Base Class: Fighter
The Mahout is a unique form of the Cavalier, adept at fight from Elephant back. Being at such a high vantage point, it isn't uncommon for Mahouts to be commanders of the battlefield, as well as experts with a lance. While they are an uncommon sight, outside of Elephant Warfare cultures, any Mahout on the battlefield will be a great boon to their allies, and a terrible foe to their enemies.
Proficiency: Animal Handling - Land Vehicle
When you choose this archetype at 3rd level, you gain proficiency in Animal Handling, and Land Vehicles. If you already have proficiency in Animal Handling, double your proficiency bonus as if you had expertise
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.
Trumpeting Charge
At 3rd level, upon making a Charge Attack with your Elephant mount, it lets out a thunderous trumpeting sound. All enemy creatures within a 20ft radius must make a DC 15 WIS saving throw, or be frightened.
At the start of their turn the frightened character will do everything in their power to flee from the source of what caused it fear.
This effect ends after 3 rounds, or if the effected creatures succeeds on a DC 12 WIS saving throw at the end of their turn.
Aura of Command
At 7th level, you learn command members of your party from atop your elephant. From here, you can inspire your allies, or point out weaknesses in your enemies. This grants all allies within a 20ft radius of you the ability to add 1d8 of Inspiration to all their attack rolls.
Bladed Charge
At 10th level, your elephant's tusks have bladed weapons attached to the ends of them. If the elephant moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone, and is inflicted with level 4 severity bleeding (disease). If the target is prone, elephant can make one stomp attack against it as a bonus action. Bladed Gore replaces the Gore attack.
Bladed Gore: Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 20 (4d8+8) piercing damage.
Commander's Mark
Starting at 15th level, once per turn, you may declare one creature within earshot as a target. All allies in earshot gain advantage on attack rolls, and saving throws, involving this creature. Until the target creature drops to 0, you may not declare another target.
Master of Elephants
Starting at 18th level, your mastery of elephant mounted combat has far exceeded even the greatest stories. In combat, both you, and your elephant, get a special reaction that you can take once on every creature’s turn, except your turn. You can both use this special reaction to make an opportunity attack, and you can’t use it on the same turn that you take your normal reaction.
Tramp of Doom
Starting at 20th level, you gain the ability to charge down fleeing foes, crushing them under foot of your elephant. When making an attack against an enemy affected by fear you make attacks with advantage, and add 3d12 of damage to your attacks.
Previous Versions
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