Cavalier Class

by AFKalchemist

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Cavalier

A gleaming knight in full plate charges the enemy from atop his noble steed. His lance pierces the enemy combatant, throwing them off their feet. The horse nimbly dodges past the enemy before circling around to make another pass.

A Halfling rides atop their Giant Spider, stalking their enemies from the ceiling of a cave. The poor goblin didn't even hear them coming before they pounced, seizing the initiative. A soldier is riding atop their war mount, a Wyvern, high above the battlefield. The duo swoop down, wrecking havoc on the enemy ranks, tearing through the opposition with fervor and zeal.

Cavalry is a useful asset in combat. Mounted combat has existed nearly as long as war itself, and has evolved greatly over the expanse of time. From heavily armored units backing the flanks of legionaries, to steppe raiders raining arrows, to devastating charges of shock cavalry, mounted units can easily sway the course of a battle with intense power and speed.

Combat in Unison

The one thing all riders have in common is the bond they share with their mounts. A rider needs to establish their knowledge of how their mount behaves, and hone their ability to control it in tense situations. Without a mount to ride, the rider loses their edge over the enemy. A rider must take good care of their steed and protect them if possible.

A rider typically names their mounts, grooms them, and adorns them with protective barding to ensure the mount's survival.

Creating a Cavalier

As you create your cavalier, consider how they came upon their mount. Many mounts can be hard to come by, and even some of the more common ones can fetch a sizable sum. Did they find their mount's egg and has raised it since birth, gaining trust from an otherwise hostile creature? Does your cavalier come from a position of privilege, and was granted their mount by their wealthy family or lords? Was your character a soldier for an army and after defecting and becoming a deserter took their steed with them?

As well, consider what type of bond your cavalier will share with their mount. Is it just a mindless creature under your servitude? Is it more of a pet, that you interact with more closely? Maybe you even live in a symbiotic nature with your mount.

Quick Build

You can make a mystic quickly by following these suggestions. First, make Strength your highest ability score, followed by Dexterity or Constitution. Second, choose the Soldier background. Lastly, pick Lancer as your Cavalry Wing.

Class Features

As a cavalier, you gain the following class features.

Hit Points

Hit Dice: 1d8 per cavalier level

Hit Points at 1st Level: 8 + your Constitution modifier

Hit Points at Higher Levels: 1d8 + your Constitution modifier per Cavalier level after 1st

Proficiencies

Armor: Light armor, medium armor

Weapons: Simple weapons, martial weapons

Tools: Vehicles (Land), Vehicles (Air and Sea)

Saving Throws: Strength, Dexterity

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a lance, or (b) any martial weapon
  • (a) three javelins or (b) any two simple weapons
  • (a) a chain shirt or (b) leather
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • (a) a military saddle or (b) an exotic saddle

Cavalry Wing

At 1st level, you choose a cavalry wing which you belong to. This will determine the type of mount you ride, as well as determine some of the ways in which you fight. Your wing grants you features at 1st level and again at 5th, 9th, 13th, and 18th level.

Advanced Training

At 1st level, if your mount has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak.

In combat, the mount shares your initiative count, but it takes its turn immediately after yours. While you are mounted, you take your turns at the same time. It can move, use its reaction, and bonus action on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the mount can take any action of its choice, not just Dodge.

Cavalier
Level Proficiency Bonus Features Natural Weapon Damage Shock and Awe
1st +2 Cavalry Wing Feature, Advanced Training 1d6
2nd +2 Fighting Style 1d6
3rd +2 Shock and Awe 1d6 5 damage
4th +2 Ability Score Increase 1d6 5 damage
5th +3 Cavalry Wing Feature, Extra Attack 1d8 5 damage
6th +3 Magical Mount 1d8 10 damage
7th +3 Evasion 1d8 10 damage
8th +3 Ability Score Increase 1d8 10 damage
9th +4 Cavalry Wing Feature 1d8 15 damage
10th +4 Skilled Rider 1d8 15 damage
11th +4 Resilience Training 1d10 15 damage
12th +4 Ability Score Increase 1d10 20 damage
13th +5 Cavalry Wing Feature 1d10 20 damage
14th +5 Split Second Dodge 1d10 20 damage
15th +5 Skilled Strike 1d10 25 damage
16th +5 Ability Score Increase- 1d10 25 damage
17th +6 Resilience Training 2d6 25 damage
18th +6 Cavalry Wing Feature 2d6 30 damage
19th +6 Ability Score Increase 2d6 30 damage
20th +6 Soul Mates 2d6 30 damage

