Challenge. Once on each of the cavalier's turns when it hits a creature with a melee weapon attack, it can challenge that creature. The target must succeed on a DC 15 Charisma saving throw or else the cavalier marks it until the end of the cavalier's next turn. A marked creature that is within the cavalier's reach has disadvantage on attacks made against any target other than the cavalier. Creatures that can't be frightened are immune to this effect.
Charge. If the cavalier moves at least 15 feet straight toward a target, either on its own or on a mount, and then hits it with a lance attack on the same turn, the target takes an extra 13 (2d12) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. If the cavalier is mounted and the target is not mounted and is smaller than the cavalier's mount, the target rolls its saving throw with disadvantage.
Riding Talent. While the cavalier is mounted, it has advantage on melee attack rolls against unmounted creatures that are smaller than its mount and on ability checks made to ride or control its mount.
Multiattack. The cavalier makes three weapon attacks.
Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands.
Lance. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 10 (1d12 + 4) piercing damage. This attack has disadvantage if the target is within 5 feet of the cavalier. The lance requires two hands to wield when the cavalier isn't mounted.
Javelin. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Description
Cavaliers are knights that excel at mounted combat. They are often found at jousting tournaments or riding through the countryside for adventure and challengers.
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