The Cavalier - A Martial Class

by Dragonshard

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The Cavalier

Cavalier

An elf directs her mount, a sleek black panther, towards her target, a rampaging ogre. As they approach, she lowers her great spear just before it slams devastatingly into the ogre's thigh, sending it sprawling to the ground.

His allies routing, an armored knight atop a winged wyvern, swoops down to the battlefield. He raises his banner to the sky, shouting a heartening battlecry. The nearby warriors, bolstered by the sight of the standard, turn back to face their enemy once more.

Seeing the oncoming, rampaging orcs, a dwarvish warrior plants his pike into the ground, bright heraldric ribbons flowing from its shaft. He draws his axe as his comrades assemble around him, empowered by his valiant bravery and inspiring heraldry.

When one speaks of great heroes of legend, atop a beautiful steed, weapon in hand, they are speaking of cavaliers. Known for their encouraging presence and unique, rousing heraldry, these great warriors enter the battlefield atop a loyal mount, whether it be a stallion, a wyvern, or anything in between. The heart of cavaliers, though, is their ability to bolster their allies, inspiring them to unleash their full potential.

Heroic Chivalry

Cavaliers are trained warriors, proficient in the use of a variety of weapons and armor. They pride themselves in their martial prowess, but even more so in their honor and heroism. Cavaliers are known for their bravery, taking the battlefield quickly and decisively on top of their loyal mount.

Most importantly, cavaliers are natural leaders, who inspire their allies with their charisma, allowing them to fight with greater heroism and bravery. A cavalier's true might is not only found in their own strength, but the strength they rouse in their comrades.

Honorable Campaign

Cavaliers set off on adventure to seek glory and honor.
On their adventures, cavaliers will often try to be
heroes, attempting to prove their honor, bravery,
mercy, or some other heroic attribute in whatever
challenges they encounter. Because of this,
cavaliers bravely lead the charge against whatever
terrible monsters or villains that stand in their way
or threaten their allies.

In an adventuring party, cavaliers engage
enemies in melee to take the focus off
of their allies. However, cavaliers are rarely
stationary, preferring to use their superior
mobility granted by their mount to control
the battlefield and hit the enemy where it
will hurt the most. Cavaliers also make
the most of heraldry and banners to
inspire allies and dismay foes, using their
great heroism and charisma to win the
battle of morale.

Creating a Cavalier

One important question to consider for your cavalier is how you gained their martial skills in combat. Were you a noble who received formal mounted combat training? Are you a self-taught warrior? Maybe a retired cavalier passed knowledge onto you and trained you?

Also, consider the nature of your mount. Determine the type of creature you would like as your mount, then look at the options in the "Mount Archetypes" section following the main class features. Next, determine how you earned the loyalty of your mount. Was it given to you as part of your training? Did you happen upon an injured creature and nursed it back to health? Or did you simply purchase it from a breeder/trainer?

Lastly, consider the nature of your heraldric banner which you gain the benefits of at 2nd level. Determine what type of object your banner is. It could be an actual standard, a decorative pennant attached to your weapon, emblazoned armor, or any displayable object that can uniquely designate you. Also, determine how you obtained your banner. Did you inherit it by birthright, passed down through your noble lineage? Is it a simple warbanner roughly made to rally your allies in combat? Or is it some trinket or article of clothing that has inadvertently begun to symbolize you?

Quick Build

You can make a cavalier quickly by following these suggestions. First, make Strength or Dexterity your highest ability score, followed by Charisma and Constitution. Second, choose the noble background. Third, choose the equine nature for your
mount.

The Cavalier Table
Level Proficiency
Bonus
Features Valor Die Fleet Mount
1st +2 Cavalier's Mount, Fighting Style 1d4
2nd +2 Heraldic Banner, Charge 1d4
3rd +2 Cavalier Order, Fleet Mount 1d4 +10 ft.
4th +2 Ability Score Improvement 1d4 +10 ft.
5th +3 Extra Attack 1d4 +10 ft.
6th +3 Steadfast Champion 1d6 +15 ft.
7th +3 Order Feature, Mount Feature 1d6 +15 ft.
8th +3 Ability Score Improvement 1d6 +15 ft.
9th +4 Heroic Banner 1d6 +15 ft.
10th +4 Unstoppable Charge 1d6 +20 ft.
11th +4 Order Feature 1d8 +20 ft.
12th +4 Ability Score Improvement 1d8 +20 ft.
13th +5 Renowned Banner 1d8 +20 ft.
14th +5 Valiant 1d8 +25 ft.
15th +5 Order Feature, Mount Feature 1d8 +25 ft.
16th +5 Ability Score Improvement 1d8 +25 ft.
17th +6 Legendary Banner 1d10 +25 ft.
18th +6 Order Feature 1d10 +30 ft.
19th +6 Ability Score Improvement 1d10 +30 ft.
20th +6 Heroic Charge 1d10 +30 ft.