Fighting Style

Starting at 2nd level, you adopt a particular style of fighting as your specialty. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Shock and Awe

Starting at 3rd level, whenever you or your mount deals damage to a creature, it can’t take reactions until the end of your next turn.

Your mount becomes more resilient. When your mount moves, the next time it would receive damage until the start of its next turn is reduced by 5. This reduction increases when you reach certain cavalier levels, as shown in the Cavalier table.

Ability Score Improvement

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.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Magical Mount

At 6th level, both you and your mount’s attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Evasion

Beginning at 7th level, you and your mount can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an Ice Storm spell. If you are mounted, when you and/or your mount are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Skilled Rider

At 10th level, you gain proficiency in Animal Handling, or if you already have proficiency, you gain expertise in it, and you gain expertise in Vehicles (Land) and Vehicles (Air and Sea).

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

Resilience Training

At 11th level, your mount has proficiency in all saving throws.

At 17th level, while your mount can see you, it has advantage on all saving throws. In addition, as long you and your wyvern can see each other, you are both immune to the frightened and charmed conditions.

Split Second Dodge

Starting at 14th level, whenever an attacker that your mount can see hits it with an attack, it can use its reaction to halve the attack’s damage against it.

Skilled Strike

Beginning at 15th level, once per turn, when you make an attack while mounted, you can add your mount’s Dexterity modifier to your melee weapon attack and damage rolls.

Soul Mates

At 20th level, your bond with your mount grows nearly tangible. If you die when your mount is within 60 feet, it can sacrifice its life to restore yours. You come back to life with hit points equal to what your mount has, and your mount dies. For the next hour, you are under the effects of the Heroism spell.

Cavalry Wings

There are many different types of cavalry. Perhaps your character prefers to fly far above the skies on a Griffon, lurk the depths of the ocean with a Hippocampus, or perhaps they ride a fiendish Nightmare.

Each of these wings use different types of mounts, and fight in somewhat different ways.

Lancer

The most chivalrous of the wings, the Lancer is focused on staying armored, jousting, and protecting your allies. The mount they use is up to interpretation by the player.


Mount Companion

Large beast, unaligned


  • Armor Class 14 + PB (natural armor)
  • Hit Points 11 + five times your cavalier level (the mount has a number of hit dice [d10s] equal to your cavalier level)
  • Speed 60 ft.

STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 13 (+1) 2 (-4) 12 (+1) 7 (-2)

  • Senses passive Perception 11
  • Languages
  • Challenge Proficiency Bonus (PB) equals your bonus

Trampling Charge. If the Mount Companion moves at least 20 ft. straight toward a creature and then hits it with a trample attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the mount can make another attack with its trample against it as a bonus action. The Mount Companion cannot use this feature until you reach 9th level in Cavalier.

Actions

Trample. Melee Weapon Attack: +4 plus PB to hit, reach 5 ft., one target. Hit: NWD + 4 bludgeoning damage.

Noble Steed

At 1st level, as an action, you can magically summon the mount that is bound to you. It appears in an unoccupied space of your choice within 30 feet of you.

The mount is friendly to you and your companions, and it obeys your commands. See its game statistics in the accompanying Mount Companion stat block, which uses your proficiency bonus (PB) and natural weapon damage (NWD) from the Cavalier table in several places. You can determine the cosmetic characteristics of the mount, such as it being a simple Warhorse, a Skeletal Warhorse, or something like a Rhinoceros. Your choice has no effect on its game statistics, and it still uses the Mount Companion stat block.

