Fighter
Base Class: Fighter

Cavaliers excel at mounted combat and guard those in their charge, often protecting their superiors and the weak. A Cavalier is equally at home leading a cavalry charge or exchanging repartees at a state dinner.

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

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.

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

Unwavering Mark

You can menace your foes, foiling their attacks and punishing them for harming others. When you hit a creature with a melee weapon attack, you can mark the creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature.

While it is within 5 feet of you, a creature marked by you has disadvantage on any attack roll that doesn’t target you.

In addition, if a creature marked by you hits a creature other than you with an attack roll, you have Advantage on attack rolls against the marked creature until the end of your next turn.

Warding Maneuver

You learn to fend off strikes directed at you, your mount, or other creatures nearby. If you or a creature you can see within 5 feet of you is hit by an attack, you can roll 1d8 as a reaction if you’re wielding a melee weapon or a shield. Roll the die, and add the number rolled to the target’s AC against the triggering attack. If the attack still hits, the target has resistance against the attack’s damage.

You can use this feature a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

Hold the Line

Creatures provoke an Opportunity Attack from you when they move 5 feet or more while within your reach. When you hit a creature with an Opportunity Attack, the target’s speed is reduced to 0 until the end of the current turn.

Ferocious Charger

During the first round of each combat, you and your mount’s Speed increases by 10 feet, and your movement doesn’t provoke Opportunity Attacks for that round. When you move within 5 feet of a creature this round, that creature must succeed on a Strength saving throw (DC 8 plus your Strength modifier and Proficiency Bonus) or you either push it 5 feet away or cause it to have the Prone condition. A creature makes this save only once during a turn.

Vigilant Defender

In combat, you get a special Reaction that you can take once on every creature’s turn, except your turn. You can use this special reaction only to make an opportunity attack, and you can’t use it on the same turn that you take your normal reaction.

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