Class Features

As a Cavalier, you gain the following class features:

Hit Points


  • Hit Dice: 1d10 per cavalier level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per cavalier level after 1st.

Proficiencies


  • Armor: All armor, shields
  • Weapons: Simple weapons, martial weapons
  • Tools: None

  • Saving Throws: Dexterity, Charisma
  • Skills: Choose two skills from Animal Handling, Athletics, History, Insight, Intimidation, Performance, Persuasion

Equipment

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

  • (a) a martial weapon and a shield
    or (b) two martial weapons
  • (a) chain mail or (b) leather armor
  • (a) a light crossbow and 20 bolts or (b) four javelins
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • a military or exotic saddle fitted to your mount

Cavalier's Mount

Beginning at 1st level, you are trained in the use of mounts in and out of combat, and have gained your own loyal mount. You gain the following benefits:

  • You have advantage on checks and saving throws to remain mounted.
  • You only spend 5 feet of movement to mount or dismount.
  • You may use your charisma modifier in place of wisdom for animal handling checks involving your mount.

Mount Archetype

In addition, at 1st level,
choose one option from the
list of Mount Archetypes.
This represents the kind of
creature your mount is and
grants your mount features at
levels 1, 7, and 15.

Combat Mount

You have an trained bond with
your mount, allowing you to closely
control its actions. Your mount's
initiative matches yours, it cannot
use reactions, and it has only three
action options, Dash, Disengage, and
Dodge, unless you use your bonus action
to direct it to take another action while you
are riding it. You can take your and your mount's actions
and movements in any order.


Cavalier's Mount

Large Beast (depends on archetype)


  • Armor Class 12 + Dex + PB (Natural Armor)
  • Hit Points 3 + seven times your cavalier level (your mount has a number of hit dice [d8s] equal to your cavalier level)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
15(+2) 12(+1) 15(+2) 6(-2) 10(+0) 8(-1)

  • Saving Throws Con +2 +PB, Str +1 +PB
  • Skills Athletics +2 +PB
  • Senses Passive Perception 10
  • Languages Instinctively understands its cavalier.
  • Proficiency Bonus (PB) equals your bonus

Features

Archetype. At 1st level you choose an archetype for your mount. This archetype grants your mount features at levels 1, 7, and 15.

Find Cavalier. Your mount has a deep connection with you spanning any distance. As long as your mount is on the same plane as you, it knows your location and can make its way back to you if nothing prevents it from doing so.

Actions

Attack. Requiring your bonus action while mounted, you direct your mount to make one attack with natural weapons, such as hooves or claws. Str/Dex + PB to hit, reach 5 ft., one target. Hit: Bludgeoning, piercing, or slashing damage (your choice when you select your mount's archetype) equal to your valor die + its Str/Dex modifier.

Your mount makes
death saving throws like a player
character. If your mount dies or is otherwise lost, you may find and bond with a new mount over the next 24 hours while adventuring (at your DM's discretion). The new mount must be the same archetype as the original.

See your mount's statistics in the preceding stat block, which uses your proficiency bonus (PB) in several places.

Fighting Style

At 1st level, you adopt a particular style of fighting as your specialty. Choose one of the following options.

You can't take a Fighting Style option more than once, even if you later get to choose again.

Blind Fighting

You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature in that range, unless the creature successfully hides from you.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

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.

Interception

When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a weapon to use this reaction.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield to protect any creature other than your mount.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Heraldric Banner

 At 2nd level, you create or otherwise earn heraldry unique to you, emblazoned on a banner. This banner may be a standard attached to you or your mount, a pennant flowing from your weapon, or possibly an emblazoned cloak, tabard, or helm. You can have the banner attached to you or your mount. Also, while you have the banner, you can plant it in the ground as a bonus action.

If you lose your banner, you can usually requisition a replacement or get the materials to make one for 20 gold pieces in most settlements, at your DM's discretion.

Choose one of the following options for your banner. While you are within 60 feet of your banner, you may use your bonus action to grant the effects to a creature of your choice you can see within 60 feet of the banner. You can do this a number of times equal to your charisma modifier (minimum of once) before completing a short or long rest.

  • Despairing Banner. Your banner demoralizes your foes. The target creature has disadvantage on the next saving throw it makes within the next minute.
  • Inspiring Banner. Your banner inspires courage in your allies. The target creature has advantage on attack rolls until the end of your next turn.
  • Intimidating Banner. Your banner strikes fear and unease in your enemies. The target creature has disadvantage on attack rolls until the end of your
    next turn.
  • Rallying Banner. Your banner boosts the morale of your allies. The target creature has advantage on the next saving throw it makes within the next minute.