The mount remains until it is reduced to 0 hit points, until you use this feature to summon the mount again, or until you die. Anything the mount was wearing or carrying is left behind when the mount vanishes.

Once you summon the mount, you can’t do so again until you finish a long rest.

Armor Up

At 1st level, you gain proficiency in heavy armor and shields. As well, buying and crafting barding costs half of its usual amount.

Heroic Charge

At 5th level, if you move at least 10 feet in a straight line before taking the attack action on your turn, you either gain a +5 bonus to the attack’s damage roll (if you chose to make a melee attack and hit) or push the target up to 10 feet away from you (if you chose to shove and you succeed).

At 9th level, you can run down your foes, whether you're mounted or not. If you move at least 10 feet in a straight line right before attacking a creature and you hit it with the attack, that attack deals 1d12 more damage of that weapon's damage type. You can use this feature only once on each of your turns.

At 13th level, the damage from Heroic Charge increases from 1d12 to 2d12.

Duel Me!

At 9th level, you can compel another creature to duel you as a bonus action. One creature that you can see within range must make a Charisma saving throw. The DC of this saving throw is 8 + your Charisma modifier + your proficiency bonus. On a failed save, the creature is drawn to you, goaded by your words. For the duration, it has disadvantage on attack rolls against creatures other than you, and must make a Charisma saving throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, this feature doesn’t restrict the target’s movement for that turn. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

As well, the Mount Companion can now use its Trampling Charge feature.

Ever Vigilant

At 18th level, you respond to danger with extraordinary vigilance. In combat, you get a special reaction that you can take once on every creature's turn, except your turn. You can use this special reaction only to make an opportunity attack, and you can't use it on the same turn that you take your normal reaction.

Amphibious Cuirassiers

While some cavalry controls the ground, and others rule the skies, your domain is the sea. You can either have an amphibious mount capable of combat on both land and sea, or one bound to the ocean, swiftly navigating the depths in their element.

Aquatic Mount

At 1st level, choose between either the Amphibious Mount Companion or the Aquatic Mount Companion stat block, which both use your proficiency bonus (PB) and natural weapon damage (NWD) from the Cavalier table in several places.

As an action, you can magically summon a mount companion that is bound to you from your chosen stat block. When you use this feature, choose the creature’s form: Giant Salamander, Giant Tortoise, or Giant Crocodile if you chose the Amphibious Mount Companion stat block, or Hippocampus, Manta Ray, or Hunter Shark if you picked the Aquatic Mount Companion stat block. The mount companion resembles a large beast creature with the chosen form, which determines certain traits in its stat block. It appears in an unoccupied space of your choice within 30 feet of you.

The mount remains until it is reduced to 0 hit points, until you use this feature to summon the mount again, or until you die. Anything the mount was wearing or carrying is left behind when the mount vanishes.

Once you summon the mount, you can’t do so again until you finish a long rest.

Amphibious

At 1st level, you can breathe air and water. As well, you gain a swimming speed equal to your movement speed.


Amphibious Mount Companion

Large beast, unaligned


  • Armor Class 12 + PB (natural armor)
  • Hit Points 10 + five times your cavalier level (the mount has a number of hit dice [d8s] equal to your cavalier level)
  • Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 14 (+2) 2 (-4) 10 (+0) 6 (-2)

  • Senses passive Perception 10
  • Languages
  • Challenge Proficiency Bonus (PB) equals your bonus

Amphibious. The Amphibious Mount Companion can breathe air and water.

Limb Regeneration (Giant Salamander Only). If the Giant Salamander partially loses its tail or any of its legs, it can fully regrow a replacement limb within a few weeks.

Huge Load (Giant Tortoise Only). The Giant Tortoise can carry 1,000 lbs.

