Mounted Champion (5e Class)
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- 1.1 Creating a Mounted Champion
- 1.2 Class Features
- 1.2.1 Table: The Mounted Champion
- 1.2.2 Mounted speciality
- 1.2.3 Second wind
- 1.2.4 Action surge
- 1.2.5 Mounted charge
- 1.2.6 Ability Score Improvement
- 1.2.7 Extra attack
- 1.2.8 Mounted combatant
- 1.2.9 Alerted mount
- 1.2.10 Indomitable stead
- 1.2.11 Aura of courage
- 1.2.12 Superior critical
- 1.2.13 Survivor
- 1.3 Multiclassing
Creating a Mounted Champion
- Quick Build
You can make a Mounted Champion quickly by following these suggestions. First, Strength or Dexterity your highest ability score, depending on whether you want to focus on melee weapons or on archery (or finesse weapons) should be your highest ability score, followed by Constitution. Second, choose the Soldier background. Third, choose riding boots, harness and no cloaks or other clothes that could drag on the ground.-
As a Mounted Champion you gain the following class features.
- Hit Points
Hit Dice: Hit Dice: 1d10 per Mounted Champion level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Mounted Champion level after 1st per Mounted Champion level
Hit Points at 1st Level: Hit Dice: 1d10 per Mounted Champion level Hit Points at 1st Level: 10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Mounted Champion level after 1st + Constitution modifier
Hit Points at Higher Levels: Hit Dice: 1d10 per Mounted Champion level Hit Points at 1st Level: 10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Mounted Champion level after 1st (or Expression error: Unrecognized word "h".) + Constitution modifier per Mounted Champion level after 1st
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Saving Throws: Strength, Constitution
Skills: Choose two Skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Chain mail or (b) leather, Longbow, and 20 Arrows
- (a) a martial weapon and a Shield or (b) two Martial Weapons
- (a) a Dungeoneer's Pack or (b) an Explorer's Pack
- a medium or large beast of challenge rating 1 or lower (with no swim, climb, or fly speed), 20 days of animal feed, and a riding pack
|1st||+2||Class Feature1 Mounted speciality, Second wind|
|2nd||+2||Class Feature2 Action surge (one use)|
|3rd||+2||Class Feature3 Mounted charge|
|4th||+2||Ability Score Improvement|
|8th||+3||Ability Score Improvement|
|9th||+4||Indomitable stead (one use)|
|10th||+4||Aura of courage|
|12th||+4||Ability Score Improvement|
|13th||+5||Indomitable stead (two uses)|
|14th||+5||Ability score improvement|
|16th||+5||Ability Score Improvement|
|17th||+6||Action Surge (two uses), Indomitable (three uses)|
|19th||+6||Ability Score Improvement|
You adopt a particular style of fighting as your specialty. Choose a Fighting Style from the list of optional features. You can't take the same Fighting Style option more than once, even if you get to choose again.
You gain a +2 bonus to Attack rolls you make with Ranged Weapons whilst you are mounted.
While you are wearing armor and mounted, you gain a +1 bonus to AC.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, if you are mounted you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.
When you are mounted and engage in two-weapon fighting, you can add your ability modifier to the damage of the second Attack.
You have a limited well of stamina that you can draw on to protect yourself from harm. On Your Turn, you can use a Bonus Action to regain Hit Points equal to 1d10 + your Mounted Champion level.
Once you use this feature, you must finish a short or Long Rest before you can use it again.
Starting at 2nd Level, you can push yourself beyond your normal limits for a moment. On Your Turn, you can take one additional action on top of your regular action and a possible Bonus Action.
Once you use this feature, you must finish a short or Long Rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.
If you move at least 20 feet in a straight line immediately before taking the Attack Action, you either gain a +5 bonus to all attack rolls you make this turn or +5 to all attack damage rolls (if you chose to make a melee attack and hit this turn).
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 14th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Beginning at 5th Level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.
The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.
Beginning at 6th level, you have advantage on melee attack rolls against any unmounted creature that is smaller then your mount. You can force an attack targeting you to target your mount, or an attack targeting your mount to you, instead. If your mount is subjected to an affect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. While mounted you can use two-weapon fighting even when the one-handed melee weapons you are wielding aren't light.
By 7th level, your steads instincts are so honed that you have advantage on Initiative rolls if you are mounted.
Additionally, if you are surprised at the beginning of Combat, mounted and aren't Incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.
Beginning at 9th level, you can reroll a saving throw that you or your mount failed. If you do so, you must use the new roll, and you can't use this feature again until you finish a Long Rest.
You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.
Aura of courage
Starting at 10th level, you and friendly creatures within 10 feet of you can't be Frightened while you are conscious, mounted and they can hear or see you.
At 18th level, the range of this aura increases to 30 feet.
Starting at 15th level, your weapon attacks score a critical hit on a roll of 18–20.
At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain Hit Points equal to 5 + your Constitution modifier if you have no more than half of your Hit Points left.
You don’t gain this benefit if you have 0 Hit Points.
Prerequisites. To qualify for multiclassing into the <!-Mounted Champion-> class, you must meet these prerequisites: Strength 13 or Dexterity 13
Proficiencies. When you multiclass into the <!-Mounted Champion-> class, you gain the following proficiencies: Light armor, medium armor, shields, simple weapons, martial weapons