Charge

                                         At 2nd level, you valorously charge
                                          towards enemies, using your speed to
                                         deal devastating blows. When you
                                     move at least 15 feet directly towards a
                                    creature, your next melee attack that
                              targets that creature on your turn deals an
                            extra 1d4 damage on a hit.

                      The extra damage changes as you gain
                     cavalier levels, as shown in the Valor Die column
             of the Cavalier table. You do not need to be mounted
             to benefit from this feature.

Fleet Mount

    At 3rd level, the trust between you and your mount
  deepens, giving it the confidence to charge bravely in combat. While you are riding your mount, its speed increases by 10 feet. This speed bonus improves as you gain cavalier levels, as shown in the Fleet Mount column of the Cavalier Table.

Cavalier Order

At 3rd level, you pledge yourself to the edicts of a particular cavalier order. Choose one of the cavalier orders listed after the main class features. Your chosen order has particular edicts you must follow, and grants you features at levels 3, 7, 11, 15, and 18.

At your DM's discretion, choosing not to follow your order's edicts can result in the loss of order features for 24 hours.

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.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Extra Attack

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

While riding your mount, you can choose to only attack once to allow your mount to also make one melee attack as part of your attack action.

Steadfast Champion

Beginning at 6th level, you and your mount are exceptionally valiant and steadfast in your loyalties. You and your mount are immune to the frightened and charmed conditions.

Heroic Banner

At 9th level, your banner has become a resolute symbol of heroism to your allies. When you use your bonus action to target a creature with your banner, that creature gains temporary hit points equal to one roll of your valor die plus your charisma modifier. Only one creature may benefit from these temporary hit points at a time.

Unstoppable Charge

Beginning at 10th level, you are adept at following through with your charging strikes. When you deal extra damage to a creature with the charge feature, that creature cannot make opportunity attacks against you or your mount (if you are mounted) until the beginning of your next turn.

Renowned Banner

Beginning at 13th level, your banner is well-known throughout the land. Choose one of the following options for your banner. The chosen option grants a passive effect that does not need to be activated.

  • Valiant Banner. Your banner inspires valiant bravery and fortitude in your allies, even in the face of danger. Once per turn, when an allied creature within 30 feet of the banner takes damage, the damage is reduced by an amount equal to your charisma modifier.
  • Mighty Banner. Your banner rouses your allies to make mighty attacks. Once per turn, when an allied creature within 30 feet of the banner hits with an attack,
    the attack deals extra
    damage equal to
    your charisma
      modifier.
  • Steadfast Banner. Your banner stirs unshakeable resoluteness in your allies to resist mental assault. Allied creatures within 30 feet of the banner are immune to the frightened and charmed conditions.

Valiant

Beginning at 14th level, your personal sense of honor and heroism pushes you to fight through injury and fatigue. Once per short or long rest, you can use your bonus action to regain hit points equal to two rolls of your valor die plus your cavalier level and your charisma modifier.

Legendary Banner

Beginning at 17th level, your banner is known by nearly every soul, striking fear or courage into people's hearts with its mere presence. Choose a second effect from either the heraldric banner or renowned banner features. Your banner gains this additional effect.

Heroic Charge

At 20th level, your charges are a terrifying and disorienting ordeal for your foes. When you make an attack that qualifies for charge damage, the attack counts as a critical hit on a roll of 19 or 20.

In addition, when you deal extra damage with the charge feature, the target creature must make a constitution saving throw (DC = 8 + your proficiency bonus + your charisma modifier). On a failed save, the creature is knocked prone and is stunned until the end of your next turn.

Multiclassing

Prerequisites. To qualify for multiclassing with the Cavalier
       class, you must meet these prerequisites: 13 Strength or
          Dexterity and 13 Charisma.
               Proficiencies. When you multiclass into the
                      Cavalier class, you gain the following
                           proficiencies: Light armor, medium armor,
                                         shields, simple weapons, and
                                                      martial weapons.

Mount Archetypes

The following archetypes represent the type of creature your mount is. These grant your mount various benefits at levels 1, 7, and 15. If your mount dies, any replacement mount must be the same archetype as the original.

Multiple archetypes might fit a creature you plan to have as mount. In this event, choose the most appropriate archetype that matches your desired mount.

Amphibian

Masters of land and water, amphibious mounts grant a large degree of travel flexibility for their cavaliers in semi-aquatic environments. Your mount's creature type is beast or monstrosity (your choice).