Well Armored (Giant Tortoise Only). The Giant Tortoise gains a +2 bonus to AC.

Actions

Bite. Melee Weapon Attack: +4 plus PB to hit, reach 5 ft., one target. Hit: NWD + 4 piercing damage.

Ballistic Tongue (Giant Salamander Only). Melee Weapon Attack: +4 plus PB to hit, reach 25 ft., one target. Hit: NWD + 4 bludgeoning damage. If the target is a creature, it is Grappled (escape DC 12 plus PB). Until this grapple ends, the target is Restrained, and the Giant Salamander can't use its Ballistic Tongue on another target. If the Grappled creature is Medium or smaller, it is pulled up to 25 ft. towards the Giant Salamander.

Multiattack (Giant Crocodile Only). The crocodile makes two attacks: one with its bite and one with its tail. The giant crocodile cannot use this action until you reach 13th level in Cavalier.

Tail (Giant Crocodile Only). Melee Weapon Attack: +4 plus PB to hit, reach 10 ft. Hit: NWD + 4 bludgeoning damage. If the target is a creature, it must succeed on a Strength saving throw DC 12 + your proficiency bonus or be knocked prone.


Aquatic Mount Companion

Large beast, unaligned


  • Armor Class 12 + PB (natural armor)
  • Hit Points 11 + five times your cavalier level (the mount has a number of hit dice [d10s] equal to your cavalier level)
  • Speed 5 ft., swim 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 12 (+1) 2 (-4) 12 (+1) 6 (-2)

  • Senses passive Perception 11
  • Languages
  • Challenge Proficiency Bonus (PB) equals your bonus

Water Breathing. The Aquatic Mount Companion can breathe only underwater.

Charge (Hippocampus and Manta Ray Only). If the manta ray moves at least 20 ft. straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra amount of damage equal to NWD. If the target is a creature, it must succeed on a Strength saving throw DC 12 + your proficiency bonus or be knocked prone. The Aquatic Mount Companion cannot use this feature until you reach 9th level in Cavalier.

Quick Swimmer (Hippocampus Only). The hippocampus' swimming speed increases by 20 feet.


Breach (Manta Ray Only). When the manta ray is on the surface of the water, it can make a long or high jump. You can add 15 feet to the number to the number of feet you cover. This extra distance costs movement as normal.

Blood Frenzy (Hunter Shark Only). The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points.

Actions

Ram (Hippocampus and Manta Ray Only). Melee Weapon Attack: +4 plus PB to hit, reach 5 ft., one target. Hit: NWD + 4 bludgeoning damage.

Bite (Hunter Shark Only). Melee Weapon Attack: +4 plus PB to hit, reach 5 ft., one target. Hit: NWD + 8 piercing damage. If the target is a creature other than an undead or a construct, it must succeed on a Constitution saving throw DC 12 + your proficiency bonus or lose NWD hit points at the start of each of its turns from bleeding. Each time the hunter shark hits the wounded target with this attack, the damage dealt by the wound increases by NWD. Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.

Envoy of Neptune

At 5th level, when you throw a weapon, its damage dice doubles. As part of the attack, you can return the throwing weapon to your hand.

The Ocean Depths

At 9th level, you and your companion have resistance to cold damage. You and your mount are also acclimated to low altitude, including the lowest depths of the seas. If you do not have darkvision, you get 60 feet of darkvision. If you have darkvision already, you instead get 120 feet of darkvision. Your mount gains 60 feet of darkvision. Both you and your mount gain 10 feet additional movement to your swimming speed.

As well, the Hippocampus and Manta Ray Aquatic Mount Companion can now use their Charge feature.

Gills for All

At 13th level, during a short or long rest, you can select an amount of people equal to your proficiency bonus. For four hours, the selected creatures gain the effects of your Amphibious and The Ocean Depths features.

As well, the Giant Crocodile Amphibious Mount Companion can now use its Multiattack action.

