Pegasus Knight (5e Class)
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Pegasus Knight[edit]
Long, long ago, people living in this land were simply just a part the nature. They forged the bonds with the grove themselves which reached deeper than emotional meanings. One day, a young maiden saw a fading glow near a river she used to bathe in. It was midday, and the sun made nothing clear for her eyes. Nevertheless she approached it out of her own curiosity. As she took closer what she saw a wounded pure white mare kneeling down with her leg wounded. Beneath it a hare, also wounded and bleeding terribly. At that moment, when the maiden saw them she became concern about them both and inched silently toward the two. She took out her medicine and applied it to the dying hare first and secondly to the horse. Even if the both of the wounded were scared at first, her intentions were pure. Soon a bond was forged between the mare and the maiden. However, not much further afterwards, the maiden realised the true nature of that horse, revealed by the spreading wings on pegasi's back.
Those tales are myths with little evidence or importance. Whenever people can forge bonds with magical beasts that last for eternity is questionable. However, you know the truth. As a Pegasus Knight, even since you were young, you decided that someday you will prove them wrong, that the importance of a bond is greater than the truth. As early as it was possible for you, you trained yourself with weapons and riding. You took care of a pegasi egg, believing that one day it will hatch. With the determination to swiftly protect others, you raise your spear and look up in the sky.
Creating a Pegasus Knight[edit]
A Pegasus Knight is a warrior in the service of the weak. You don't expect gratitude or rewards from others. Ask yourself with honestly, for who or what do you fight? Are you a part of an order or a guild? Were you always destined to became a Pegasus Knight? Are you ready to fearlessly face danger from countless encounters? Do you yet have a name for your pegasi that you have been taking care all this time? What are the circumstances of you receiving your egg? How did you learn that Pegasus Knights even existed?
- Quick Build
You can make a Pegasus Knight quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score, followed by Wisdom. Second, choose the Soldier background.
Class Features
As a Pegasus Knight you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Pegasus Knight level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Pegasus Knight level after 1st
- Proficiencies
Armor: All Amours
Weapons: Javelin, Spear, Shortbow, Lance, Pike, Trident
Tools: Herbalism Kit
Saving Throws: Dexterity, Wisdom
Skills: Animal Handling and choose 2 from Athletics, Acrobatics, History, Nature, Insight, Medicine, Survival, Persuasion
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) 20 arrows and a shortbow or (b) 6 javelins
- (a) a spear or (b) a pike
- (a) a lance or (b) a trident
- (a) leather armour and a backpack containing 20 gp or (b) studded leather armour and a herbalist kit
Level | Proficiency Bonus |
Pegasi Flair | Features |
---|---|---|---|
1st | +2 | 0 | Pegasi Deftness, Pegasi Egg |
2nd | +2 | 1 | Fighting Style, Pegasi Flair |
3rd | +2 | 2 | Pegasi Gentleness |
4th | +2 | 3 | Ability Score Improvement |
5th | +3 | 4 | Pegasi Call, Riding Style, Extra Attack |
6th | +3 | 5 | Swoop |
7th | +3 | 6 | Pegasi Improvement, Rescue |
8th | +3 | 6 | Ability Score Improvement, Instantaneous Launch |
9th | +4 | 7 | Pegasi Improvement (+ 15 walking, 40 flying) |
10th | +4 | 7 | Promotion |
11th | +4 | 8 | Extra Attack (2), Pegasi Promotion |
12th | +4 | 8 | Ability Score Improvement, Promotion |
13th | +5 | 8 | Pegasi Promotion |
14th | +5 | 9 | Canto |
15th | +5 | 9 | Promotion |
16th | +5 | 9 | Ability Score Improvement, Pegasi Promotion |
17th | +6 | 10 | Promotion |
18th | +6 | 10 | Pegasi Promotion |
19th | +6 | 10 | Ability Score Improvement |
20th | +6 | 10 | Canto (2) |
Pegasi Deftness[edit]
Starting at 1st level, you can treat weapons you gained proficiency with the pegasus knight class as having the finesse property. Those weapons can't have heavy property in order for this feature to work.
Pegasi Egg[edit]
Starting at 1st level, you carry a Pegasi egg with you. It does have a weight, doesn't deteriorate and has a AC of 20 and 40 HP. You were given this egg by someone or you found it by accident and ever since you have been taking care of it. This egg is important for you in more than one sense, so you can never leave it behind.
In case you need a replacement you can perform a ritual which would return the egg to you in a perfect shape. It costs 100 gp to buy the materials for the ritual. You can perform it in any natural landscape, mediating for at least 1 hour. After 24 hours the egg is ready to appear in your hands. You are aware of its arrival a moment before it is going to appear, and can choose when you receive your egg. It will wait indefinitely until you decide to receive it.
Fighting Style[edit]
Starting at 2nd level, you adopt a particular style of fighting as your speciality. Choose one of the following options.
- Ally Awareness
Whenever you wielding a weapon with reach property, all allies within its reach gain + 2 AC bonus against opportunity attacks.
- 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, 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.
- Long Range Fighter
When using weapons with reach property you gain additional + 2 bonus to damage rolls against enemies that are not adjacent to you.
- Throwing Finesse
When you throw a weapon that doesn't have a heavy property you can choose between Strength or Dexterity as your modifier for ranged attacks.
- Versatile Defence
As long as your other hand is free, when you choose to make an attack with a versatile weapon with just one hand, you gain + 2 Bonus to your AC until your next turn.
Pegasi Flair[edit]
Starting at 2nd level, you gain additional skills you can use in combat. Using a flair requires you to spend a flair point. The number of your flair points is listed in the Pegasi Flair table above. You need to finish a long rest to regain all of the expended flair points.
You can use any flair as long as you meet its level requirements. The list of flairs can be found below.
Pegasi Gentleness[edit]
Starting at 3rd level, your proficiency is doubled when using Animal Handling. Additionally if you use it on beasts that are used as domesticated mounts, you gain an advantage to that check.
Ability Score Increase[edit]
When you reach 4th level, and again at 8th, 12th, 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.
Pegasi Call[edit]
Starting at 5th level you are able to call a pegasi from your egg. For that you simply need to hold it to call its name. The egg will only react to your voice, no one else but you can summon it. As an action, from the sky your pegasi appears and you immediately mount it. You can't be encumbered and or be wearing any armor heavier than Light armour for this feature to succeed.
You and your mounted pegasi count for a single entity, you both share the same space, you both move and perform the same actions, have the same AC and hit points, and you don't count as separate targets. You can't issue commands to your pegasi, unless through specific features of this class. Those features requires you to roll for Animal Handling when attempting them. You also need to roll Animal Handling whenever you attempt a risky maneuver. Whenever you are dismounted, your pegasi disappears. As part of your move you can call its name, which makes it reappear in your square and you automatically remount it. Doing so costs an amount of movement equal to half your speed. For the duration of this feature you gain the following effects:
- Your walking speed increases by 10 feet.
- You gain a flying speed of 20 feet.
- Your AC increases by 1.
You can dismiss your pegasi at any point, if you do that in air you fall down. Whenever you become Unconscious the pegasi flies away, ending the effect of this feature. The pegasi will remain by your side for 8 hours. You can use this feature up to 4 times, but the combined duration can't extend 8 hours before making a long rest. After you finish a long rest you regain any expended uses of this feature.
Riding Style[edit]
Starting at level 5th to accommodate your pegasi shape, you adopt a riding special technique used primarily for flying mounts. They all have their benefits and drawbacks which are applied to you when you mount your pegasi. You have to choose your riding style from the following:
- Behind Girth Saddle
- A saddle secured firmly behind the pegasi wings, emphasizing durability and comfort. You gain Advantage on Dexterity checks to remain mounted. Because your attacks are trying to extend through the flapping pegasi wings, you gain a Disadvantage on attacks when attacking creatures 5 feet away from you. Additionally, because of the saddle weight, the DC of your Animal Handling checks to control your mount increase by 1.
- Double Girth Saddle
- Using a double girth behind and after the wings, the rider is able to mount the pegasi in a forward position. This style assumes the rider leans forward constantly. As a result, in order to receive Advantage on Dexterity checks to remain mounted, you have to spend half of your movement during your turn. You gain that Advantage until the end of your next turn. However, because you can't bend back, you receive Disadvantage on attacks made after using your Ready action. Additionally, because of the saddle placement, your Animal Handling checks to control your mount increase their DC by 1.
- Sidesaddle
- This two pommel sidesaddle allows to comfortably ride the pegasi with legs on the side. When the rider attacks, the pegasi is trained to lower one of its wings to provide an opening for her or him. It slightly leans to the side before the attack and regains balance using the impact force from the blow. This style is design with using a whip in mind. Therefore whenever you are equipped with a two-handed weapon your Animal Handling checks to control your mount increase their DC by 2. Additionally, carrying heavy equipment in your hands distorts your pegasi's balance. To benefit from this saddle and gain an Advantage on Dexterity checks to remain mounted you can't have a shield or a weapon with heavy property equipped.
- Saddleless
- A more natural and preferable for the pegasi technique where the rider mounts it bareback, sitting slightly forward astride. This style is highly hazardous due the fact that it doesn't include support from stirrups. Whenever you are being knocked prone, you receive a Disadvantage on Dexterity checks to remain mounted. However, your communication with the pegasi is uninterrupted, therefore whenever you make an Animal Handling check to control your mount, the DC of it lowers by 1.
If you wish, every time when you gain a level in this class after 5th, you can change your style.
Extra Attack[edit]
Starting 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.
Swoop[edit]
Starting at 6th level, whenever you are in the air, and while you are riding your pegasi, you attempt to make a swooping maneuver. Make an Animal Handling check (DC 12). If you fail the pegasi moves towards the ground using its speed. If your result is 5 or more under the DC you are knocked off of the mount, and fall down if you are were in air. If you succeed you can perform the swooping maneuver this turn.
- Swooping maneuver
If you move diving towards the target that is at least 10 feet below you in a straight line before making an attack on the enemy, you make this attack with an advantage. If you beat the DC of the Animal Handling check by 5 or more you also deal additional 1d8 damage with your weapon if you hit the enemy.
You can only perform this feature once during your turn, and only if you didn't move yet.
Pegasi Improvement[edit]
At 7th level, your pegasi's flying speed improves. You gain 30 flying speed whenever you mount it. Additionally your bonus to your walking speed also improves. You gain additional 10 feet of walking speed when you mount your pegasi. This bonus further increases at 9th level to + 15 feet walking speed and 40 feet flying speed.
Rescue[edit]
Starting from 7th level, you gain a special aid action when you are riding a pegasi. When you are adjacent to an ally, you can use this aid action to pick them up and carry them to a different location. Make an Animal Handling check (DC 10). If you succeed you can carry that ally up to 5 feet, up to 10 feet if you rolled 14 or more, up to 15 feet if you rolled 18 or more and up to 20 feet if you rolled 22 or more. After your movement your ally chooses an adjacent square where he or she is dropped. While the ally you carry does not provoke opportunity attacks, unfortunately you still do. If you fail the check you can't move your ally and you can't reattempt this check until your next turn. You can only perform this feature once during your turn.
Instantaneous Launch[edit]
Starting from 8th level, your pegasi can create a huge gust that pushes it towards the sky. You must be mounting your pegasi on the ground for this feature to work. As a dash action, make an Animal Handling check (DC 14). If you succeed, the wind makes you ascend, rising you upwards in a vertical line. You can pick any space within that line as your destination, as long as as you move at least 20 feet. The maximum distance you can travel is equal to your pegasi's flying speed. Additionally, if you pass the check, creatures within 20 feet are affected by the gust of wind you created and are unable to make opportunity attacks against you.
- If the result of your check is 14 or greater, Medium and smaller creatures as well as unsecured objects are pushed 10 feet away from you and knocked prone if they fail a Constitution saving throw (DC 8 + Your Wisdom Modifier + Your Proficiency Bonus), while Large enemies are only pushed 5 feet away from you if they fail their saving throw.
- If the result of your check is 20 or greater, Large and smaller creatures as well as unsecured objects are pushed 10 feet away from you and knocked prone if they fail a Constitution saving throw (DC 8 + Your Wisdom Modifier + Your Proficiency Bonus), while Huge enemies are only pushed 5 feet away from you if they fail their saving throw.
If you fail your Animal Handling check your flying speed is halved for this turn and you provoke opportunity attacks while you are forced to ascend. You can still pick any space within a vertical line directly above you as your destination, as long as as you move at least 10 feet. The maximum distance you can travel is equal to half of your pegasi's flying speed. You can use this feature three times. After finishing a long rest, all the expended uses of this feature are restored.
Promotion[edit]
Starting at 10th level, your abilities as an animal caretaker and as a warrior improves. Your HD increases to 10 (Add + 20 to your maximum hit points, or roll your HD again, whichever your GM decides), and you must choose between Falcon Knight and Dracoknight as your archetype. Your pegasi changes its shape to accommodate your decision.
Canto[edit]
Starting at 14th level, at the beginning of your turn you can choose to double your movement speed while riding your pegasi. At 20th level, you can triple it instead. You can only use this feature once. You regain the ability to use this feature after finishing a short or a long rest.
Falcon Knight[edit]
Riding on a slightly more armoured pegasi with longer and shinier hair, falcon knights are adroit at speed and nimbleness. They are dedicated to bringing the fight to the enemy, while swiftly moving away from danger before anyone realised what hit them. Choosing this archetype will grants you with features designed for a blitzkrieg defier.
Additional Proficiency[edit]
Starting from 10th level, you will succeed in summoning your pegasi even if you wear Medium armour or lighter, but will still fail if you would be encumbered. You also gain proficiency in the following weapons: greatsword, longsword, rapier and shortsword.
Additionally you can choose one of the following:
- Hit-and-Run
You can declare using your disengage action as a bonus action if you are in the air. However during that turn your movement is halved. You must declare using this feature before you make your move.
- Spear Tactics
When using melee weapons with Piercing damage you gain advantage on attacks against enemies that use weapons which deal Slashing damage. Enemies using weapons with Bludgeoning damage has an advantage on attacks against you.
- Sword Tactics
When using melee weapons with Slashing damage you gain advantage on attacks against enemies that use weapons which deal Bludgeoning damage. Enemies using weapons with Piercing damage has an advantage on attacks against you.
- Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Pegasi Promotion[edit]
Starting at 11th level your pegasi changes, it shows elegance through its longer and lustrous hair. Whenever you ride it, you gain advantage on Dexterity and Wisdom saving throws against magic. Additionally at 13th level the walking speed bonus it grants changed to + 20 feet and its flying speed changed to 50 feet. At 16th level in increases further to + 25 feet walking speed and 60 feet flying speed. Finally at 18th level the bonus elevates to + 30 feet walking speed and 70 feet flying speed.
Additionally, also starting at 11th level, instead of 8 hours your pegasi will now remain with you as long as you don't dismiss it.
Improved Critical[edit]
Starting at 12th level your weapon attacks score a critical hit when the dice's result shows 19 or 20.
Continuous Swoop[edit]
Starting at 15th level you gain the ability to make multiple attacks using Swooping Maneuver. You must be in the air while riding your pegasi. Make an Animal Handling check (DC 15). If you fail the pegasi moves towards the ground using its speed. If your result is 5 or more under the DC you are knocked off of the mount, and fall down if you are were in air. If you succeed you can perform the continuous swooping maneuver this turn.
- Continuous Swooping Maneuver
If you move diving towards the target that is at least 30 feet below you in a straight line before making an attack on the enemy, you make all of your remaining attacks with your Attack action with an advantage. If you beat the DC of the Animal Handling check by 5 or more the attacks that hit also deal additional 1d4 damage with your weapon against that target. Alternatively, if you beat the DC of the Animal Handling check by 10 or more that bonus damage increases to 1d8.
You can only perform this feature once. You regain the ability to use this feature after finishing a short or a long rest.
Rising Brilliance[edit]
Starting at 17th level you can use the pegasi magical nature to aid your allies. As an action, you make your pegasi rise on its hind legs and brilliantly spread it wings, spreading white shining power in nearby. You must be on the ground while riding your pegasi. Make an Animal Handling check (DC 10). Every magical effect you choose in range of 60 feet from you is dispelled. The level of that dispel is 9. Additionally, allies regain 40 hit points if your beat the DC of that check by 10 or more. If you fail the check, the effect of this feature do not take place. You can use this feature 4 times. You regain expended uses after you finish a long rest.
Dracoknight[edit]
Riding on a heavily armoured pegasi with scales and sharp teeth, Dracoknights become the terror of the skies. Their brutal and savage strength has no equal, devouring their foe with ease. They are more resistant to attacks and do not yield unless stopped by an act of mercy. Choosing this archetype will grants you with features designed for a merciless conqueror.
Additional Proficiency[edit]
Starting from 10th level, you will succeed in summoning your pegasi even if you wear Heavy armour or lighter, and even if you are encumbered. You also gain proficiency in the following weapons: handaxe, flail, maul and warhammer. You also receive a proficiency in using all shields.
Additionally you can choose one of the following:
- Mace Tactics
When using melee weapons with Bludgeoning damage you gain advantage on attacks against enemies that use weapons which deal Piercing damage. Enemies using weapons with Slashing damage has an advantage on attacks against you.
- Savage Blows
Whenever you roll a maximum result on a damage die using a weapon that deals Bludgeoning damage, you push back a medium creature or smaller by 5 feet away from you.
- Sky Shield
Whenever you are above your enemies in altitude and you are wielding a shield, you gain + 2 AC.
- Spear Tactics
When using melee weapons with Piercing damage you gain advantage on attacks against enemies that use weapons which deal Slashing damage. Enemies using weapons with Bludgeoning damage has an advantage on attacks against you.
Pegasi Promotion[edit]
Starting at 11th level your pegasi changes, it grows scales that resembles a wyvern. You gain resistance against Piercing, Slashing and Bludgeoning damage while riding your pegasi. At 13th level the AC bonus your pegasi grants changes to + 2 AC and further at 18th level to + 3 AC. At 16th level the bonus movement speed it grants you increases to + 20 feet walking speed and 50 feet flying speed.
Additionally, also starting at 11th level, instead of 8 hours your pegasi will now remain with you as long as you don't dismiss it.
Critical Defence[edit]
Starting from 12th level, whenever an enemy rolls to confirm a critical hit, they roll 2 times and take the worse result. If they fail to score a critical they suffer a disadvantage to all their attacks until the start of their next turn.
Savage Bite[edit]
Starting from 15th level, whenever you hit with an attack, you can make the pegasi bite into the wounded enemy. As a bonus action, make an Animal Handling check (DC 15). If you pass, your pegasi bites into the target, causing it to take additional 2d10 Piercing damage. Additionally, the target must succeed at a Grappling check against DC 8 + Your Wisdom Modifier + Your Proficiency Bonus or they are Grappled (escape DC is the same). While this grapple persists, the target is also Restrained and takes 2d6 Piercing damage at the beginning of each of your turns. Your Pegasi's mouth can only accommodate one target that is large or smaller. You can only use this feature 4 times. After finishing a short a long rest, your expended uses are restored.
Trample[edit]
Starting from 17th level, you can make your pegasi run through the enemies in your path. As long as you didn't move on your turn yet, and you are on the ground riding your pegasi, you are able to use this feature. Pick an unoccupied space that is within the reach of your movement. As a part of your Dash action, make an Animal Handling check (DC 16). Whenever you passed the Animal Handling check or not you are forced to move towards the space you picked, passing through medium or smaller creatures and objects.
- If you pass this check, you don't provoke any opportunity attacks while you move. Furthermore, every target included in a 10 feet wide line that originates from your starting point up to the space you picked take 5d10 Bludgeoning damage, or half if they succeed a Dexterity saving throw.
- If you failed your check, you don't deal any damage and you provoke opportunity attacks as you move towards the space you picked.
You can use this feature once. You regain the uses of this feature after finishing a short or a long rest.
Pegasi flair[edit]
- Shelter
As a reaction to an enemy ranged attack, you can deflect incoming projectiles for your allies within your reach of your melee weapon. Roll a weapon attack check, if your result is greater than the enemy's result, that attack is negated. You learn this flair at 2nd level.
- Swap
As a bonus action you can swap places with your adjacent ally. You and your ally do not provoke opportunity attacks while switching spaces. Additionally whenever an adjacent ally becomes a target for an attack you can use your reaction to become the target of that attack instead. You learn this flair at 2nd level.