  • Beginning at 1st level, your mount's scales or shell grants it a +1 to AC. In addition, your mount gains a swim speed equal to half its walking speed and can breathe underwater for up to 10 minutes before beginning to drown.
  • Beginning at 7th level, your mount's swim speed increases to its full walking speed. If you cannot breathe underwater, you learn to hold your breath for a number of minutes equal to 5 + your constitution modifier, before beginning to drown.
  • Beginning at 15th level, your mount has incredible regenerative abilities. Once per long rest, while it has less than half its hit points remaining, your mount can use a
             bonus action to restore hit points equal to half its
                    maximum (rounded down).

Aquatic

Aquatic creatures are masters of the sea, able to survive in diverse, unfriendly environments underneath the waves. Your mount's creature type is beast or monstrosity (your choice).

  • Beginning at 1st level, your mount's walking speed is replaced by a swim speed, and your mount can breathe underwater indefinitely.
  • Beginning at 7th level, your mount's scales or tough hide give it a +1 bonus to AC. In addition, if you cannot breathe underwater, you learn to hold your breath for a number of minutes equal to 5 + your constitution modifier, before beginning to drown.
  • Beginning at 15th level, your mount gains resistance to cold damage and has advantage on check and saving throws to avoid having its speed reduced by difficult terrain, spells, etc. This includes effects that would cause your mount to be paralyzed or restrained.

Behemoth

An unconventional choice, behemoth mounts provide a massive source of strength and sheer bulk in combat, but are somewhat slower and can be difficult to utilize in smaller spaces. Examples of behemoth mounts include elephants, dire bears, etc. Your mount's creature type is beast or monstrosity (your choice).

  • Beginning at 1st level, your mount's size is huge and its strength score increases to 18, improving its attack rolls, damage, and its athletics checks by two. In addition, its constitution score increases to 16, granting it additional hit points equal to your cavalier level. However, your mount only gains half the speed benefit of the fleet mount feature rounded down to the nearest 5 feet (e.g. if fleet mount normally grants an additional 15 feet movement, your mount gains only 5).
  • Beginning at 7th level, when you deal extra damage with the charge feature while riding your mount, the target creature must make a strength saving throw (DC = 8 + your proficiency bonus + mount's strength modifier). On a failed save, the creature is knocked prone and takes bludgeoning damage equal to two rolls of your valor die.
  • Beginning at 15th level, creatures that are smaller than your mount have disadvantage on melee attacks against your mount and you (while you are riding your mount).

Compact

              The mount of choice for smaller individuals,
                 compact mounts are much easier to manage in
                tight places and tend to be much more dexterous
             than their larger counterparts. Compact mounts
         include mastiffs, boars, wolves, etc. Your mount's
           creature type is beast or monstrosity (your choice).

  • Beginning at 1st level, your mount's size is medium. You must be small or smaller to ride your mount. It's dexterity score increases to 16, granting it a +2
      bonus to AC.
  • Beginning at 7th level, your mount's nimbleness allows it to attack while carrying you. When you use your action to attack a creature within 5 feet, your mount can use its action to attack the same creature.
  • Beginning at 15th level, your mount can dash as a bonus action.

Draconic

You have gained the companionship of a young
dragon or wyvern. Dragons are awe-inspiring
creatures who dominate the skies and land with their
wings and elemental breath. Your mount's creature
type is dragon.

  • Beginning at 1st level, your mount's intelligence
    and charisma scores are 10 and 16, respectively,
    and it knows how to speak draconic. In addition,
    while not carrying passengers, your mount has a
    flying speed equal to its walking speed.
  • Beginning at 7th level, once per short or long rest,
    your mount can make a breath attack as an action,
    when directed. At 7th level, choose acid, cold, fire, lightning, or poison, and a 30-ft line or 15-ft cone.
    Your mount's breath attack affects the chosen area
    and deals damage (of the chosen type) equal to
    four rolls of your valor die. Affected creatures
    make a dexterity saving throw (DC = 8 + your
    proficiency bonus + mount's charisma
    modifier), taking half damage on a success.
  • Beginning at 15th level, your mount retains its
    flying speed while carrying you.

Equine

Your mount is a tried and true stallion or similar
creature. These beasts are known for their speed
and stamina, making them an obvious choice for
many cavaliers. Your mount's creature type is beast.

  • Beginning at 1st level, your mount's constitution
    score increases to 16, granting it additional hit points equal to your cavalier level. In addition, your mount's speed increases by 10 feet.
  • Beginning at 7th level, your mount's dexterity increases
    to 14, granting it a +1 bonus to AC.
  • Beginning at 15th level, your mount can dash as a
    bonus action.

Reptilian

Reptilian mounts are known for their quick dexterity and ability to scale walls and trees. These mounts include giant lizards, crocodiles, etc. Your mount's creature type is beast or monstrosity (your choice).

  • At 1st level, your mount gains proficiency in stealth, adding your proficiency bonus to its stealth checks.
  • Beginning at 7th level, your mount gains a climb speed equal to its walking speed.
  • Beginning at 15th level, your mount's dexterity increases to 16, granting it a +2 bonus to AC.