Neptune’s Rage

At 18th level, once per turn when you hit an enemy with a thrown weapon attack, you can deal an additional 3d8 lightning damage. You can use this a number of times equal to your proficiency modifier. You regain all expended uses after a short or long rest.


Aerial Mount Companion

Large celestial (Pegasus) or monstrosity (Griffon or Peryton), unaligned


  • Armor Class 12 + PB (natural armor)
  • Hit Points 12 + six times your cavalier level (the mount has a number of hit dice [d10s] equal to your cavalier level)
  • Speed 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 14 (+2) 8 (-1) 12 (+1) 10 (+0)

  • Senses passive Perception 11
  • Languages
  • Challenge Proficiency Bonus (PB) equals your bonus

Flyby. The Aerial Mount Companion and its rider don't provoke opportunity attacks when they fly out of an enemy's reach.

Quick as the Wind (Pegasus and Griffon Only). The Aerial Mount Companion's flying speed increases by 30 feet.

Divebomb (Pegasus and Peryton Only). If the Aerial Mount Companion is flying and dives at least 30 feet straight toward a target and then hits it with a melee weapon attack, the attack deals an extra amount of damage equal to NWD to the target. If the target is a creature, it must succeed on a Strength saving throw DC 12 + your proficiency bonus or be knocked prone. The Aerial Mount Companion cannot use this feature until you reach 9th level in Cavalier.

Keen Sight (Griffon and Peryton Only). The Aerial Mount Companion has advantage on Wisdom (Perception) checks that rely on sight.

Actions

Trample (Pegasus Only). Melee Weapon Attack: +4 plus PB to hit, reach 5 ft., one target. Hit: NWD + 4 bludgeoning damage.

Multiattack (Griffon and Peryton Only). The Aerial Mount Companion makes two attacks: one with its beak/antlers and one with its claws/talons. The Aerial Mount Companion cannot use this action until you reach 13th level in Cavalier.

Beak/Antlers (Griffon and Peryton Only). Melee Weapon Attack: +4 plus PB to hit, reach 5 ft., one target. Hit: NWD + 4 piercing damage.

Claws/Talons (Griffon and Peryton Only). Melee Weapon Attack: +4 plus PB to hit, reach 5 ft., one target. Hit: NWD + 4 slashing damage.

Winged Hussar

Uncontested in aerial combat, this wing excels in hit and run tactics, swooping down from the sky to pluck at your opponents.

Aerial Mount

At 1st level, as an action, you can magically summon a mount companion that is bound to you from the Aerial Mount Companion stat block, which uses your proficiency bonus (PB) and natural weapon damage (NWD) from the Cavalier table in several places. When you use this feature, choose the creature’s form: Pegasus, Griffon, or Peryton. The mount companion resembles a large creature with the chosen form, which determines certain traits in its stat block. It appears in an unoccupied space of your choice within 30 feet of you.

The mount remains until it is reduced to 0 hit points, until you use this feature to summon the mount again, or until you die. Anything the mount was wearing or carrying is left behind when the mount vanishes.

Once you summon the mount, you can’t do so again until you finish a long rest.

Frequent Flier

At 1st level, you have resistance to thunder damage. You’re also acclimated to high altitude, including elevations above 20,000 feet.

Long Weapons

At 5th level, when you make a melee attack on your turn, your reach for it is 5 feet greater than normal.

Aerial Recovery

At 9th level, you and your mount are immune to fall damage and have advantage on Strength and Dexterity saving throws made against effects that would knock it prone while airborne.

As well, the Pegasus and Peryton Aerial Mount Companions can now use their Divebomb feature.

Final Blow

At 13th level when you attack with a glaive, halberd, pike, or spear, if it hits a creature, the hit is automatically a critical hit.

As well, the Griffon and Peryton Aerial Mount Companions can now use their Multiattack action.