- Pierce
As an action you can make a single, penetrating attack. Whenever the enemy is equipped with a Medium Armour, you lower its AC by 2 for this attack. If the enemy is equipped with a Heavy Armour, you lower its AC by 4 for this attack. You can only use this flair once on your turn. You learn this flair at 3rd level.
- Rally speed
As an action, you can increase the base speed by + 5 feet for your allies within 30 feet from you. A creature can only have one rally effect active at the same time. If they receive a second rally effect, they can choose either to accept it, ending the previous one, or refuse to accept it, keeping the old one. This effect lasts 1 round. You learn this flair at 4th level.
- Pursuit
After making a successful attack of opportunity at 10 feet or more with a weapon with reach property, you move towards the target, stopping at a square adjacent to the target. You don't provoke attacks of opportunity while moving. You can use this ability at will spending 1 flair point. You learn this flair at 5th level.
- Continue
Whenever you miss, you can use your bonus action to reroll the attack. If that attack was made with a Disadvantage you negate it by using this flair. You learn this flair at 6th level.
- Iote's Shield
As a reaction to a ranged attack or as an action you reduce the damage you receive from ranged weapon attacks. This effect lasts for 1 minute. You learn this flair at 7th level.
- Opportunist
Whenever you are able to perform an opportunity attack against an enemy, you can use this flair instead of taking a reaction. You pay 1 flair point and perform a single attack against that target. That attack's damage is halved. You learn this flair at 7th level.
- Rally Resistance
As an action, you and your allies receive advantage on saving throws when trying to reduce damage from a spell. This effect lasts for 1 minute. A creature can only have one rally effect active at the same time. If they receive a second rally effect, they can choose either to accept it, ending the previous one, or refuse to accept it, keeping the old one. You learn this flair at 8th level.
- Prayer
Whenever you suffer damage that will bring you down to 0 hit points or below, you can use this flair as a reaction. Roll a d20. If the result is 7 or more, set your hit points to 1. You learn this flair at 9th level.
- Luna
As a bonus action you can make an additional attack with your weapon. The damage of this attack is halved. You can learn this flair at 10th level.
- Sol
After you make an attack that damages a foe, as a bonus action, you can regain hit points equal to half of the damage that attack dealt. You learn this flair at 11th level.
- Rally Speed+
Starting from 12th level, your rally speed flair allows you and your allies to ignore any terrain penalties while they are under the effect of this flair. Furthermore, the duration of it also increases to 1 minute.
- Opportunist+
Starting at 12th level, your opportunist flairs deals full damage instead of half.
- Rally Relief
As an action you can instantly heal your allies that are within 30 feet. They regain 3d8 hit points and any poisons or diseases are cured for them. Additionally while this effect persist they can't be poisoned or affected by a disease. This effect last for 1 minute. A creature can only have one rally effect active at the same time. If they receive a second rally effect, they can choose either to accept it, ending the previous one, or refuse to accept it, keeping the old one. You learn this flair at 13th level.
- Ambush
Whenever you are a target of a melee attack, you can counter the attack even before it occurs. As a reaction, make a melee attack against that foe. If you hit you deal half of your damage and afterwards the target makes his attack with a disadvantage. You learn this flair at 14th level.
- Rally Movement
As an action, you and your allies are freed from any movement impeding effects. Additionally they are under the effect of freedom of movement while this effect persists. This effect lasts for 1 minute. A creature can only have one rally effect active at the same time. If they receive a second rally effect, they can choose either to accept it, ending the previous one, or refuse to accept it, keeping the old one. You learn this flair at 15th level.
- Luna+
Starting at 16th level, your luna flair now does full damage instead of half.
- Sol+
Starting at 17th level, your sol flair now restores the full amount of hit points instead of just half from an attack.
- Ambush+
Starting at 18th level, your ambush flair now deals full damage instead of half.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Pegasus Knight class, you must meet these prerequisites:
- Dexterity 13
- Can't have Evil as alignment
Proficiencies. When you multiclass into the Pegasus Knight class, you gain the following proficiencies:
- Spear
- Pike
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