Subterranean

All manner of strange creatures make underground regions their home. These creatures are adept at seeing in the dark and navigating uneven terrain. Your mount's creature type is beast, monstrosity, or aberration (your choice).

  • Beginning at 1st level, your mount has dark vision to a range of 120 feet and ignores the effects of difficult terrain.
  • Beginning at 7th level, your mount gains a climb speed equal to its walking speed.
  • Beginning at 15th level, your mount gains tremorsense to a range of 30 feet.

Winged

Winged mounts include
both large avians as well as monstrous,
partially-avian creatures such as griffons
or hippogriffs. These creatures are known for their expert flying and powerful eyesight. Your mount's creature type is beast or monstrosity (your choice).

  • Beginning at 1st level, your mount's wisdom score increases to 16, increasing its (passive) perception by 3. In addition, while not carrying passengers, your mount has a flying speed equal to its walking speed.
  • Beginning at 7th level, while you are riding your mount, it can safely glide down from any height, negating damage from falling. In addition, your mount gains advantage on perception checks relying on sight and gains a +5 bonus to its passive perception.
  • Beginning at 15th level, your mount retains its flying speed while carrying you.

Cavalier Orders

As a cavalier gains some experience, they are drawn to dedicate themselves to a particular cavalier order. Each order epitomizes a particular ideal of cavalier chivalry, such as peace, loyalty, or strength.

Members of an order follow particular edicts stressing the importance of their chosen ideal. A cavalier's dedication to these edicts grants them improved capabilities, which can be lost should the cavalier choose to ignore their principles. You gain features from your choice of order at levels 3, 7, 11, 15, and 18.

Order of the Sword

The Order of the Sword dedicates itself to a balanced practice of chivalry, giving equal consideration to all virtues, such as courage, honor, and justice. Cavaliers who favor a tempered approach to their morals fit in well with this order.

The sword is the symbol of choice for the order as it represents balance. Just as a sword must be properly balanced, so too must cavaliers balance their virtues and apply wisdom to each unique situation.

Sword Edicts

  • Avoid extremism and instead seek a principled
    middle ground.
  • Use wisdom and a tempered attitude in your
    choices and deeds.
  • Do not allow one virtue to overshadow others.

Banner of
the Sword

                                                              Beginning at 3rd level,
                                                             your banner brings
                                                            stability and calm to those
                                                           in its presence, granting it
                                                          the following effect:

                                                    Banner of the Sword. Once
                                                      per round, when a creature
                                                     within 60 feet of the banner
                                                       makes a roll with advantage
                                                       or disadvantage, you may
                                                     cause the roll to have neither
                                                      advantage, nor disadvantage.
                                                      This effect does not require
                                                      an action.

Unbiased Perception

                                         Beginning at 3rd level, you do not
                                        allow preconceptions or biases to
                                       cloud your perception. You gain
                                      proficiency in insight or perception (or
                                    another cavalier class skill if already
                                proficient in both).

Balanced Charge

                       Beginning at 7th level, even in an offensive
                     charge, you do not let your defenses drop. When
                   you use the charge feature to deal extra damage to
  a creature, you gain a bonus to your AC against that creature's attacks equal to your charisma modifier until the beginning of your next turn.

Impartial Effort

 Beginning at 11th level, you learn to apply yourself in a steady, sustainable way towards your goals and efforts. If you are proficient in a skill, you may choose to treat checks using that skill as if you had rolled a 12 on the d20, instead of making a roll.

You must choose to use this feature before you make the roll. You may do this a number of times equal to your charisma modifier before completing a long rest.

Stable Mind

At 15th level, you master your mind and emotions. You make intelligence, wisdom, and charisma saving throws with advantage.

Exemplar of Balance

Beginning at 18th level, you exemplify perfect balance in combat, never overextending, yet never hesitating. You gain the following benefits:

  • While you are not incapacitated, critical hits targeting you are considered normal hits.
  • When you make an attack roll, you can treat a roll of 9 or lower as a 10.

Order of the Flame

Glory and prestige. These are the ultimate goals of each member of the Order of the Flame. The order emphasizes performing glorious acts and making them known throughout the land as a way to grant hope to the innocent or to dismay the unjust.

Just as a fire burns bright, destroying what it must, a cavalier should seek radiant glory through the destruction of villains and monstrous creatures. A powerful blaze can bring warmth and comfort, or it can scorch and incinerate. It all depends on where you stand.

Flame Edicts

  • Seek opportunities for prestige and fame.
  • Celebrate your accomplishments, that others may know of your renown.
  • The greater the foe, the greater the glory.

