 - DnD Knight, by Vilenko
Page 7 - Fantasy Fighter, by Andrebernardino
Page 8 - Edgar Markov, by Martina Fačková
Page 9 - Female Warrior, by Drakewitch
Page 10 - For Honor, by Gasone
Back - Betty the Badger, by Olie Boldador

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