Base Class: Paladin
Those of the Sagittarian Oath have taken upon themselves the traits of history’s greatest steeds. Through this they serve as mounts for their allies, increasing their capabilities far beyond what they could achieve on their own. At higher levels, such paladins can take on the form of an idealized steed, during which they are infused with divine energy and transcend mortal limitations.
Level 3: Oath of the Sagittarian Spells
The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of the Sagittarian Spells table, you thereafter always have the listed spells prepared.
| Paladin Level | Spells |
|---|---|
| 3 | Expeditious Retreat, Jump |
| 5 | Barkskin, Warding Bond |
| 9 | Water Walk, Phantom Steed |
| 13 | Freedom of Movement, Fly |
| 17 | Tree Stride, Circle of Power |
Level 3: Equine Combat
You have sharpened your focus on the equestrian arts to such a degree that you can function as a mount yourself. This can take many forms, anything from pulling a small cart, a back mounted saddle rig, or simply letting another take control of the reins attached to your bridle. Whatever the method, a creature of your size or smaller may mount you as an action. While you are being mounted you cannot make any attacks with weapons or use items, but you may still cast spells. As long as a creature is mounting you, you take your turn immediately preceding them in the initiative order. As well, they share your space and move with you when you move, but may not move of their own accord without first dismounting as an action. If you fall unconscious or prone, your rider is automatically dismounted. In addition, your movement speed is increased by 10 feet and your carrying capacity is doubled.
Cavalry Tactics
You have not only mastered the act of embodying the equestrian form, but also the art of mounted combat. While you are being mounted, you may do any of the following actions.
- Charge Strike. If you move at least 10 feet in a straight line directly toward a creature, the charged creature must succeed on a Strength saving throw or be knocked prone. The DC for this features is equal to 8 + your proficiency bonus + your Strength modifier.,
- Circle Flank. If you move from one side of a creature to its opposite side with your movement, until the start of your next turn your rider makes all melee attacks with advantage against that creature.,
- Hind Kick. You kick out with one of your powerful legs. When you take the attack action to make an unarmed attack against a creature within 5 feet of you, on a hit you deal 1d8 + your Strength modifier bludgeoning damage and may push the creature 5 feet away from you.
In addition, you have devoted yourself wholly to the protection of your rider. As a bonus action, you may take any of the following stances on your turn. Each effect given by the chosen stance lasts until the start of your next turn.
- Guarded. When your rider takes damage, the damage they take is reduced by an amount equal to your Proficiency Bonus.,
- Inspiring. Your rider has advantage on Intelligence, Wisdom, and Charisma saving throws, and is immune to being frightened. If your rider is frightened when you take this stance, the frightened effect ends.,
- Empowering. Your rider may reroll any roll of 1 on their damage dice, but they must use the new roll, even if it is another 1. In addition, change the damage type of any damage your rider does to radiant.
In addition, you have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage, so long as that spell is affecting your rider.
Channel Divinity
You gain the following two Channel Divinity options:
- As One. You channel the burdens of your rider through your own spellcasting abilities. As a reaction to your rider casting a spell that requires concentration, you expend a use of Channel Divinity, and become the one concentrating on the spell, as if you were the one casting it.
- Front Runner. As a bonus action, and by expending a use of Channel Divinity, you further channel the traits of the ideal steed, once more pushing your physical limits. For the next minute, your speed increases by 20 feet, and whenever your movement provokes an Attack of Opportunity, your rider can also make an Attack of Opportunity against the attacker.
Level 7: War Horse's Aura
Your prowess as a beast of martial combat inspires similarly mounted creatures around you. Your rider and all mounted creatures within 10 feet of you automatically succeed saving throws to avoid being dismounted and gain a +2 bonus to their armor class. As well, both yourself and creatures within that range that are being ridden do not suffer penalties to movement speed other than effects that would reduce their speed to 0 and also gain a +2 bonus to their armor class. The armor class bonus does not stack with the Guarded stance from your Cavalry Tactics feature. At 18th level, the range of this aura increases to 30 feet.
Level 15: Spry Step
You may take either the Dash or Disengage action as a bonus action during your turn.
Level 20: Holy Steed
You can assume the form of a divine equine being, taking on an appearance you choose. For example you may grow a long white glowing mane of hair, or shapeshift into an ethereal pegasus with wings of radiant flame. Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:
- You have resistance to all forms of damage from creatures other than yourself.
- You have a fly speed of 30 feet.,
- You and your rider may move through other creatures and inanimate objects. If you end your movement in the same spot as a solid object or another creature, you are immediately shunted to the nearest unoccupied space.,
- At the end of your turn, you may choose to have each creature you moved through this turn either take 2d6 radiant damage or heal 2d6 hit points, the choice you make applies to all eligible creatures.
Once you use this feature, you can’t use it again until you finish a Long Rest
Previous Versions
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7/27/2025 7:38:53 PM
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