Banner of the Flame

Beginning at 3rd level, glorious flames wreath the design of your banner, granting it the following effect:

Banner of the Flame. Your banner inspires your allies to make magnificent killing blows. When you or an allied creature within 60 feet of the banner makes a critical hit, they roll the attack's damage die an additional time (typically a total of three rolls), to determine damage.

Heroic Composure

Beginning at 3rd level, you internalize your sense of heroism, giving yourself unshakeable self-confidence. You have advantage on charisma saving throws.

Triumphant Blow

Beginning at 7th level, you relish the opportunity to best a foe in combat. Once per round, when you hit a creature
with a melee attack, you gain temporary hit
points equal to your
charisma modifier.

Witness Greatness

Beginning at 11th level, you have advantage on charisma skill checks towards creatures that have seen you in combat within the last hour.

In addition, choose a skill you are proficient in from amongst persuasion, intimidation, or deception. Your proficiency bonus is doubled for those skill checks.

On to Glory!

Beginning at 15th level, you inspire your allies to press the advantage in battle and achieve a glorious victory. When you or an allied creature within 30 feet reduce a small or larger hostile creature to 0 hit points, the triggering creature has advantage on attack rolls for the next minute.

Radiant Presence

Beginning at 18th level, your offense is like a blaze, purging the land of your foes in an awe-inspiring display. You gain the following benefits:

  • When you hit a creature with a melee attack, all other hostile creatures within 10 feet must make a wisdom saving throw (DC = 8 + your proficiency bonus + your charisma modifier). On a failed save, the creature is charmed by you until the end of your next turn. If you deal damage to a creature charmed this way, they are no longer charmed. On a successful save or once the effect ends, a creature is immune to this effect for 24 hours.
  • Your attacks against charmed creatures automatically hit. You may still make attack rolls to determine
    if you critically hit.

Order of the Rose

The Order of the Rose is dedicated to preserving peace and life throughout the land. They seek to resolve conflicts peacefully wherever possible, but don't hesitate to draw their blade to defend innocent life when necessary.

The emblem of choice for this order is the rose. Beautiful and pure, roses remind their beholders of the beauty of life. But just as a rose has thorns, these cavaliers will strike back at those who threaten to pluck that life.

Rose Edicts

  • Wherever possible, find peaceful resolutions
    for a conflict.
  • Honor the life of all beings; taking life can
    never be done lightly.
  • Stop those who threaten the lives of the innocent.

Banner of the Rose

Beginning at 3rd level, your banner gives the hope of life and peace to your allies, granting it the following effect:

Banner of the Rose. When an allied creature within
   30 feet of the banner is reduced to 0 hit points, they
                                        automatically succeed on one
                                                         death saving throw.

Peacemaker

Beginning at 3rd level, you are skilled at resolving conflict peacefully and finding the middle ground between opposing groups. You gain proficiency in persuasion (or another cavalier skill if already proficient).

Inner Peace

Beginning at 7th level, you have mastered internal peace allowing you to remain patient while enduring pain and difficulty. Once per short or long rest, when you take damage, you may choose to reduce the damage taken by an amount equal to your cavalier level plus double your charisma modifier.

Harmonious Resolution

Beginning at 11th level, you are adept at ending combats with minimal harm by convincing a foe to stand down. This may take the form of disarming/restraining a foe or proving your martial superiority causing them to submit.

When you reduce a creature to 0 hit point with non-lethal damage, you may choose to render them incapacitated and unable to move for 10 minutes, but still conscious. When you do so, you are invigorated in the nonviolent resolution and gain temporary hit points equal to your cavalier level. If the creature regains any number of hit points, they are no longer incapacitated or unable to move.

Rose's Thorns

Beginning at 15th level, you recognize and efficiently vanquish dangerous individuals in order to protect the innocent. As a bonus action, you can choose a target
   creature that has dealt damage since your last turn. Your
     attacks deal an extra valor die of damage to that creature
        for the next minute.

            You can only have one creature selected with this
             feature at a time. You can use this feature a number
           of times equal to your charisma modifier before
        completing a long rest.

Peerless Mediator

             Beginning at 18th level, your encouraging presence
               and powerful speech diminish your enemies'
                conviction and aggression. Your proficiency bonus
                   is doubled for persuasion checks.

               In addition, once per long rest, as a bonus action,
                choose any number of creatures that you can see.
               For the next minute, those creatures suffer the
               following drawbacks:

  • When a chosen creature makes a critical hit, it instead counts as a normal hit.
  • Damage dealt by chosen creatures is reduced by an amount equal to your charisma modifier.
  • Chosen creatures must make a charisma saving throw (DC = 8 + your proficiency bonus + your charisma modifier) when they target an incapacitated creature with an attack. On a successful save, they target the creature as normal. On a failed save, they do not attack and the action, bonus action, or reaction they used is wasted.