Strong Gust

At 18th level, as an action your mount can beat its wings, causing a gale of winds to assault the enemy. Enemies within a 5 by 30 ft. line originating from you must make a Constitution saving throw. The DC of this saving throw is 8 + your mounts Dexterity modifier + your proficiency bonus. On a failed save, a creature takes 8d10 thunder damage and is pushed 60 feet away from you. On a successful save, the creature takes half as much damage and is pushed 30 feet away from you. Once you use this feature, you can't use it again until you finish a long rest.

Wyvern Knight

The most fearsome cavalry in a kingdom's arsenal, the dreaded Wyvern riders. Riding tamed death you crash through enemy lines.

Wyvern Mount

At 1st level, as an action, you can magically summon the Wyvern Companion that is bound to you from the Wyvern Companion stat block, which uses your proficiency bonus (PB) and natural weapon damage (NWD) from the Cavalier table in several places. It appears in an unoccupied space of your choice within 30 feet of you.

The mount remains until it is reduced to 0 hit points, until you use this feature to summon the mount again, or until you die. Anything the mount was wearing or carrying is left behind when the mount vanishes.

Once you summon the mount, you can’t do so again until you finish a long rest.

King's Shield

At 1st level, you gain proficiency in shields.

Looming Figure

At 1st level, you can add your wyvern’s strength modifier to your intimidation checks. You get proficiency in intimidation checks. If you already have proficiency, you gain expertise instead.


Wyvern Companion

Large dragon, unaligned


  • Armor Class 14 + PB (natural armor)
  • Hit Points 13 + seven times your cavalier level (the mount has a number of hit dice [d10s] equal to your cavalier level)
  • Speed 20 ft., fly 80 ft.

STR DEX CON INT WIS CHA
19 (+4) 10 (+0) 16 (+3) 5 (-3) 12 (+1) 6 (-2)

  • Skills Perception +4
  • Senses darkvision 60 ft., passive Perception 14
  • Languages
  • Challenge Proficiency Bonus (PB) equals your bonus

Actions

Multiattack. The wyvern makes two attacks: one with its bite and one with its claws. The Wyvern cannot use this action until you reach 13th level in Cavalier.

At 18th level in Cavalier, the wyvern can instead make three attacks: one with its bite, one with its claws, and one with its stinger. Your Wyvern Companion can use this feature a number of times equal to your proficiency bonus, and it regains all expended uses when you finish a long rest.

Bite. Melee Weapon Attack: +4 plus PB to hit, reach 10 ft., one target. Hit: 1d8 + 4 piercing damage. At 5th level in Cavalier, this attack increases to 2d6+4 piercing damage on hit.

Claws. Melee Weapon Attack: +4 plus PB to hit, reach 5 ft., one target. Hit: 2d8 + 4 slashing damage. The Wyvern cannot use this attack until you reach 9th level in Cavalier.

Stinger. Melee Weapon Attack: +4 plus PB to hit, reach 10 ft., one target. Hit: 2d6+4 piercing damage. On a hit, the target must make a DC 12 + your proficiency bonus Constitution saving throw, taking 7d6 poison damage on a failed save, or half as much damage on a successful one. The Wyvern cannot use this attack until you reach 13th level in Cavalier.

Sharp Features

At 5th level, it’s bite attack now does 2d6+4 piercing damage. At 9th level, it gains the Claws attack that is +7 to hit, reach 5 feet, 2d8+4 slashing damage.

Advance Scouting

At 9th level, you get proficiency in survival checks. If you already have proficiency, you gain expertise instead. You are skilled at scouting the geography around you, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.

Deadly Venom

At 13th level, your wyvern is fully matured. It gains the Stinger attack that is +7 to hit, reach 10 feet, 2d6+4 piercing damage. On a hit, the target must make a DC 15 Constitution saving throw, taking 7d6 poison damage on a failed save, or half as much damage on a successful one.

Onslaught

At 13th level, your wyvern is able to use it's multiattack action to make one attack with its bite and one with its claws.

