Fighter
Base Class: Fighter

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.

Bonus Proficiency

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.

Born to the Saddle

Starting at 3rd level, your mastery as a rider becomes apparent. 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.

Finally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.

Faithful Steed

At 3rd level, you gain a steed that accompanies you on your adventures and is trained to ride into battle. Choose a beast that is no larger than Large and that has a challenge rating of 1/4 or lower (a mastiff, or riding horse as examples).

Your steed uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, an animal companion also adds its proficiency bonus to its AC and to its damage rolls. Its hit point maximum equals its normal maximum or five times your fighter level, whichever is higher.

The beast obeys your commands as best as it can. It takes its turn on your initiative, though it doesn't take an action unless you command it to. On your turn, you can verbally command the beast where to move (no action required by you). This movement will provoke opportunity attacks against you if you are mounted on your steed and neither one of you takes the disengage action. Your steed loses the multiattack action, if it has it. You can use your bonus action to verbally command it to take the Dash, Disengage, or Dodge action. When you take the Attack action, you can have your steed make an attack in place of one of your own.

If the beast dies, you can obtain another one by spending 8 hours bonding with another beast that isn't hostile to you, either the same type of beast as before or a different one.

Ferocious steed

 

At level 7 by using your bonus action you can command your steed to make an independant attack with your modifiers (even if not mounted).

Teamwork Tactics

Also by 7th level, you and your steed have developed a terrifying synergy. You gain one of the following features of your choice:

Charge. If you move at least 20 feet straight toward a target, you have advantage on your next attack roll against them.

Rideby. Opportunity attacks against you or your steed are made with disadvantage if you enter and exit a creature's reach on the same turn in a straight line.

Natural Tactics. If your steed possess a feature that modifies an attack in regards to movement or positioning, such as charge, pounce, or pack tactics, the ability applies to your attacks.


You can only use the chosen feature while mounted on your steed.

Hold the Line

At 10th level, you become a master of locking down your enemies. 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.

Lead the Charge

At 10th level, you can call your allies to sally forth into the fray. As a bonus action, you allow any creature that can hear you within 60 feet to use their reaction to move their speed towards you.

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.

Extrication Maneuver

At level 15, when you take the attack action you can forgo one of your attacks and expend an èlite die to maneuver yourself or one of your companions. Choose a friendly creature who can see or hear you. The creature can use its reaction to move up to half its speed without provoking an opportunity attack. This movement may be used to join you on your mount if you are mounted and your mount can support the additional rider. Your mount is also a viable target for this ability. 

Thundering Hooves

By 18th level, the very sight of you charging into battle is enough to strike fear into your foes.

If you move at least 20 feet straight toward a target, as a bonus action, each creature of your choice that is within 120 feet of you and are aware of you, must succeed on a Wisdom saving throw with a DC equal to 8 + your Charisma modifier + your proficiency bonus or become frightened of you for 1 minute. While frightened by this ability, a creature's movement becomes 0. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once you use this ability, you cannot use it again until you finish a short or long rest.

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Rider of the Storm

Starting at 18th level, you can no longer be dismounted from your steed against your will.

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