Savage Attacker. Once per turn when Cavalry Commander hits a target with a weapon, Cavalry Commander can roll the weapon’s damage dice twice and use either roll against the target.
Action Surge. On it's turn, Cavalry Commander can take one additional action, except the Magic action.
Born to the Saddle. The Cavalry Commander has advantage on saving throws made to avoid falling off their mount. If Cavalry Commander 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. Up to three times a day, when Cavalry Captain hits with a melee weapon attack, the creature can be 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.
Mounted Strike. While mounted, Cavalry Commander has Advantage on attack rolls against any unmounted creature within 5 ft. of his mount that is at least one size smaller than the mount.
Leap Aside. If Cavalry Commander's mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage on a success and only half damage on a fail. To use this benefit, Cavalry Commander must be riding the mount and neither of them can be Incapacitated.
Veer. While mounted, Cavalry Commander can force an attack to hit him instead of his mount if he isn't Incapacitated.
Multiattack. Cavalry Commander makes two attacks.
Lance. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 3) piercing damage. If Cavalry Commander hits a creature with a Lance, that creature must succeed on a DC 14 CON save or be knocked prone.
Longsword. Melee Weapon Attack: +6{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Longsword"} to hit, reach 5 ft., one target. Hit: 5 (1d8 + 3) slashing damage. If Cavalry Commander hits a creature with a Longsword, that creature has Disadvantage on its next attack roll before the start of the Cavalry Commander's next turn.
Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 1) piercing damage, and its Speed is reduced by 10 feet until the start of the Cavalry Commander's next turn. This reduction only happens once each turn.
Second Wind. Three times per day, Cavalry Commander can draw upon a limited well of physical and mental stamina and regain 9 (1d10 + 3) hit points.
Description
Cavalry Commanders will usually be leading a large host of cavalry, with several Cavalry Captains working under his command. These are hardened soldiers with years, possibly decades, of experience. While they prefer to fight from the saddle, they are more than capable of fighting on the ground.
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