Base Class: Fighter
You excel at moving in and out of combat, focusing all your might against a single opponent.
Bonus Proficiency
When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: Animal Handling, History, Insight, Performance, or Persuasion. Alternatively, you learn one language of your choice.
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, or jump, 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.
Unerring Mark
Starting at 3rd level, you can menace your foes, striking fear into their minds and punishing them for standing against you. 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.
When it is marked, you gain advantage on the next melee attack roll against it, and it has disadvantage on the next melee attack against you.
In addition, if a creature marked by you deals damage to you, you can make a special melee weapon attack against the marked creature as a bonus action on your next turn. 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.
Leaping Lance
At 7th level, you learn to use your momentum to your advantage. If you or your mount m(while you are riding it) move at least 10 feet in a straight line, you may leap forward and attack an enemy within reach. You are considered to have a running start when making this jump.
This attack is a special melee attack that you make at the end of your jump as a bonus action. If you jump at least 10 feet you have advantage on the attack. If you make this attack with a lance, you may add a d8 to the damage roll.
Additinally, you may choose to use the blunt end of your lance to make attacks against targets within 5 ft. of you. This attack deals 1d6 bludgeoning damage and uses your strength modifier to calculate attack rolls and damage. This feature also allows you to wield your lance in one hand, even when you are dismounted.
Remounting Maneuver
At 10th level, you become adept at disengaging from combat. As a bonus action you can adopt a defensive stance and move up to 10 feet in any direction. Any attacks of opportunity made against you until the end of your turn have disadvantage.
Ferocious Charger
Starting at 15th level, you can run down your foes, whether you’re mounted or not. If you move at least 10 feet in a straight line right before attacking a creature and you hit it with the attack, that target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone. You can use this feature only once on each of your turns.
Vigilant Defender
Starting at 18th level, 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 turn. 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.
Previous Versions
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6/30/2019 5:28:36 PM
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12/23/2019 5:20:04 AM
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