Base Class: Fighter
Where some fighters train to do battle atop a mount, Noble Steed fighters instead become the mount. This unique fighting style is taught only to centaurs, allowing them and their chosen partner to fight seamlessly and simultaneously alongside one another. It requires some humility on the centaur's part to allow such a partnership to take place — some centaur disapprove of this practice entirely — but the benefits to both steed and rider vastly increase each fighter's skills, defenses, and companionships. Noble Steed centaurs see themselves as protectors and allies, and will willingly partner with a rider to further their chosen cause.
Restriction: Centaurs Only
This subclass is suited exclusively for the mechanics of centaurs. Work with your DM to determine if your character is an exception to this rule.
Skilled Saddler
When you choose this archetype at 3rd level, you gain proficiency in Leatherworker's Tools. You can also expend 10 GP worth of leather and eight hours of work to craft a saddle suited for yourself and your rider.
Mutual Partnership
Starting at 3rd level, you form a partnership with a rider (either another player character or an NPC). Your rider can be small or medium sized, so long as their weight does not exceed your carrying capacity. You also gain the ability to use the Help action as a bonus action (only targeting your rider) a number of times equal to your proficiency bonus, which resets after a Long Rest.
When being ridden, you and your rider share space in combat. Your rider's speed is reduced to 0 — you have full control of your movement on your turn — but your rider gains a +1 to their AC while mounted, regardless of whether or not they are wearing armor or wielding a shield. You and your rider have separate turns and reactions, but any area effect that applies to one of you also applies to the other.
Any Strength or Dexterity saving throws you and your rider make are rolled separately, but the effects differ depending on who succeeds and who fails. If your rider is knocked from the saddle but you are not knocked prone, you suffer no negative effects or status conditions. However, if you are knocked prone and your rider succeeds on their saving throw, they still must make a successful Strength (Athletics) check to not be tossed from the saddle or a successful Dexterity (Acrobatics) check to land on their feet. Riders with the Evasion or Uncanny Dodge features still benefit from them like normal.
If you leave the melee range of a hostile creature and suffer an opportunity attack, only one of you can be the target. The hostile creature chooses their target before rolling their attack.
Teamwork
At 7th level, you've learned the best ways to assist your rider's strengths and account for their weaknesses. Choose an option based on your rider's fighting style, which will gain additional features as you level up.
Melee-Focused Rider
Your rider is a melee-focused fighter, who prefers to get up close and do heavy damage. Your speed increases by 5 feet, and if you are wielding a shield your rider's AC is also benefitted from the shield's bonus.
At 10th level, if your rider makes a melee attack on their turn, you can use your reaction to immediately make a single melee attack against the same target. You can use this ability once per Short or Long Rest, and twice at 15th level.
Ranged Attack Rider
Your rider prefers to attack from afar with a ranged weapon, such as a crossbow, longbow, or firearm. While mounted, both you and your rider no longer have disadvantage on ranged attacks while a hostile creature is within melee range.
At 10th level, if your rider makes a ranged attack on their turn and misses, you can use your reaction to turn the miss into a hit as you help steady their aim. You can use this ability once per Short or Long Rest, and twice at 15th level.
Spellcasting Rider
Your rider is a spellcaster of some kind, whether from an arcane or a divine source. Any healing and magical buffs (such as Bless or Aid) applied to your rider also applies to you (or vice versa), regardless of the creature limit of the spell, so long as your rider is mounted. You don't make a separate roll for healing or temporary hit points; you and your rider receive the same amount.
At 10th level, if your rider fails a Concentration check to maintain a spell, you can use your reaction to turn the failure into a success as you steady their focus. You can use this ability once per Short or Long Rest, and twice at 15th level.
Improved Skills and Saddles
At 10th level, you and your rider's bond has grown even stronger. Your Teamwork trait gains an additional feature based on what kind of rider you chose.
In addition, your leatherworking skills have improved. You can spend 8 hours and 25 GP worth of leather to create an Improved Saddle, which prevents your rider from being involuntarily dismounted.
Loyal Protector
At 15th level, you've learned the best ways to keep your rider from harm. While mounted, the bonus to your rider's AC is increased to +2, regardless of whether or not they are wearing armor or wielding a shield.
In addition, you can now use a Bonus Action to temporarily protect your rider. Once per Long Rest, you can act as a shield for your rider. They gain resistance to all damage types (except psychic) until the start of your next turn, and cannot be targeted by an opportunity attack.
Soul Bond
Starting at 18th level, your bond with your rider is nigh unbreakable. As an action, you can empower the connection with your rider, giving you both the effects of the spell warding bond without requiring any spell components. This can be used once per Long Rest.
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