Cavalier, 2nd Variant (5e Subclass)
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Cavalier[edit]
Fighter Subclass
Cavalier by David Ceballos |
The cavalier is a knight on horseback who is as one with his mount. Cavaliers are especially mobile and can attack with terrifying speed in combat. Besides their considerable martial prowess, cavaliers are often just as good at influencing people as they are at influencing horses.
- 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 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.
- Charge
Beginning at 3rd level, if you move at least 10 feet in a straight line right before attacking a creature, you a have Advantage on the attack. You can use this feature only once on each of your turns.
If you are on top of a controlled mount when using this feature, you can reroll one of the dice once.
- Steed Control
At 7th level, you gain advantage on Wisdom (Animal Handling) checks for your mount. In addition, while you are on top of a controlled mount, you can use a bonus action to command the beast to take the Dash, Disengage, or Help action on its turn.
- Maintain Position
At 10th level, the fighter becomes expert at blocking enemies. Creatures provoke an attack of opportunity from the fighter when they move 5 feet or more while within range, and if the fighter hits a creature with an attack of opportunity, the target's speed is reduced to 0 until at the end of the current turn.
- Mounted Support
Starting at 15th level, you can use any two-handed weapon in one hand while mounted, as long as you have your other hand free or wielding a shield.
In addition, whenever you use Second Wind, Action Surge or Indomitable while on top of a controlled mount, your mount gain the benefits of those features.
- Ride for Ruin
Starting at 18th level, when you hit a creature with an attack empowered by Charge, all creatures have advantage on attack rolls against it until the start of your next turn. Additionally, attacks you make as part of Charge critically hit on a 18-20 and deal an additional weapon die of damage on a critical hit.
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