Order of the Dragon

The Order of the Dragon emphasizes loyalty to one's allies and comrades over all else. They believe that strength comes through giving up your own desires in favor of the group. When each individual acts for the good of the whole, everyone benefits.

Despite generally being solitary creatures, dragons have been adopted as the symbol of choice for this order. Members of the order often revere Bahamut, the platinum dragon, as the epitome of loyalty in his partnership with the god of law, Torm.

Dragon Edicts

  • Value the lives of your allies, as you value your own.
  • Never allow someone to face danger alone.
  • Serve and protect each of your companions for the good of the group.

Banner of the Dragon

                                Beginning at 3rd level, your banner
                             inspires selfless teamwork and cohesion
                            amongst your allies, granting it the following
                           effect:

                        Banner of the Dragon. When an allied
                              creature is within 30 feet of your banner,
                                  they can use their reaction to assist
                                  another allied creature within 5 feet that
                                     is making a saving throw or attack roll.
                                      When they do so, they roll a 1d4 and
                                         add the result to the saving throw or
                                      attack roll they are assisting. This must
                                    be done before the saving throw or
                                 attack roll is made.

Swift Assistance

                                    Beginning at 3rd level, you are anxious
                                    and ready to help your allies in tense
                                    situations. You can use your bonus
                                action to perform the help action. You
                         may do this a number of times equal to
                      your charisma modifier before completing a
                   long rest.

One for All

;                  Beginning at 7th level, you have a habit of
                 supporting and guiding each member of the crew
                 while resting. Requiring 10 minutes of downtime
                  during a long rest, you and any allies that choose to
                  participate gain one charge of unity. A creature can
              expend their charge of unity to reroll any failed attack
        roll, saving throw, or ability check they make. A creature
     may only have one unity charge at any time.

Back to Back

Beginning at 11th level, you and your allies cover each other's backs. While you are within 5 feet of an allied creature (other than your mount) and you are not incapacitated, attacks against you or that creature cannot have advantage.

All for One

Beginning at 15th level, you and your allies are expert in supporting one another in dangerous situations. When an allied creature fails an attack roll, saving throw, or ability check, another creature within 30 feet may use their reaction and expend a unity charge (gained through your One for All feature) to allow the original creature to reroll.

Synergistic Leader

Beginning at 18th level, you are unmatched in your ability to support your comrades in battle, granting you the following benefits:

  • Other creatures of your choice within 10 feet have advantage on their attack rolls.
  • When you are within 5 feet of an allied creature, attack rolls targeting that creature have disadvantage.

Order of the Lion

Members of the Order of the Lion are known for their boldness and aggressive tactics. These cavaliers are prepared for a fight, ready to charge at a moment's notice. Their fearless tactics frighten even the most experienced foes causing them to freeze or rout.

The Lion is an obvious symbol for this order due to its strength, predatory aggression, and natural intimidation. Some cavaliers in the order seem to emulate these terrible beasts in their battle cries and charges.

Lion Edicts

  • Hesitation is death; be swift and resolute in your choices.
  • The best defense is a bold response.
  • Do not allow fear to sway your actions.

Banner of the Lion

Beginning at 3rd level, your banner galvanizes nearby allies to make bold, demoralizing attacks, granting it the following effect:

Banner of the Lion. When you or an allied creature within 30 feet of your banner hits with a melee attack, they gain a +1 bonus to AC until the beginning of their next turn (maximum bonus of +2).

Unnerving Boldness

Beginning at 3rd level, your brave demeanor and strategies unnerve your foes. You gain proficiency in intimidation (or another cavalier class skill if already proficient).

Lion's Roar

                            Beginning at 7th level, your battlecry
                         envigorates your allies. Once per short rest,
                       when you deal charge damage, you may use
                  your bonus action to call allied creatures within 60
               feet to join you. Until the beginning of your next turn,
             these creatures gain the following benefits:

  • Their movement speed increases by 10 feet.
  • Once per turn, they can deal extra damage equal to your valor die when they hit with an attack.

No Hesitation

Beginning at 11th level, you never hesitate in the face of danger. You have advantage on initiative rolls.

Marshal the Pride

Beginning at 15th level, like a lion's pride, you and your allies attack together with devastating effect. Once per long rest, when you use the lion's roar feature, you can choose to have the effects last for one minute.

Ferocious Assault

Beginning at 18th level, your attacks evoke a deep, primal fear in your foes, granting you the following benefits:

  • When you hit a creature with a melee attack, all hostile creatures within 10 feet must make a wisdom saving throw (DC = 8 + your proficiency bonus + your charisma modifier). On a failed save, the creature is frightened of you for one minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. On a successful save, a creature is immune to this effect for 24 hours.
  • When you kill a creature on your turn, you can take an additional action on top of your regular action that turn. You can do this a number of times equal to your charisma modifier before completing a long rest.

