Cavalier Archetype Revised

by dArtagnan

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Cavalier Archetype Revised

Cavaliers are the souls that ride majestic beasts into the heart of battle. Their very presence is capable of rallying their allies or routing their foes.

The archetypical cavalier is a knight in shining armor who arrives in the nick of time to save the day.

Cavalier Features
Fighter Level Features
3rd Bonus Proficiency, Faithful Steed, Born to the Saddle
7th Teamwork Tactics, Magical Bond
10th Lead the Charge
15th Hold the Line
18th Thundering Hooves, Rider of the Storm

Bonus Proficiency

When you choose this archetype at 3rd level, you gain proficiency in the Animal Handling skill, if you do not already have it.

Faithful Steed

At 3rd level, you gain a steed that accompanies you on your adventures and is trained to ride into battle. Choose a beast that is no larger than Large and that has a challenge rating of 1/4 or lower (a mastiff, or riding horse as examples).

Your steed uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, an animal companion also adds its proficiency bonus to its AC and to its damage rolls. Its hit point maximum equals its normal maximum or five times your fighter level, whichever is higher.

The beast 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. On your turn, you can verbally command the beast where to move (no action required by you). This movement will provoke opportunity attacks against you if you are mounted on your steed and neither one of you takes the disengage action. Your steed loses the multiattack action, if it has it. You can use your bonus action to verbally command it to take the Dash, Disengage, or Dodge action. When you take the Attack action, you can have your steed make an attack in place of one of your own.

If the beast dies, you can obtain another one by spending 8 hours bonding with another beast that isn't hostile to you, either the same type of beast as before or a different one.

A note on mounts

The revised Cavalier is an archetype where almost everything requires you to be mounted to be effective.

This means that anyone looking to run this subclass should really have a discussion with their DM about whether taking a large animal around you constantly will work in the game.

Cavalry are notoriously terrible at spelunking, bear this in mind.

Born to the Saddle

Starting at 3rd level, your mastery as a rider becomes apparent. You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you're not incapacitated.

Finally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.

Magical Bond

Beginning 7th level, your steed's attacks count as magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.

Teamwork Tactics

Also by 7th level, you and your steed have developed a terrifying synergy. You gain one of the following features of your choice:

Charge. If you move at least 20 feet straight toward a target, you have advantage on your next attack roll against them.

Rideby. Opportunity attacks against you or your steed are made with disadvantage if you enter and exit a creature's reach on the same turn in a straight line.

Natural Tactics. If your steed possess a feature that modifies an attack in regards to movement or positioning, such as charge, pounce, or pack tactics, the ability applies to your attacks.


You can only use the chosen feature while mounted on your steed.

Lead the Charge

At 10th level, you can call your allies to sally forth into the fray. As a bonus action, you allow any creature that can hear you within 60 feet to use their reaction to move their speed towards you.

Hold the Line

At 15th level, you become a master of locking down your enemies. Creatures provoke an opportunity attack from you when they move 5 feet or more while within your reach, and if you hit a creature with an opportunity attack, the target's speed is reduced to 0 until the end of the current turn.

Thundering Hooves

By 18th level, the very sight of you charging into battle is enough to strike fear into your foes.

If you move at least 20 feet straight toward a target, as a bonus action, each creature of your choice that is within 120 feet of you and are aware of you, must succeed on a Wisdom saving throw with a DC equal to 8 + your Charisma modifier + your proficiency bonus or become frightened of you for 1 minute. While frightened by this ability, a creature's movement becomes 0. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once you use this ability, you cannot use it again until you finish a short or long rest.

Rider of the Storm

Starting at 18th level, you can no longer be dismounted from your steed against your will.
















Credits

Designed by d'Artagnan on DMs Guild, /u/dArtagnanDnD on reddit, or dArtagnanDnD on patreon and dArtagnanDnD on Twitter.

  • Made with "GM Binder".
  • Made with reference and for use with Dungeons and Dragons 5th Edition, created by Wizards of the Coast.
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