Base Class: Fighter
The Cavalier is a skilled mounted warrior, who excels in combat and social settings. They dedicate their lives to serving a higher authority and participate in wars and conflicts for that authority. A Cavalier is called to protect the weak, with many Cavaliers leaving their comfortable lives to embark on adventures seeking to right wrongs and earn prestige.
The Cavalier excels at mounted combat and is the quintessential knight in shining armor. Usually born among the nobility and raised at court, a Cavalier is equally at home leading a cavalry charge or exchanging repartee at a state dinner. Most cavaliers belong to the upper social class or nobility of a society. The cavalier dedicates their life to the service of a higher authority, such as a noble or sovereign, deity, military or religious order, or a special cause. Theirs is often a hereditary honor that comes with the price of lifelong service to a monarch, country, or other object or entity. The cavalier is expected to participate in any wars or other armed conflict in which their lord or cause is engaged. Cavaliers in service to other nobles often serve their master beyond the battlefield as well, performing such duties as their skills, and their noble lord, see fit. Cavaliers also learn how to guard those in their charge from harm, often serving as the protectors of their superiors and of the weak. Compelled to right wrongs or earn prestige, many of these fighters leave their lives of comfort to embark on glorious adventures.
Level 3: Combat Superiority
Your experience on the battlefield has refined your fighting techniques. You learn maneuvers that are fueled by special dice called Superiority Dice.
Maneuvers. You learn two maneuvers of your choice. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn one additional maneuver of your choice when you reach Fighter levels 7, 10, and 15. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.
Superiority Dice. You have four Superiority Dice, which are d8s. A Superiority Die is expended when you use it. You regain all expended Superiority Dice when you finish a Short or Long Rest. You gain an additional Superiority Die when you reach Fighter levels 7 (five dice total) and 15 (six dice total). Furthermore, your Superiority Dice increase by one die increment at level 10 and again at level 18, becoming d10's and then d12's respectively.
Saving Throws. If a maneuver requires a saving throw, the DC equals 8 plus your Strength or Dexterity modifier (your choice) and Proficiency Bonus.
Level 3: Cavalier's Proficiencies
Your training as a cavalier has gifted you an array of skills.
- Bonus Proficiency. You gain proficiency in one of the following skills of your choice: Animal Handling, History, Insight, Performance, or Persuasion. You also you learn one language of your choice.
- Born to the Saddle. 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. Furthermore, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.
Level 3: Unwavering Mark
You can menace your foes, foiling their attacks and punishing them for harming others. When you hit a creature with a melee weapon attack, you can mark the creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature.
While it is within 5 feet of you, a creature marked by you has disadvantage on any attack roll that doesn’t target you. In addition, if a creature marked by you deals damage to anyone other than you, you can make a special melee weapon attack against the marked creature as a bonus action on your next turn. You have advantage on the attack roll, and if it hits, the attack’s weapon deals extra damage to the target equal to half your fighter level.
Regardless of the number of creatures you mark, you can make this special attack a number of times equal to your Strength modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
Level 7: Lord of the Lance
Your deeds as a lancer have spread far and wide, earning you the service of a noble spirit, that takes the form of a mighty mount.
- Noble Mount. You can cast the Find Steed spell as a ritual, using strength as your spellcasting ability. Furthermore, you can always use the weapon's mastery property when wielding a lance.
- Warding Maneuver. 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 1d8 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 a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
Level 10: Hold the Line
You become a master of locking down your enemies. Creatures provoke an opportunity attack from you when they move 5 feet or more while within your reach, and if you hit a creature with an opportunity attack, that creature must make a Constitution saving throw (DC = 8 + your Strength modifier + your proficiency bonus). On a failure the target’s speed is reduced to 0 until the end of the current turn and the next attack against it has advantage. On a success, the target's speed is halved.
Level 15: Ferocious Charger
You can run down your foes, whether you’re mounted or not. Once per turn, if you move at least 10 feet in a straight line right before attacking a creature and you hit it with a weapon whose mastery property you can use, you can replace that property with the Topple mastery property. If you are wielding a lance when you make the attack, your lance deals an additional die of damage.
Level 18: Vigilant Defender
You respond to danger with extraordinary vigilance. In combat, you get a special reaction that you can take once on every creature’s turn, except your own. You can use this special reaction only to make an opportunity attack, and you can’t use it on the same turn that you take your normal reaction.
Level 3: Maneuver Options
The maneuvers are presented here in alphabetical order.
Ambush
When you make a Dexterity (Stealth) check or an Initiative roll, you can expend one Superiority Die and add the die to the roll, unless you have the Incapacitated condition.
Bait and Switch
When you’re within 5 feet of a creature on your turn, you can expend one Superiority Die and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and doesn’t have the Incapacitated condition. This movement doesn’t provoke Opportunity Attacks.
Roll the Superiority Die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled.
Commander’s Strike
When you take the Attack action on your turn, you can replace one of your attacks to direct one of your companions to strike. When you do so, choose a willing creature who can see or hear you and expend one Superiority Die. That creature can immediately use its Reaction to make one attack with a weapon or an Unarmed Strike, adding the Superiority Die to the attack’s damage roll on a hit.
Commanding Presence
When you make a Charisma (Intimidation, Performance, or Persuasion) check, you can expend one Superiority Die and add that die to the roll.
Disarming Attack
When you hit a creature with an attack roll, you can expend one Superiority Die to attempt to disarm the target. Add the Superiority Die roll to the attack’s damage roll. The target must succeed on a Strength saving throw or drop one object of your choice that it’s holding, with the object landing in its space.
Distracting Strike
When you hit a creature with an attack roll, you can expend one Superiority Die to distract the target. Add the Superiority Die roll to the attack’s damage roll. The next attack roll against the target by an attacker other than you has Advantage if the attack is made before the start of your next turn.
Evasive Footwork
As a Bonus Action, you can expend one Superiority Die and take the Disengage action. You also roll the die and add the number rolled to your AC until the start of your next turn. This feature does not stack with Armor Class bonuses granted by Reaction spells or features that increase your Armor Class, such as the Shield spell.
Feinting Attack
As a Bonus Action, you can expend one Superiority Die to feint, choosing one creature within 5 feet of yourself as your target. You have Advantage on your next attack roll against that target this turn. If that attack hits, add the Superiority Die to the attack’s damage roll.
Goading Attack
When you hit a creature with an attack roll, you can expend one Superiority Die to attempt to goad the target into attacking you. Add the Superiority Die to the attack’s damage roll. The target must succeed on a Wisdom saving throw or have Disadvantage on attack rolls against targets other than you until the end of your next turn.
Lunging Attack
As a Bonus Action, you can expend one Superiority Die and take the Dash action. If you move at least 5 feet in a straight line immediately before hitting with a melee attack as part of the Attack action on this turn, you can add the Superiority Die to the attack’s damage roll.
Maneuvering Attack
When you hit a creature with an attack roll, you can expend one Superiority Die to maneuver one of your comrades into another position. Add the Superiority Die roll to the attack’s damage roll, and choose a willing creature who can see or hear you. That creature can use its Reaction to move up to half its Speed without provoking an Opportunity Attack from the target of your attack.
Menacing Attack
When you hit a creature with an attack roll, you can expend one Superiority Die to attempt to frighten the target. Add the Superiority Die to the attack’s damage roll. The target must succeed on a Wisdom saving throw or have the Frightened condition until the end of your next turn.
Parry
When another creature damages you with a melee attack roll, you can take a Reaction and expend one Superiority Die to reduce the damage by the number you roll on your Superiority Die plus your Strength or Dexterity modifier (your choice).
Precision Attack
When you miss with an attack roll, you can expend one Superiority Die, roll that die, and add it to the attack roll, potentially causing the attack to hit.
Pushing Attack
When you hit a creature with an attack roll using a weapon or an Unarmed Strike, you can expend one Superiority Die to attempt to drive the target back. Add the Superiority Die to the attack’s damage roll. If the target is Large or smaller, it must succeed on a Strength saving throw or be pushed up to 15 feet directly away from you.
Rally
As a Bonus Action, you can expend one Superiority Die to bolster the resolve of a companion. Choose an ally of yours within 30 feet of yourself who can see or hear you. That creature gains Temporary Hit Points equal to the Superiority Die roll plus half your Fighter level (round down).
Riposte
When a creature misses you with a melee attack roll, you can take a Reaction and expend one Superiority Die to make a melee attack roll with a weapon or an Unarmed Strike against the creature. If you hit, add the Superiority Die to the attack’s damage.
Sweeping Attack
When you hit a creature with a melee attack roll using a weapon or an Unarmed Strike, you can expend one Superiority Die to attempt to damage another creature. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your Superiority Die. The damage is of the same type dealt by the original attack.
Tactical Assessment
When you make an Intelligence (History or Investigation) check or a Wisdom (Insight) check, you can expend one Superiority Die and add that die to the ability check.
Trip Attack
When you hit a creature with an attack roll using a weapon or an Unarmed Strike, you can expend one Superiority Die and add the die to the attack’s damage roll. If the target is Large or smaller, it must succeed on a Strength saving throw or have the Prone condition.
Previous Versions
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Posted Sep 29, 2025Hello! Lovers of Homebrew!
You may be wondering why this version of Cavalier has Battle Master Maneuvers, this is because myself and my gaming group have throughout 5th edition felt that this should be a core feature of Fighter generally, with the Battle Master being the best at it (I have a version of Battle Master uploaded). If anyone would like a version without the Maneuvers let me know and I will get one uploaded for you. If you use the subclass and have any constructive feedback, then please let me know. I'd also love to hear any cool moments from your games using the subclass!
I intend to go through all the Fighter subclasses and give them a buff and maneuvers, so if you are wanting a certain subclass done first hit me up! Happy Gaming!