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## Cavalier (Revised) The archetypal cavalier excels at mounted combat. Usually born among the nobility and raised at court, a cavalier is equally at home leading a cavalry charge or exchanging repartee at a state dinner. Cavaliers also learn how to guard those in their charge from harm, often serving as the protectors of their superiors and of the weak. Compelled to right wrongs or earn prestige, many of these fighters leave their lives of comfort to embark on glorious adventure. Cavaliers come in allshapes and sizes, from towering knights riding mighty stallions to halfling guerrillas atop vicious felines. #### Born to the Saddle Starting at 3rd level, your mastery as a rider becomes apparent. You gain the following benefits: - 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 feet, you can land on your feet if you’re not incapacitated. - You can mount any creature your size or smaller. - When you attack a creature within 5 feet of you with a lance, you don't suffer from disadvantage. - You can command a mounted creature to make one attack from it's stat block as a bonus action. - Finally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed. #### Loyal Steed At 3rd level, you have gained the service of a loyal steed. It can be of any species, but it must be your size or larger. It is sufficently trained to act as a controlled mount. The drake is friendly to you and your companions, and it obeys your commands. See its game statistics in the accompanying Loyal Steed stat block, which uses your proficiency bonus (PB) in several places. Whenever you gain the service of a steed, choose its size. You can determine the cosmetic characteristics of the steed, such as its species, its age, or any visible armor or saddle; your choice has no effect on its game statistics. In combat, the steed shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction 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, the steed can take any action of its choice, not just Dodge. The steed makes death saving throws as normal. If it dies, you can spend 1 minute administering potent stimulants to return it to life with all it's hitpoints, if it has been dead for less than a minute. Once you do so, you cannot do so again until you finish a long rest. Additionally, if you dismiss your steed or it dies, you can wrangle or buy a new one as part of a long rest, provided it is feasible for the enviroment. \columnbreak #### Mighty Steed Starting at 7th level, your training has allowed you an your steed to reach greater heights. Your loyal steed gains the following benefits: - Its attacks count as magical for the purpose of overcoming resistance to nonmagical weapon attacks. - When you gain the service of a steed, choose one of the following: The steeds walking speed increases by 10 feet, the steed gains a climbing speed equal to its walking speed or the steed gains a swimming speed equal to it's walking speed, and can breath underwater. - If you move at least 10 feet in a straight line right before attacking a creature and you hit it with the attack, you deal an additional 1d8 damage. You can only do so once per turn. #### Surging Steed Starting at 10th level, when you use action surge, your steed gains the following benefits until the start of your next turn: - Its movement speed doubles, and it does not provoke opportunity attacks. - It can take an additional action. \pagebreak #### Ferocious Charger Starting at 15th level, you can run down your foes, whether you're mounted or not. If you move at least 10 feet in a straight line right before attacking a creature and you hit it with the attack, that target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone. You can use this feature only once on each of your turns. #### Mythic Steed By 18th level, you engrave your steeds armor or equipment with magic runes, allowing you to empower them with arcane might. As a bonus action on your turn, you can enchant your steed, giving it the following benefits for 10 minutes or until is is incapacitated: - It gains a flying speed equal to twice its movement speed. - It can make two attacks instead of one. - It's movement cannot be reduced and it does not provoke opportunity attacks. You can do so a number of times equal to your proficiency bonus, regaining all uses on a long rest.
___ > ## Loyal Steed >*Small, medium or large, beast* > ___ > - **Armor Class** 15 + PB (Barding) > - **Hit Points** 5 + six times your fighter level (the steed has a number of hit dice [d10s] equal to your fighter level) > - **Speed** 50 ft >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|14 (+2)|15 (+2)| 6 (−2)|10 (+0)| 12 (+1)| >___ > - **Senses** darkvision 60 ft., passive Perception 10 + PB > - **Languages** understands the languages you speak > ___ >**Proficiency Bonus (PB):** equals your bonus > >**Loyal Bond** You can add your proficiency bonus to any ability check or saving throw that the beast makes. > >**Charge** If the beast moves at least 10 feet straight toward a target and then hits it with a maul attack on the same turn, the target takes an extra ld6 slashing damage. If the target is a creature, it must succeed on a Strength saving throw against a DC of 12 + PB or be knocked prone. > > **Inspired Resolve** If you use second wind while the steed is within 30 feet of you, it regains the same number of hitpoints. > ___ > ### Actions > ***Trample*** Melee Weapon Attack: 3 + PB to hit, reach 5 ft., one target. Hit: 1d8 + 3 + PB piercing damage. > > ___