Base Class: Fighter
Born of the cold and raised by a loving yeti matron, you learned to survive. Managing to tame a wild beast, you are now bonded with the creature. As a yeti knight, you are adept at riding, much like the cavalier, but you have learned to strike your targets from afar, choosing survival over strength.
Bonus Proficiency
When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: Animal Handling, Athletics, Insight, Nature, or Perception. Alternatively, you learn one language of your choice.
Born to Ride
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.
Mounted Assault
Starting at 3rd level, you gain the ability to spur your mount into action, leading the charge into the fray, or carefully avoiding incoming attacks.
You may sacrifice your Movement this turn in order to allow your mount to move during your initiative (they may also move immediately following your initiative turn). During this turn, you gain 1d4 bonus damage on any attacks made while mounted. Additionally, you ignore any cover given to creatures by other creatures or the environment.
This ability can be used a number of times per day equal to your Dexterity Modifier + Proficiency Bonus. This ability recharges after a Long Rest.
Warding Maneuver
At 7th level, you learn to fend off strikes directed at you, your mount, or other creatures nearby. If you or a creature you can see within 5 feet of you is hit by an attack, you can roll 1d8 as a reaction if you’re wielding a melee weapon or a shield. Roll the die, and add the number rolled to the target’s AC against that attack. If the attack still hits, the target has resistance against the attack’s damage.
You can use this feature a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
Forward, Charge!
At 10th level, you have learned to rally allies behind your mounted charge.
As a bonus action, you issue the command, causing creatures of your choice within 60ft to double their movement speed until the end of their next turn. In additional, creatures affected by this ability gain Advantage on their first attack roll next turn.
The yeti knight also gains the benefits of their Mounted Assault ability until the end of this turn.
This ability can be used a number of times per day equal to the yeti knight's Proficiency Bonus. This ability's uses refreshes after a Long Rest.
Wild Child
Starting at 15th level, you can run down your foes, whether you’re mounted or not. If you move at least 10 feet in a straight line right before attacking a creature and you hit it with the attack, that target must succeed on a Dexterity saving throw (DC 8 + your proficiency bonus + your Dexterity modifier) or be knocked prone. You can use this feature only once on each of your turns.
Get Back Here, Dinner!
Starting at 18th level, you respond to danger with extraordinary vigilance. In combat, you get a special reaction that you can take once on every creature’s turn, except your turn. You can use this special reaction only to make an opportunity attack, and you can’t use it on the same turn that you take your normal reaction.
Previous Versions
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4/1/2022 12:55:55 AM
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5
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1.0
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Coming Soon
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