Fighter
Base Class: Fighter

There have been many varieties of cavalry over countless eons of warfare. But few more feared than the mighty Cataphract. Heavily armored, mobile cavalry masters, the Cataphract wade fearlessly into the thickness of enemy combatants, dealing out death with a variety of brutal weapons as they go. The Cataphract is a deadly enemy in any encounter. But atop their mount, they are a terrifying and virtually unstoppable force.

Cataphracts can differ widely across cultural groups and historical periods. Thus, it is rare to see any two who conduct warfare in precisely the same way. Some rely on thick, impenetrable armor to absorb blows as they cut down enemies hopelessly trying to find a vulnerability in their defenses. Others favor using speed and vicious strikes with lances and spears, only to move away from threats. Still, others rely on mastery over their faithful mounts to control the pace of battle, keep their enemies at bay, and maneuver over any terrain in pursuit of their prey.

This diversity is reflective of the range of different skills from which they can choose. Regardless of which realm of expertise the Cataphract has mastered, any warrior would be wise to think twice before closing ranks with these ferocious combatants!

Chasseur's Choice

Beginning when you choose this archetype at 3rd level, you gain one of the following abilities of your choice:

  • Stunning Strike: Whenever you take the attack action after moving more than 15 ft. in a straight line, you may deliver a Stunning Strike. If your first attack hits when you take the attack action, all creatures size large and smaller within 10 ft. of the enemy target must succeed at a Dexterity save (DC= 8 + your Strength bonus + Proficiency Bonus) or their speed becomes 0 until the beginning of your next turn. You may use this ability a number of times equal to your Strength modifier *(minimum 1)* before finishing a long rest.

  • Captain's Shield (Req: shield equipped): When an enemy within 5 ft. of you attacks someone other than you but before it's declared a hit, you may use your reaction to make an attack against that enemy. If you hit, the creature takes 1d4+Str bludgeoning damage and enemies size huge and smaller have disadvantage on attacks made until the beginning of their next turn, including on the triggering attack.

  • Skilled Mountsman: You gain several abilities as you master the art of Equitation.
    • Once per day, you may designate a creature that you've summoned, tamed, or purchased as your Mount. You may only have one creature designated as your Mount.
    • Your Mount's bonus to hit is increased by your proficiency bonus.
    • Your Mount receives bonus hit points equal to your level times its constitution bonus.

Rider's Rapport

 Also at 3rd level, you gain proficiency in animal handling, or another fighter skill if you are already proficient.

Tip of the Spear

Starting at 7th level, You gain one of the following abilities: 

  • Piercing Blow: If you successfully hit an enemy when making your first attack with the attack action, you may use your bonus action to choose a different enemy within a distance equal to your weapon's reach from the first enemy. You deal damage to it equal to the weapon damage dealt to the first enemy. You don’t add your ability modifier to the damage dealt to the second enemy.

  • Keen Defender: When you or an ally within 5 ft. of you is critically hit with a physical or spell attack, you may use your reaction to take that damage as though it were not a critical hit. If this damage would have been dealt to an ally, you have resistance to that damage. You can use this ability a number of times equal to your Constitution bonus (minimum 1) per long rest.

  • Equestrian Spirit: You are a master at riding mounts in and out of combat, providing a number of abilities while mounted:
    •You learn the Summon Mount spell and can cast it once per long rest.
    • Your Mount can make one attack as a bonus action while it's controlled by you.
    • Your Mount is unaffected by difficult terrain while it's controlled by you.

Cavalier's Crossroads

At 10th level, you gain one of the following abilities of your choice:

  • Merciless Charge: When you move more than 15 ft. in a straight line, the first attack you make when taking the attack action this turn is made with advantage.
  • Dreadful Dragoon: When you hit a creature with the attack action, you may Mark that creature. A Marked creature has disadvantage on attacks against creatures other than you until the start of your next turn. You may only mark one creature at a time.
  • Master Rider: You can maneuver your mount through confined spaces, and with great speed out in the open. While controlling your mount, it can take the dash action as a bonus action. You can ride and fight atop it without penalty while it moves through any confined space, as long as there is enough room your mount's body.

The Lessons of War

At level 15, you gain one of the following abilities of your choice:

  • Perfect Precision: Your first weapon attacks of each round score a critical hit on a roll of 18, 19, or 20. Other weapon attacks that round score a critical hit on a roll of 19, or 20.
  • Resilient Soul: You add your Constitution bonus to all Intelligence, Wisdom, and Charisma saving throws you make.
  • Legendary Mount: You learn the Summon Greater Mount spell. You can cast it once per long rest.

Rider's Ascension

At 18th level, choose your final ability out of the options below:

  • Stunning Might (Req: "Stunning Strike" from Chasseur's Choice): The radius on your Stunning Strike ability increases by +5 ft. and it now deals an additional 4d6 piercing damage and effects creatures of any size. Creatures in the area of effect take damage equal to the damage dealt to the creature struck by the Stunning Strike attack.

  • Juggernaut (Req: "Captain's Shield" from Chasseur's Choice):You and your mount are immune to spells, abilities, and effects that reduce your movement speed. When you are reduced to 50% HP or less, you gain damage resistance to all damage types. Your mount also gains damage resistance in this way when its HP is reduced to 50% or lower.

  • Sleipnir's Spirit (Re: "Skilled Mountsman" from Chasseur's Choice): While you are riding it, your Mount gains resistance to all damage types. It deals damage as though its attacks were magical, and it's Strength, Dexterity, and Constitution scores increase to 20. Also while mounted, you may activate Sleipnir's Spirit to move through solid objects as though they were difficult terrain. Ending your turn while still inside an object causes you and your mount 11 (2d10) force damage. This ability does not grant you the ability to pass through floors or ceilings. This effect lasts for 1 minute and can be used again after a long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
10/31/2022 10:23:22 PM
48
1
1.0
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes