Base Class: Fighter
"Without Cavalry, battles are without result."
- Napoleon Bonaparte.
Heavy Cavalry has seen many names through history. Dragoons, Hussars, Cuirassiers, Lancers, all stem from the union of man and horse.
Level 3: Charge
When you are mounted and move at least 20ft in a straight line, you may consume the rest of your mount's movement to make a melee weapon attack against a creature within your reach. Once you use this feature, you may not use it again until the start of your next turn. Additionally, when you hit a creature with this feature, you may add an additional d8 per 20ft you consumed before making the attack as part of that weapon attack. For an example, you charged at a creature using 20ft of movement with a lance. When you hit, you will deal 1d10 + modifier + 1d8.
Level 3: Animal kinship
You gain proficiency in the animal handling skill if you are not already. Additionally, you may add your strength or dexterity to any wisdom(animal handling) check that involves interacting with mounts or mounted creatures.
Level 7: Maneuver warfare
You may add a tenth of your walking speed (not your mount) to your initiative checks at the beginning of combat. So if for example you have a speed of 30ft, you may add 3 to your initiative checks.
Level 10: Hammer and Anvil
When you hit a creature using your charge feature, you may make an ally make a melee weapon attack against a creature you have also made a weapon attack at no cost.
Level 15: Unbreakable charge
When you make a weapon attack as part of your charge feature, once per round, all allies (including you) in a 30ft radius around you gain temporary hit points equal to twice your fighter level. You may provide temporary hit points this way again when you finish a short or long rest.
Level 18: Breakthrough
Instead of attacking normally, you may instead lower your weapon and create an opening for you and your allies. As an action, you may lower your weapon and create a breakthrough. When you move through enemy spaces, breaking through a creature's space that is sized equal or larger than your mount count as difficult terrain and your movement does not provoke opportunity attacks. For every creature who's space you move through using this feature, make a single melee weapon attack against them. Additionally, they must make a strength saving throw (DC being equal to 8 + your proficiency modifier + Strength or Dexterity). On a failure you may push then 10ft in any direction or force them to fall prone. On a successful save, their movement speed is instead halved.
The final creature you make an attack using this feature may provoke your hammer and anvil feature.







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