Fighter
Base Class: Fighter

Fighters who follow this archetype become living weapons of shock warfare—masters of mounted combat whose charges shatter lines and whose presence alone can rout lesser foes.

Level 3: Hussar Initiate

You gain proficiency in:

  • Animal Handling

  • Land Vehicles (mounts)

If you already have these, gain expertise (double proficiency) in Animal Handling.

 

Winged Harness

You gain a ceremonial wing harness (or similar adornment).

While mounted and wearing it:

  • You gain advantage on Intimidation checks

  • When you move at least 20 ft. toward a creature, it must succeed on a Wisdom save
    (DC = 8 + proficiency bonus + your Strength or Charisma modifier)
    or be frightened of you until the end of your next turn

The sound of your advance is enough to break the will of the unready.


Charging Strike

When you move at least 20 ft. straight toward a target and hit with a melee weapon attack:

  • Deal an extra 1d8 damage

  • If using a lance, the extra damage becomes 1d10


Level 7: Unbreakable Rider

You and your mount become one unstoppable force.

  • You have advantage on saving throws to avoid being knocked prone or dismounted

  • Your mount gains:

    • +10 ft. movement speed

    • Evasion (takes no damage on successful Dex saves, half on failure)

Additionally, mounting or dismounting costs you only 5 ft. of movement

Level 10: Momentum of war

Your charges carry devastating follow-through.

When you hit a creature after moving at least 20 ft.:

  • You can force it to make a Strength saving throw DC= to 8 + pb + strength

    • On failure:

      • It is knocked prone, or

      • Pushed up to 10 ft. away (your choice)

You can use this a number of times equal to your proficiency bonus per long rest.

Level 15: Thunderous Advance

Your charge becomes a battlefield event.

When you take the Dash action while mounted:

  • Creatures of your choice within 10 ft. of your path must make a Wisdom saving throw or:

    • Become frightened until the start of your next turn

    • Have disadvantage on opportunity attacks against you

Additionally:

  • You may move through the space of creatures smaller than your mount (difficult terrain)

Lines do not hold against you—they break.

Level 18: The Final Charge

You embody the full terror of the Winged Hussars.

When you move at least 30 ft. in a straight line and hit a creature:

  • The attack deals an extra 3d8 damage

  • The target must succeed on both:

    • A Strength save (or be knocked prone)

    • A Wisdom save (or be frightened for 1 minute)

They can repeat the Wisdom save at the end of each turn.


Once per Long Rest: Ride of Legends

As a bonus action, you enter a state of unstoppable momentum for 1 minute:

  • You and your mount cannot be frightened

  • Your speed increases by 20 ft.

  • Your charge damage dice are maximized

  • You have advantage on all melee attacks made after moving at least 20 ft.

When this ends, you gain one level of exhaustion