So I made a fighter subclass, the Uhlan. There were a few ideas behind it. 1. The first is it was meant to be a strongly martial calvalry subclass while still having good access to the game's more exotic mounts like the paladin does. Hence the level 3 class. 2. The other major thing is that while the Cavalier has a few features that do help with mounts, it felt like mounts were the secondary rather than primary deal.
Tell me what you think.
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Uhlan
Other fighters may be skilled riders. Others, like the Cavalier, may excel. But few riders are as committed to their mounts as the Uhlan. Learning a small amount of ritual magic, the Uhlan learn to summon bonded mounts – simultaneously the most expendable and most connected of beasts, and learn every aspect of cooperation. To an Uhlan, combat as much learning how to properly guide their mount as it is martial discipline.
Bonus Proficiency
When you take this subclass at level 3, you gain proficiency in Animal Handling. If you already are already proficient, you may instead gain proficiency in Nature, Medicine, or Perception.
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.
Steed Ritualcraft
You’ve memorized a couple of rituals that are useful through trial and error. At level 3 when you take this class, you can cast Find Steed as a ritual once per long rest. At Level 7, you learn Find Greater Steed, which you can cast as a ritual once per long rest. Wisdom is your casting ability.
In addition, add the following to each spell’s summon list.
At level 7, your use of relatively conventional mounts can keep them in line with more exotic ones. Mount Choices from the Find Steed (but not Find Greater Steed) gain 40 temporary HP when summoned, and at the end of each short rest.
Medium mounts are also treated as a large creature for purposes of the Mounted Combatant merit.
Mount Instincts
At 7 level, you’ve learned that the mark of a distinguished rider is working with, rather than against their instinct. You gain the following abilities, based on what you’re riding. If you have another mount, your DM determines which applies to it.
You can maneuver your mount to get an extra strike in of its own. A number of times equal to your proficiency bonus per short rest, as a bonus action, you can allow your mount to make an attack. It may not use multiattack, nor does it benefit from mount features that attach additional effects to the attack, such as the Rhinoceros’s gore.
Your mount is excellent avoid avoid predators and assailants alike. Your mount’s movement does not provoke opportunity attacks.
Improved Ritualcraft
At 10 level, improvements in ritualcraft further increase the mount’s speed. It’s walking speed is increased by 10 feet. In addition, once per day, when the mount’s HP is reduced to zero, you can cast Feather Fall targeting both you and your mount.
Fury of the Loyal
At 15 level, when you are down, your mount uses every tool at its disposal to either preserve or avenge you. When you are reduced to 0 HP, you do not fall from your saddle.
Mounts with aggressive instincts go into a frenzy. For the next three turns or until you are revived, they gain advantage on strength checks, strength saving throws, and melee attacks.
Mounts with wary instincts try to preserve you. For the next three turns or until you are revived, any attacks directed towards you are directed towards the mount instead. The mount is also presumed to know which party members have healing spells, and will generally attempt to deliver you to them.
Regardless of which, this ability can only be used once per long rest.
Legendary Intervention
At 18 level, your swiftness lets you overrun or strike an enemy to throw off the most persistent of assaults. While you’re mounted, when an enemy takes a legendary action, you may use your reaction to make an attack against them. If it hits, they must make a constitution saving throw with a DC of 15 + your strength or dexterity modifier (your choice). If they fail, the legendary action is made at a disadvantage, or anyone making a saving throw against it does so at advantage.
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So I made a fighter subclass, the Uhlan. There were a few ideas behind it.
1. The first is it was meant to be a strongly martial calvalry subclass while still having good access to the game's more exotic mounts like the paladin does. Hence the level 3 class.
2. The other major thing is that while the Cavalier has a few features that do help with mounts, it felt like mounts were the secondary rather than primary deal.
Tell me what you think.
--
Uhlan
Other fighters may be skilled riders. Others, like the Cavalier, may excel. But few riders are as committed to their mounts as the Uhlan. Learning a small amount of ritual magic, the Uhlan learn to summon bonded mounts – simultaneously the most expendable and most connected of beasts, and learn every aspect of cooperation. To an Uhlan, combat as much learning how to properly guide their mount as it is martial discipline.
Bonus Proficiency
When you take this subclass at level 3, you gain proficiency in Animal Handling. If you already are already proficient, you may instead gain proficiency in Nature, Medicine, or Perception.
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.
Steed Ritualcraft
You’ve memorized a couple of rituals that are useful through trial and error. At level 3 when you take this class, you can cast Find Steed as a ritual once per long rest. At Level 7, you learn Find Greater Steed, which you can cast as a ritual once per long rest. Wisdom is your casting ability.
In addition, add the following to each spell’s summon list.
Find Steed: Axebeak, Clawfoot Raptor, Giant Goat, Giant Riding Lizard, Panther, Wolf, Worg,
Find Greater Steed: Allosaurus, Cave Bear, Giant Boar, Moonpouncer.
Basic Mount Expertise
At level 7, your use of relatively conventional mounts can keep them in line with more exotic ones. Mount Choices from the Find Steed (but not Find Greater Steed) gain 40 temporary HP when summoned, and at the end of each short rest.
Medium mounts are also treated as a large creature for purposes of the Mounted Combatant merit.
Mount Instincts
At 7 level, you’ve learned that the mark of a distinguished rider is working with, rather than against their instinct. You gain the following abilities, based on what you’re riding. If you have another mount, your DM determines which applies to it.
Aggressive Instincts
Clawfoot Raptor, Dire Wolf, Griffon, Mastiff, Peryton, Rhinoceros, Saber-Tooth Tiger, Moonpouncer, Panther, Wolf, Worg, Allosaurus, Cave Bear, Giant Boar
You can maneuver your mount to get an extra strike in of its own. A number of times equal to your proficiency bonus per short rest, as a bonus action, you can allow your mount to make an attack. It may not use multiattack, nor does it benefit from mount features that attach additional effects to the attack, such as the Rhinoceros’s gore.
Wary Instincts
Axebeak, Camel, Elk, Giant Goat, Giant Riding Lizard,, Pegasus, Pony, Warhorse
Your mount is excellent avoid avoid predators and assailants alike. Your mount’s movement does not provoke opportunity attacks.
Improved Ritualcraft
At 10 level, improvements in ritualcraft further increase the mount’s speed. It’s walking speed is increased by 10 feet. In addition, once per day, when the mount’s HP is reduced to zero, you can cast Feather Fall targeting both you and your mount.
Fury of the Loyal
At 15 level, when you are down, your mount uses every tool at its disposal to either preserve or avenge you. When you are reduced to 0 HP, you do not fall from your saddle.
Mounts with aggressive instincts go into a frenzy. For the next three turns or until you are revived, they gain advantage on strength checks, strength saving throws, and melee attacks.
Mounts with wary instincts try to preserve you. For the next three turns or until you are revived, any attacks directed towards you are directed towards the mount instead. The mount is also presumed to know which party members have healing spells, and will generally attempt to deliver you to them.
Regardless of which, this ability can only be used once per long rest.
Legendary Intervention
At 18 level, your swiftness lets you overrun or strike an enemy to throw off the most persistent of assaults. While you’re mounted, when an enemy takes a legendary action, you may use your reaction to make an attack against them. If it hits, they must make a constitution saving throw with a DC of 15 + your strength or dexterity modifier (your choice). If they fail, the legendary action is made at a disadvantage, or anyone making a saving throw against it does so at advantage.