Barbarian
Base Class: Barbarian

These mountains of men and women excel at mounted combat. Born to chiefs and generals a Path of the Cavalier Barbarian is just at home leading a charge by foot or stead. They also take pride in those that follow this barbarian's path into battle, guarding those behind him until he is cut down or he is victorious. Compelled to fixing the wrongs or gaining prestige, many of these barbarians leave their station of power and comfort to embark on glorious adventures.

Born to Ride

Starting at 3rd level, your mastery as a rider becomes undeniable. You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and take fall damage you can reduce that damage by 1d10 + 5 times your Barbarian level, you land on your feet if you're not incapacitated, and reduced the fall damage to zero or less.

Finally, while mounting or dismounting a creature or cart costs you only 5 feet of movement, rather than half your speed.

Unwavering Slash

Starting at 3rd level, you can menace your foes, forcing their attacks and punishing them for harming those behind you. When you hit a creature with a melee weapon attack, you can slash the creature until the end of your next turn. This effect ends early if you die or if someone else slashes the target.

While a slashed creature is within 5 feet of you, a creature slashed by you has disadvantage on any attack roll that doesn't target the Barbarian (you).

In Addition, if a creature slashed by you deals damage to anyone other than you, you can make a special melee weapon attack against the slashed target as an additional attack if you take the attack action next turn. These extra attacks reset to zero at the end of your turn. 

Regardless of the number of creatures you slash, you can make these special attacks a number of times equal to your Strength modifier, and regain all expended uses of it after a short or long rest.

Offensive Stance

Starting at 3rd level, you are unstoppable defending narrow spaces. As a bonus action, you can enter an offensive stance that lasts until the start of your next turn. While in your stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.

Hold Them!

At 6th level, you become a master of pinning 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, the target's speed is reduced to zero until the end of the current turn.

No One Leaves Alive

At 10th 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 pass a Strength saving throw (DC 8 + your proficiency bonus + your Strength Modifier) or be knocked prone.

Defensive Stance

At 14th level, you respond to danger with superhuman 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.

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