Cavalier, Variant (5e Subclass)

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You represent the ultimate in combat warfare. Your charge is among the most devastating weapons any culture can hope to field. Often you command from your steed in open battle against your enemies and charge first into the fray with valor and steel. Your combat skills rely heavily on mobility, harrying your opponents with quick passes through their lines to scatter their defense. When room restricts your movement, you charge into their ranks and hack at them from your mighty mount, giving you an advantage against lower adversaries.

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For the glory of battle, Charge!

Faithful Mount[edit]

When you choose this subclass at level 3, you gain a faithful mount companion that accompanies you on your adventures and is trained to fight alongside you. Choose a creature that is at least one size larger than you and has a CR of 1/2 or lower. You may choose a creature of CR 1 or lower at level 8, or a creature of CR 2 or lower at level 14.

Add your proficiency bonus to the creature's AC (natural armor) and replace the creatures proficiency bonus with yours for its attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or four times your fighter level, whichever is higher.

The creature obeys your commands as best as it can. In combat, the creature acts during your turn, it can move and use its reaction on its own, but the only action it takes 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. You can also sacrifice one of your attacks when you take the Attack action to command the mount to take the Attack action. If you are incapacitated, the mount can take any action of its choice, not just Dodge.

If the creature dies or is let go, you can obtain another one by spending 8 hours bonding with another creature that isn’t hostile to you.

Finally, you gain proficiency in Animal Handling if you were not already proficient and mounting or dismounting your faithful mount costs you only 5 feet of movement, rather than half your speed.

Royal Envoy[edit]

When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: Animal Handling, History, Insight, Performance, or Persuasion. Alternatively, you learn one language of your choice.

Glorious Charge[edit]

Starting at 7th level, you can ride down your foes with ferocious strikes. If you move at least 20 feet in a straight line right before taking the Attack action, the first creature you hit takes +5 damage (+10 if the weapon is a lance). You can use this feature only once on each of your turns.

Rider's Rally[edit]

Beginning at 10th level when you use your Second Wind while mounted, you, and friendly creatures within 30 feet, gain Temporary HP equal to the HP that your gained.

Bulwark[edit]

Beginning at 15th level, you can extend the benefit of your Indomitable feature to an ally. When you decide to use Indomitable to reroll an Intelligence, a Wisdom, or a Charisma saving throw and you aren't incapacitated, you can choose one ally within 60 feet of you that also failed its saving throw against the same effect. If that creature can see or hear you, it can reroll its saving throw and must use the new roll.

Ride for Ruin[edit]

Starting at 18th level, when you hit a creature with an attack empowered by Glorious Charge, all creatures have advantage on attack rolls against it until the start of your next turn. Additionally, attacks you make as part of Glorious Charge critically hit on a 18-20 and deal an additional weapon die of damage on a critical hit.

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