Cavalier, Variant (5e Subclass)
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You represent the ultimate in combat warfare. Your charge is among the most devastating weapons any culture can hope to field. Often you command from your steed in open battle against your enemies and charge first into the fray with valor and steel. Your combat skills rely heavily on mobility, harrying your opponents with quick passes through their lines to scatter their defense. When room restricts your movement, you charge into their ranks and hack at them from your mighty mount, giving you an advantage against lower adversaries.
|For the glory of battle, Charge!|
When you choose this subclass at level 3, you gain a mount companion that accompanies you on your adventures and is trained to fight alongside you. Choose a creature that is at least one size larger than you and has a CR of 1/2 or lower. You may choose a creature of CR 1 or lower at level 8, or a creature of CR 2 or lower at level 14.
Add your proficiency bonus to the creature's AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or four times your fighter level, whichever is higher.
The mount obeys your commands as best as it can. It takes its turn on your initiative, though it doesn’t take an action unless you command it to. While using a movement or dash action while mounted, you may use your mount's movement statistics. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, Dodge, or Help action. Once you have the Extra Attack feature, you can make one w eapon attack yourself when you command the beast to take the Attack action.
If the mount dies or is let go, you can obtain another one by spending 8 hours bonding with another mount that isn’t hostile to you.
You also gain proficiency in Animal Handling if did not already.
At level 3, you choose proficiency in one of the following skills: Insight, Intimidation, Persuasion, or Deception.
At level 7, when you use your Second Wind while mounted, you, and friendly creatures within 30 feet, gain Temporary HP equal to the HP that your gained.
At the 10th level, when you command your mount to dash, you may make a weapon attack as a bonus action. If you move at least 20 feet in a straight line before the attack, you may add 5 to the damage roll if it is a melee weapon (+10 if it is a lance), or +5 to the attack roll if it is made with a ranged weapon. When taking the dash action while mounted, attacks of opportunity have disadvantage against you and your mount.
At level 15, when you use your Action Surge feature, you can choose one creature within 60 feet of you that is allied with you. That creature can make one melee or ranged weapon attack with its reaction, provided that it can see or hear you.
At the 18th level, when you hit a creature with a Mounted Charge, creatures have advantage on attack rolls against it until the start of your next turn. Additionally, attacks you make as part of Mounted Charge critically hit on a 19-20, and deal 1 additional weapon die of damage on a critical hit.