Fighter
Base Class: Fighter

 This individual focuses on the partners it makes on the path to success. Starting with smaller creatures and reaching the point of befriending even the mightiest of creatures.  

Trusty Mount

Your prowess in riding allows you to summon forthe a creature who will fight for you. This "Trusty Mount" can look and sound however you wish. Generally, these creatures will grow alongside you and gain access to new abilities so it can be flavored as the same one over and over or new friends made over time. As part of a short or long rest, you can summon your Trusty Mount. You can choose to unsummon it an any time as a bonus action. You share a telepathic connection with this creature until it is incapacitated or unsummoned. They share your initiative in combat but have their own movement, action, and bonus action. They will simply take the dodge action if no command is given but at no cost, you can telepathically command them to move and or utilise an action. 

Trusty Mount

Armor Class 10 + your proficiency bonus (natural armor)

Hit Points 2 + five times your fighter level (the mount has a number of Hit Dice [d10s] equal to your fighter level)

Speed 40 ft.

STR
14 (+2)
DEX
12 (+1)
CON
14 (+2)
INT
3 (−4)
WIS
10 (+0)
CHA
7 (−3)

Saving Throws Dex +1 plus PB, Con +2 plus PB

Skills Athletics +2 plus PB, Perception +0 plus PB × 2

 

Senses darkvision 60 ft., passive Perception 10 + (PB × 2)

Languages understands the languages you speak

Challenge — Proficiency Bonus (PB) equals your bonus

Combined Initiate. The mount acts on the same initiative as its fighter.

Powerful Back. The mount can be mounted as if one size larger and is not impeded by being ridden by those of the same size.

Actions

Natural Weapon Strike. Melee Weapon Attack: your dexterity/strength modifier to hit, reach 5 ft., one target you can see. Hit: 1d8 + PB slashing/piercing/bludgeoning damage.

Second Wind (PB/Day). As an action, it can regain hit points equal to 1d10 + your fighter level.

Horse Whisperer

When you choose this archetype at 3rd level, you gain proficiency in animal handling and persuasion checks. You can also learn an additional language. Furthermore, you gain the ability to convey basic concepts to all creatures of size medium or smaller regardless of language. At 10th level, you gain an additional language and the creature size increases to large. At 15th level, you gain an additional language and the size increases to any creature.

Born to the Saddle

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.

 

Mimicing Mount

At 7th level, your mount can not only action surge do to its time spent with you but can manifest new abilities. 

TRUSTY MOUNT

Armor Class 10 + your proficiency bonus (natural armor)

Hit Points 2 + five times your fighter level (the mount has a number of Hit Dice [d10s] equal to your fighter level)

Speed 40 ft, equal fly or swim speed (chosen when summoned)

STR
14 (+2)
DEX
12 (+1)
CON
14 (+2)
INT
3 (−4)
WIS
10 (+0)
CHA
7 (−3)

Saving Throws Dex +1 plus PB, Con +2 plus PB

Skills Athletics +2 plus PB, Perception +0 plus PB × 2

 

Senses darkvision 60 ft., passive Perception 10 + (PB × 2)

Languages understands the languages you speak

Challenge — Proficiency Bonus (PB) equals your bonus

Combined Initiate. The mount acts on the same initiative as its fighter.

Powerful Back. The mount can be mounted as if one size larger and is not impeded by being ridden by those of the same size.

Action Surge (1/Day). On your turn, you can take one additional action.

Amorphous Breathing. Can breathe in water or air.

 

Actions

Multiattack: Make two Natural Weapon Strikes or one Breath Weapon attack.

Natural Weapon Strike. Melee Weapon Attack: your dexterity/strength modifier to hit, reach 5 ft., one target you can see. Hit: 1d8 + PB slashing/piercing/bludgeoning damage (this damage is magical for the purpose of overcoming resistance/ immunity).

Breath Weapon Attack. 15' Cone: Dexterity Save DC 10+ your dexterity/strength modifier+ your proficiency bonus, dealing 1d10 fire/acid/cold/poison/lightning/thunder damage- half damage on a successful save.

Second Wind (PB/Day). As an action, it can regain hit points equal to 1d10 + your fighter level.

 

 

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 1d10 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 once per long rest for free or additionally with spending hit die.

Bestial Bond

At 10th level, your bond with your mount has become physically tangible. As an action, you can transfer hit points from yourself to your mount and vice-versa. If this process would make either of you unconscious, the effects do not work. This can be done once per long rest. 

Mastered Mount

At 15th level, your mount reaches its final form.

TRUSTY MOUNT

Armor Class 10 + your proficiency bonus (natural armor)

Hit Points 2 + five times your fighter level (the mount has a number of Hit Dice [d10s] equal to your fighter level)

Speed 40 ft, equal fly and swim speed 

STR
14 (+2)
DEX
12 (+1)
CON
14 (+2)
INT
3 (−4)
WIS
10 (+0)
CHA
7 (−3)

Saving Throws Dex +1 plus PB, Con +2 plus PB

Skills Athletics +2 plus PB, Perception +0 plus PB × 2

Damage Resistence: Choose 1 when summoned.

Senses truesight 60 ft., passive Perception 10 + (PB × 2)

Languages understands the languages you speak

Challenge — Proficiency Bonus (PB) equals your bonus

Combined Initiate. The mount acts on the same initiative as its fighter.

Powerful Back. The mount can be mounted as if one size larger and is not impeded by being ridden by those of the same size.

Action Surge (2/Day). On your turn, you can take one additional action.

Amorphous Breathing. Can breathe in water or air.

 

Actions

Multiattack: Make three Natural Weapon Strikes or one Breath Weapon attack.

Natural Weapon Strike. Melee Weapon Attack: your dexterity/strength modifier to hit, reach 5 ft., one target you can see. Hit: 1d8 + PB slashing/piercing/bludgeoning damage (this damage is magical for the purpose of overcoming resistance/ immunity).

Breath Weapon Attack. 30' Cone: Dexterity Save DC 10+ your dexterity/strength modifier+ your proficiency bonus, dealing 3d10 fire/acid/cold/poison/lightning/thunder damage- half damage on a successful save.

Second Wind (PB/Day). As an action, it can regain hit points equal to 1d10 + your fighter level.

 

 

True Cavalier

Starting at 18th level, you can summon back your mount with ease. As an action, you can summon your companion. You can do this once per long rest. You can still summon your companion as part of a short or long rest.

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