Fighter
Base Class: Fighter

The dinosaur knights of Thunderheim were devastated by the last war against the Avalorian Region in the last civil war. These days, most dinosaur knights are mercenaries and hedge knights, but a few still nobly defend the realm as members of the Order of the Thundering Herd. Led by their fearsome goliath leader Hrothgar Hornskgaard and his Triceratops mount, the Dinosaur Knights patrol the Northern region and keep the Empire safe from the threats of the northern monsters. Dinosaur knights swear an oath of allegiance to both the order and to their dinosaur mounts. The knights put the safety and health of their steeds above all else; you are not a dinosaur knight without a dinosaur to ride.

 

Dinosaur Mount

When you choose this archetype at 3rd level, you gain a trained Allosaurus as your mount. Your Allosaurus is a fierce and loyal steed, forming a lifelong bond with you and fighting to protect you in battle. Use the standard Allosaurus stats, but each time your proficiency bonus increases (at 5th level, 9th level, etc.), add +1 to your griffon’s AC, saving throws, and attack bonus, and increase its maximum hit points by 10.

Your Allosaurus obeys your commands to the best of its ability, taking its turn on your initiative. It moves and acts as you direct it, with just three action options (Dash, Disengage, and Dodge). If you want the allosaurus to attack, you must use your action to command the allosaurus to do so; this allows it to use the Attack action as a reaction on your turn. Once you gain the Extra Attack feature, you can make a weapon attack yourself in addition to ordering your dinosaur to attack.

Trained dinosaurs are in short supply. If your dinosaur dies, you must wait until a new mount can be located for you by the Order. This typically takes around 30 days, but this period can be longer or shorter, at the GM’s discretion. Importantly, dinosaur knights who are given a replacement mount are expected to provide a viable dinosaur egg to the Order in return.

High in the Saddle

At 3rd level, you gain advantage on saving throws and ability checks to avoid falling off your dinosaur. You also gain the ability to cast the Shield of Faith spell once per day, using Charisma as your spellcasting ability and you can target yourself or your dinosaur only.

War Mount Combat Mastery

At 7th level, you learn the following special aerial combat maneuvers, named after the knights who invented them. You must be mounted on your allosaurus to use these maneuvers. You can use more than one maneuver per turn, but you can only use a single maneuver on an attack. Once you’ve used a total of five maneuvers, you must take a short or long rest before you can use any of them again. Starting at 15th level, you gain an additional use of your maneuvers between rests, and again at 18th level.

Daggertooths Fury. When a creature hits you or your dinosaur with a melee attack, you can use your reaction to make a melee weapon attack against the creature. If you hit, add an extra d8 to your weapon's damage roll.

Snap and Dash. When you make a melee attack, deal an extra d8 damage if you hit, and neither you nor your allosaurus provokes an opportunity attack when moving out of your opponent's reach before both you and your allosaurus turns have ended.

Hrothgar's Forceful Charge. When you hit a creature with a melee attack your attack does an extra d8 damage, and if the target is size Large or smaller, it must make a successful Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone. A mounted opponent that's knocked prone is also knocked off of its mount.

 

Fight as One

Starting at 7th level, when you are mounted on your allosaurus, both your own attacks and your allosaurus' bite and claw attacks score a critical hit on a roll of 19-20. At 15th level, a critical hit is scored on a roll of 18-20.

Improved Dinosaur Combat Mastery

At 10th level, you gain the Deadly Charge combat maneuver. In addition, the extra damage die rolled when using a maneuver becomes a d10.

 

Deadly Charge. While mounted on your allosaurus, you can make a devastating dive attack. You must begin the move at a distance of 30 feet from your target and move at least 30 feet straight towards your target before the attack. You and your griffon make your attack rolls with advantage, and you add 1d10 to the damage for each attack that hits.

 

Improved Critical

At 15th level, you and your Allosaurus Mount deal a critical hit on a roll of 18-20. 

Superb Dinosaur Mastery

At 18th level, the extra damage die rolled when using a maneuver becomes a d12.

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