Fighter
Base Class: Fighter

A cavalrymember is a fighter who has chosen to ride horses into combat. They consist of dragoons, knights, horsemen, and horse archers.

Cavalry Archetype

You choose one type of cavalry to become, focusing on one specific tactic and archetype. You also gain expertise in Animal Handling.

Dragoons are light cavalry that use firearms in order to skirmish with targets. Knights charge in and clash in their heavy armor. Horsemen tend to use shortswords or sabers and reconnoiter enemy positions. Horse archers are archers that shoot while on horses.

Dragoon

Dragoons focus on light skirmishing with firearms, moving in and taking shots at opponents before backing off. You make all attack rolls while mounted with advantage, and all non-polearm attacks made against you have disadvantage.

Horse Archer

You become skilled at shooting off of horseback, and you gain the ability to accurately land shots on a moving target, even while moving.

Whenever you use a ranged weapon while mounted, you land critical hits on a 19 or 20. In addition, you have advantage against targets that have not yet moved in the last round while you are mounted and using a ranged weapon.

Horseman

You choose to focus on being a horseman, or someone who can quickly attack and disengage.

Whenever you deal critical damage with a one-handed slashing weapon, you deal triple damage instead of double damage. You may also move any remaining distance not used in a round as a bonus action.

Knight

You choose to focus on becoming a mounted knight and becoming a expert in mounted combat.

You may apply double your proficiency bonus when attacking with a lance while mounted, or while using a two-handed melee weapon while mounted.

Rushdown

Once per long rest, you may push your mount to its limits and rush towards the enemy. If you hit a target with a melee attack, the target is knocked prone and your mount makes two attacks. If you hit the target with a ranged attack instead, you have advantage on the attack roll and deal critical damage on a roll higher than a 17. If you do not attack, you may move twice your normal distance.

This has extra charges based on your Dexterity modifier.

Dodge

After being on a horse for a significant amount of time, you become increasingly able to jump or otherwise dodge issues. You gain proficiency with Dexterity saving throws.

Horse Doctor

You gain the ability to tend to the wounds of mounts. You may apply double your proficiency bonus towards Medicine checks on animals. In addition, you may also make a Medicine check as an action in order to restore 1d8 hit points to an animal.

Bareback Riding

You can now ride any creature without a saddle, although you have disadvantage on all Animal Handling checks made while doing so.

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