Order of the Shield

Masters of defense and protective fighting styles, members of the Order of the Shield dedicate themselves to protecting the weak and defenseless. Experienced warriors know any force led by a shield cavalier should not be fought head on.

Cavaliers in this order see themselves as shields to be used in the protection of others. A shield's job is to take the hit, and many of these cavaliers would rather suffer a severe blow than let another creature suffer harm.

Shield Edicts

  • Above all else, protect the vulnerable.
  • Fight on the frontline to cover your allies
    and divert your foes.
  • A sound defense is the backbone of any plan.

Banner of the Shield

Beginning at 3rd level, your banner reminds your allies to keep their defenses up, granting it the following effect:

Banner of the Shield. When an allied creature within 30 feet of your banner is the target of an attack roll, they can use their reaction to increase their AC by 1d4 against that attack only.

Protective Style

Beginning at 3rd level, you adopt a protective style in combat. You gain the protection fighting style from the fighting style feature (or another cavalier fighting style if you already have the protection style).

Precautionary Defense

At 7th level, you learn to preemptively defend allies that are in dangerous positions. As a bonus action, choose a creature within 5 feet. Until the beginning of your next turn, as long
as that creature remains within 5 feet, the next attack
targeting that creature has
    disadvantage.

Intercept

Beginning at 11th level, you are vigilant and swift to guard the vulnerable. When a hostile creature makes a melee attack on its turn against another creature, you can use your reaction to move up to half your speed (or your mount's speed if mounted) towards the targeted creature. As part of the same reaction, you use the protection fighting style to impose disadvantage on the triggering attack.

Cover Ally

Beginning at 15th level, you fully interpose yourself between your allies and danger. When you use the precautionary defense feature to impose disadvantage on an attack, that attack targets you instead. That attack is made with disadvantage as normal.

Guardian of the Innocent

At 18th level, you are renowned for your protective intuition and unbreakable defensive tactics, granting you the following benefits:

  • When you use your bonus action to perform the precautionary defense feature, you no longer need to target a specific creature. Instead, you become the target of the next attack that targets any allied creature within 5 feet and that attack is made with disadvantage.
  • When you use the intercept feature, if the triggering attacks misses, the attacking creature's turn immediately ends.

Order of
the Hammer

'Might makes right' is
a central tenet of the
Order of the Hammer.
When you are strong, you
can ensure your will
prevails over your foes'.
Cavaliers of this order have
an intense focus on martial
prowess and skill in combat,
seeking to become
unbeatable warriors.

Hammers are tools to build
and to destroy. Members of
this order use their might to
tear down those who would get
in their way. Once those obstacles
are removed, they become free
to forge the land the way they
see fit.

Hammer Edicts

  • Might makes right. Use your
    might to ensure you prevail.
  • Never allow yourself to appear
    weak; weakness invites challenge.
  • Do not hold back, but instead, let
    your enemies feel your full
    strength.

Banner of the Hammer

Beginning at 3rd level, your banner prompts your allies to put their whole might behind each attack, granting it the following effect:

Banner of the Hammer. Once per turn, when an allied creature within 30 feet of your banner rolls weapon damage, they may reroll the damage die once, but must take the new result.

Physical Prowess

Beginning at 3rd level, you hone your martial skills and physical prowess at every opportunity. You gain proficiency in athletics or acrobatics (or another cavalier class skill if already proficient in both).

Brutal Strikes

Beginning at 7th level, when you make your first attack on your turn, you may choose to perform brutal strikes. When you do so, you deal additional damage equal to your charisma modifier with each attack that turn, but attacks targeting you have advantage until the beginning of your next turn.

Improved Critical

Beginning at 11th level, you show no mercy with your attacks. Your weapon attacks score a critical hit on a roll of 19 or 20.

Refuse to Fall

Beginning at 15th level, you do not tolerate defeat. Once per long rest, when you are redued to less than half of your maximum hit points, you gain the following benefits:

  • You have advantage on melee attacks.
  • You have resistance to all damage.

These benefits last for one minute or until you fall unconscious, whichever occurs first.

Pinnacle of Skill

At 18th level, you have attained martial mastery and unmatched skill in combat. You gain the following benefits:

  • Choose either strength or dexterity. The chosen score increases by 2, and your maximum for that score is now 22.
  • Choose either athletics or acrobatics (you must be proficient in the chosen skill). You now add double your proficiency bonus to checks using that skill.

The Cavalier

A martial class for those who prefer riding
over walking. Dominate the battlefield atop
fantastic beasts and heroically lead
the charge with eight cavalier orders:
Sword, Flame, Dragon, Rose, Lion,
Shield, and Hammer.