Horselord (3.5e Class)

From D&D Wiki
Jump to navigation Jump to search
Stub Logo.png This page is incomplete and/or lacking flavor. Reason: Incomplete.


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

Work In Progress

Horselord[edit]

The Horselord is a mounted combat expert.

Making a Horselord[edit]

Someone who specializes in mounted combat is often refereed to as a Horselord even if there mount is not a horse. some riders find this name rude as they think of them self's a more a faster duelist as they are very good at dealing damage one on one. He is also a vary capable leader in combat, picking off strategic targets on the battle field and lending aid this his allies.

Abilities: Strength is an obvious choice, but Dexterity, Constitution can be just as important!

Races: Any. Anyone who can ride a mount is able to be a Horselord.

Alignment: Any.

Starting Gold: 6d4×10 gp (150 gp).

Starting Age: Moderate

Table: The Horselord

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +0 +2 Bonus Feat, Special Mount, Mounted Combat Feat
2nd +2 +3 +0 +3 Diehard
3rd +3 +3 +1 +3 Improved charge
4th +4 +4 +1 +4 Bonus Feat, Iron will Feat
5th +5 +4 +1 +4 Jousting
6th +6/+1 +5 +2 +5 Leadership Feat
7th +7/+2 +5 +2 +5 Commanding Presence
8th +8/+3 +6 +2 +6 Bonus Feat
9th +9/+4 +6 +3 +6 Mighty Charge
10th +10/+5 +7 +3 +7 Bonus Feat
11th +11/+6/+1 +7 +3 +7 Movement Defense
12th +12/+7/+2 +8 +4 +8 Bonus Feat
13th +13/+8/+3 +8 +4 +8 Freedom of Movement
14th +14/+9/+4 +9 +4 +9 Bonus Feat
15th +15/+10/+5 +9 +5 +9
16th +16/+11/+6/+1 +10 +5 +10 Bonus Feat
17th +17/+12/+7/+2 +10 +5 +10
18th +18/+13/+8/+3 +11 +6 +11 Bonus Feat
19th +19/+14/+9/+4 +11 +6 +11
20th +20/+15/+10/+5 +12 +6 +12 Bonus Feat

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Bluff (Cha), Climb (Str), Diplomacy (Cha), Intimidate (Cha), Jump (Str), Knowledge (Nobility and royalty, architecture and engineering) (Int), Craft (Int), Ride (Dex), Spot (Wis), Listen (Wis), Swim (Str).

Class Features[edit]

Weapon and Armor Proficiency: Horselords are proficient with simple and martial weapons, and with all armor and shields.

Special Mount: Horselord gains the service of a loyal and trusty steed to carry Him into battle. This mount functions as a druid’s animal companion, using the Horselord’s level as his effective druid level. The creature must be one that he is capable of riding and is suitable as a mount. A Horselord does not take an armor check penalty on Ride checks while riding his mount. The mount is always considered combat trained and begins play with Light Armor Proficiency as a bonus feat. A Horselord’s mount does not gain the share spells special ability. A Horselord’s bond with his mount is strong, with the pair learning to anticipate each other’s moods and moves. Should a Horselord’s mount die, the Horselord may find another mount to serve His after 1 week of mourning. This new mount does not gain the link, evasion, devotion, or improved evasion special abilities until the next time the Horselord gains a level.

Diehard: The Horselord gains the feat Diehard. When reduced to negative hit points, He may choose to act as if He were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn’t your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious

Improved charge: The Horselord learns to make more accurate charge attacks while mounted. The Horselord receives a +4 bonus on melee attack rolls on a charge while mounted (instead of the normal +2). In addition, the Horselord does not suffer any penalty to his AC after making a charge attack while mounted.

Jousting: The lance in the hands of a Horselord is truly a formidable weapon! base weapon damage is increasing from 1d8 to 2d8 and +1d8 every 5 levels

Leadership: The Horselord substuets his Cha modifier for his Str or Wis modifier for the leadership feat. Its common for a horselord to boast tails of his Str and his tactical victory's.

Commanding Presence: The Horselord's presence on the battlefield is enough to startle some opponents. At the start of an encounter, each foe who can see the Horselord must pass a Fortitude check (DC 10 + 1/2 Horselord level + player's Str modifier) or suffer a -2 penalty to their pending initiative roll. (Only effective when the Horselord is Mounted.)

Mighty Charge: The Horselord learns to make devastating charge attacks while mounted. Double the threat range of any weapons wielded during a charge while mounted. This increase does not stack with other effects that increase the threat range of the weapon

Freedom of Movement: The Horselord has Freedom of Movement as the spell

Movement Defense: The Horselord no longer provokes attacks of opportunity when moving past enemies who are on the same side of his body as his shield.

Devestating charge: The Horselord learns to make more accurate charge attacks while mounted. The Horselord receives 1/2 his Horselord levels as bonus on melee attacks(to hit and damage)

Campaign Information[edit]

Playing a Horselord[edit]

Religion: Any.

Horselords in the World[edit]

"I'll take the big guy"

Daily Life: Horselords like to apply their skills. Often by signing on as a knight or joining a curcade.

Horselords in the Game[edit]

Adaptation: Horselords can be simple brute, or effective leaders, depending on their setup.

Sample Encounter: They are normally at the front of an assault.


Back to Main Page3.5e HomebrewClassesBase Classes