Savage Attacker. Once per turn when Cavalry Captain hits a target with a weapon, Cavalry Soldier can roll the weapon’s damage dice twice and use either roll against the target.
Action Surge. On it's turn, Cavalry Captain can take one additional action, except the Magic action.
Born to the Saddle. The Cavalry Captain has advantage on saving throws made to avoid falling off their mount. If Cavalry Captain falls off his mount and descend no more than 10 ft., he can land on his feet if not incapacitated. Mounting or dismounting a creature only costs 5 ft. of movement.
Unwavering Mark. Cavalry Captain hits with a melee weapon attack, the creature is marked until the end of his next turn (or if he is incapacitated or dies). While it is within 5 ft. of the Cavalry Captain, a marked creature has disadvantage on any attack roll that doesn’t target him. If the marked creature deals damage to anyone else, Cavalry Captain can make a special melee attack against it on his next turn as a bonus action with advantage and +1 extra damage.
Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 3) piercing damage, or 5 (1d8 + 3) piercing damage if used with two hands to make a melee attack. If Cavalry Captain hits a creature with a Spear, that creature has Disadvantage on its next attack roll before the start of the Cavalry Captain's next turn.
Second Wind. Three times per day, Cavalry Captain can draw upon a limited well of physical and mental stamina and regain 9 (1d10 + 3) hit points.
Description
Cavalry Captains generally lead anywhere from 10 to 50 Cavalry Soldiers. These are typically veterans who have survived at least one military campaign. If dismounted, they will try to remount, but will fight on foot if they have to.
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