Revised Cavalier [v1.0]
A warrior with an air of nobility and grace, they are the refined and honorable aspect of Fighters. They fight with poise and dignity, and are most at home astride a fine steed at head of a band of heroes charging into combat. Cavaliers are not always good, but are frequently lawful champions of order.
|3rd||Expert Rider, Cavalier Superiority|
|10th||Improved Cavalier Superiority (d10)|
|18th||Improved Combat Superiority (d12)|
Starting at 3rd level, you've mastered using your mount in combat. You gain proficiency with Animal Handling, and can add twice your proficiency bonus when making Wisdom (Animal Handling) checks that relate to mounts. While you are mounted, you can force an attack targeted at your mount to target you instead.
When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.
Maneuvers. You learn three maneuvers of your choice, which are detailed under “Maneuvers” below. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.
You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.
Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.
You gain another superiority die at 7th level and one more at 15th level.
Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:
Maneuver save DC = 8 + your proficiency bonus +
Starting at 7th level, whenever you roll initiative while mounted, your mount gains temporary hit points equal to your Fighter level. These hit points are lost if you dismount the mount.
Improved Cavalier Superiority
At 10th level, your superiority dice turn into d10s.
Starting at 15th level, whenever you roll a superiority die, you gain temporary hit points equal to half the number rolled (rounded down).
Improved Cavalier Superiority
At 18th level, your superiority dice turn into d12s.
Cavalier vs. Battlemaster
This version of the Cavalier calls back to previous versions in its use of Superiority dice and maneavors. While WotC ultimately didn't go in this direction, many people did prefer that implementation, making it a more specialized version of the Battlemaster that focuses on defense and mounted combat.
The maneuvers are presented in alphabetical order.
Cavalier's Control When you take the Attack action while mount, you can expend a superiority die and direct your mount to attack (if it has any attacks) as a bonus action. You can add your Proficiency modifier to the attack roll, and if it hits you add your Supriority die to the damage roll.
Charging Attack. When you move 20 ft or more toward a target and make a melee weapon attack against it, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone. You or your mount gain 10 feet of movement during your turn when you use this maneuver.
Demanding Strike. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to force the target to attack you. Roll the superiority die and gain temporary hit points equal to the result. The target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.
Halting Blow. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to force the target to stop. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, you can pick a direction that the target cannot move until the start of your next turn.
Honor's Call. You can expend a superiority die to cast compelled duel. When cast in this way, the spell DC is equal to your Maneuver DC.
Inspiring Charge. When you move 20 ft. or more toward a target, you can expend superiority die. Up to five allied creatures that can see or hear you can use their reaction to move 10 feet towards you or the target you moved towards.
Interminable Steed. As a bonus action while mounted, you can expend a superiority die. Roll the die and your mount gains temporary hit points equal to your roll + your Animal Handling proficiency.
Shield Wall. As a bonus action when carrying a shield, you can expend a one superiority die and reduce your movement to zero for the rest of your turn. Until the start of your next turn, you count as three-quarters cover for any ally within 5 feet of you.
Unstoppable Advance. When you move, you can expend one superiority die to make you or your mount ignore difficult terrain until the end of your turn. During this time, you or your mount can move through the spaces of hostile creatures by spending twice the movement required to move through their space.
Warding Maneuver. If you or a creature within 5 feet of you is hit by an attack, you can expend one superiority die as a reaction. Roll the die and add the number rolled to the target's AC against the that attack. If the attack still hits, the target has resistance against the attack's damage.
The following are some optional quirks for a player of this Archetype
|1||You talk to your steed as if it can understand you.|
|2||You add noble flourish to your speech.|
|3||You narrate the heroic nature of your own adventures.|
|4||You value the shine of your armor, the quaff of your hair, and your companions in that order.|
|5||You introduce yourself with all eight of your names, before starting into all twelve titles.|
|6||You proclaim your name and intentions to your enemies. They should know who they ran afoul of.|
- Artstation - Daejun Park (Gae Go)
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