Jouster (Prerequisite:: Fighter Sub-class of ANY Knight or Paladin)
Jousting is a martial game between two horsemen wielding lances with blunted tips, often as part of a tournament. The primary aim was to replicate a clash of heavy calvary, with each participant trying hard to strike the opponent while riding towards him at high speed, breaking the lance on the opponent's shield or jousting armor if possible, or unhorsing him. The joust became an iconic characteristic of the knight. The participants experience close to three and a quarter times their body weight in G-forces when the lances collide with their armor.
A rider without this Feat rolls at Disadvantage on their to hit roll.
You have undergone extensive physical training to gain the following benefits:
- Increase your Strength or Dexterity score by 1, to a maximum of 20
- .Gain Proficiency in one of the following: Acrobatics, Animal Handling or Athletics.
- Heavy Armor does not give Disadvantage to Skill checks while being Dismounted.
- Add mounts Strength modifier to the attack roll it.
- Damage type is based on lance 3d6 (Piercing) or tournament 2d6 (bludgeoning) damage depending head used plus force damage depending on type of horse. Riding Horse 2d10 +2. War horse 3d10d8 +4.
- On a Critical Hit Unmount rider. Unmounted rider most make a Acrobatics skill check vs DC 17 or take half the total force damage of the hit when they hit the ground.. A successful check the rider takes no damage Knights and Paladins Roll Advantage on their Acrobatic skill check.
The Force Damage is equal to the mounts Hit Dice Count +Strength modifier for exotic mounts.
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