At 18th level, when your wyvern takes the attack action it can make an attack with all of his natural weapons at once. On its multiattack action, the wyvern can make one claw attack, one bite attack, and one stinger attack, in any order. Your Wyvern Companion can use this feature a number of times equal to your proficiency bonus, and it regains all expended uses when you finish a long rest.

Infernal Cavalry (requirement: evil)

You claimed your mount from the Hells themselves. You boast the ability to ride a Nightmare, a cruel creature of infernal origin and ill intent, formed from the desecration of a Pegasus.

Infernal Mount

At 1st level, as an action, you can magically summon the Nightmare Companion that is bound to you from the Nightmare Companion stat block, which uses your proficiency bonus (PB) and natural weapon damage (NWD) from the Cavalier table in several places. It appears in an unoccupied space of your choice within 30 feet of you.

The mount remains until it is reduced to 0 hit points, until you use this feature to summon the mount again, or until you die. Anything the mount was wearing or carrying is left behind when the mount vanishes.

Once you summon the mount, you can’t do so again until you finish a long rest.

All for One

At 1st level, when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your warlock level (minimum of 1).


Nightmare Companion

Large fiend, neutral evil


  • Armor Class 12 + PB (natural armor)
  • Hit Points 12 + six times your cavalier level (the mount has a number of hit dice [d10s] equal to your cavalier level)
  • Speed 60 ft., fly 90 ft.

STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 16 (+3) 10 (+0) 13 (+1) 15 (+2)

  • Damage Immunities fire
  • Senses passive Perception 11
  • Languages understands Abyssal, Common, and Infernal
  • Challenge Proficiency Bonus (PB) equals your bonus

Confer Fire Resistance. The nightmare can grant resistance to fire damage to anyone riding it.

Illumination. The nightmare sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

Actions

Hooves. Melee Weapon Attack: +4 plus PB to hit, reach 5 ft., one target. Hit: NWD + 4 bludgeoning damage. At 9th level in Cavalier, this attack deals an additional 1d8 fire damage, and at 13th level this extra damage increases from 1d8 to 2d8.

Ethereal Stride. The nightmare and up to three willing creatures within 5 feet of it magically enter the Ethereal Plane from the Material Plane, or vice versa. The Nightmare cannot use this action until you reach 9th level in Cavalier.

Nightmarish Visions

At 5th level, you and your companion can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

At 9th level, you and your companion get ethereal sight. You both can see 60 ft. into the Ethereal Plane when you are on The Material Plane, and vice versa.

Incorporeal Jaunt

At 9th level, as an action you can become incorporeal for a minute. You can move through other creatures and objects as if they were difficult terrain. You take 1d10 force damage if you end your turn inside an object. You can end this effect whenever you like (no action required). Once you use this feature, you can't use it again until you finish a short or long rest.

As well, your Nightmare Companion can use it's Ethereal Stride action.

Hellflame

At 9th level, you gain the ability to infuse your weapon strikes with fiendish flames. When you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 fire damage to the target. When your Nightmare Companion hits a creature with it's Hooves attack, it deals an additional 1d8 fire damage.

At 13th level, the intensity of the fire from both you and your companion's attacks grow. When you hit a creature with a weapon attack, the extra damage from Hellflame increases from 1d8 to 2d8. When your Nightmare Companion hits a creature with it's Hooves attack, the extra damage from Hellflame increases from 1d8 to 2d8.

As well, when the effect of your Incorporeal Jaunt feature ends, you can choose to have your immediate area erupt into flames. All other creatures within 10 feet of you must succeed on a Dexterity saving throw. The DC of this saving throw is 8 + your Charisma modifier + your proficiency bonus. A creature takes 5d10 fire damage on a failed save, and half as much damage on a successful one.

Hellspawn

At 18th level, you gain immunity to fire damage, and your body is always wreathed in ghostly flame while you are conscious. You have advantage on saving throws against spells and other magical effects.

As an action, you can throw a ball of magical fire that explodes on contact. Choose a point you can see within 150 feet. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 10d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried.

 

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