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# D&D One Subclasses ## Fighter ### Cavalier (D&D One Revamp) The archetypal cavalier excels at mounted combat. Usually born among the nobility and raised at court, a cavalier is equally at home leading a cavalry charge or exchanging repartee at a state dinner. Cavaliers also learn how to guard those in their charge from harm, often serving as the protectors of their superiors and of the weak. Compelled to right wrongs or earn prestige, many of these fighters leave their lives of comfort to embark on glorious adventure. #### 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. #### Mounted Equilibrium Starting at 3rd, you can split harm dealt to you and your mount between one another. Whenever you or your mount is subjected to any amount of damage while you are mounting them, you can split that damage evenly between the two of you. When splitting damage this way any resistance or immunity that either you or your mount has effects both the damage of the creature that has the resistance or immunity, and the other one. If a creature has vulnerability to a damage type that the other creature has immunity to the damage is not affected in any way. #### Warding Maneuver At 7th level, you learn to fend off strikes directed at you, your mount, or other creatures nearby. If you or a creature you can see within 5 feet of you is hit by an attack, you can roll 1d8 as a reaction if you're wielding a melee weapon or a shield. Roll the die, and add the number rolled to the target's AC against that attack. You can use this feature a number of times equal to your Constitution modifier, and you regain all expended uses of it when you finish a long rest. #### Unwavering Mark Starting at 10th level, you can menace your foes, foiling their attacks and punishing them for harming others. When you hit a creature with a melee weapon attack, you can mark the creature until the end of your next turn. This effect ends early if you are incapacitated or you die, if you make make an attack against the creature, or if someone else marks the creature. \columnbreak While it is within 5 feet of you, a creature marked by you has disadvantage on any attack roll that doesn't target you. In addition, a creature marked by you provokes an opportunity attacks from you when they move 5 feet or more while within your reach, and if you hit a creature marked by you with an opportunity attack, the target's speed is reduced to 0 until the end of the current turn. Additionally, you know of the resistances, immunities, and vulnerabilities of a creature marked by you this way. Regardless of the number of creatures that you hit, you can only mark one creature at a time this way. #### Ferocious Charger Starting at 15th 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 target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone. You can use this feature only once on each of your turns. In addition, a creature knocked prone this way triggers opportunity attacks when they move out of a creature's range regardless of any abilities that they have that would say otherwise until the end of their next turn. #### Vigilant Defender Starting 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.
\pagebreakNum ### Cavalier (Ability Revamp) The archetypal cavalier excels at mounted combat. Usually born among the nobility and raised at court, a cavalier is equally at home leading a cavalry charge or exchanging repartee at a state dinner. Cavaliers also learn how to guard those in their charge from harm, often serving as the protectors of their superiors and of the weak. Compelled to right wrongs or earn prestige, many of these fighters leave their lives of comfort to embark on glorious adventure. #### 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. #### Mounted Equilibrium Starting at 3rd, you can split harm dealt to you and your mount between one another. Whenever you or your mount is subjected to any amount of damage while you are mounting them, you can split that damage evenly between the two of you. When splitting damage this way any resistance or immunity that either you or your mount has effects both the damage of the creature that has the resistance or immunity, and the other one. If a creature has vulnerability to a damage type that the other creature has immunity to the damage is not affected in any way. #### Mounted Defendant Starting at 7th level, you and your mount become more defensive and less prone to separation. While you are mounting your mount both you and your mount gain a bonus to your Armor Class based on whether or not they have the higher or lower armor class among the two of you. The creature with the lower Armor Class gains a base Armor Class equal to the Armor Class of the of the creature with a higher Armor Class and the creature with the higher Armor Class gains a +2 bonus to their Armor Class. In addition, you gain a +2 bonus to saving throws made against being knocked off of your mount. #### Knightly Charge Starting at 10th level, you can move at rapid speeds towards your foes, knocking them away with much power. While you are riding your mount, they gain a bonus to their Walking Speed equal to half your Walking Speed (rounded up). Additionally, if your mount moves at least 20 feet in a straight line right before you attack a creature and hit it with the attack, that target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone. You can use this feature only once on each of your turns. \columnbreak #### Fearless Launch Starting at 15th level, your mount can launch you off to hurdle at a creature and attack them with great velocity. As an action on your mount's turn, while you are mounting them, they can launch you a number of feet equal to your high jump plus your mount's high jump. If you land on a creature this way, you can make an attack against them, this attack can trigger your Knightly Charge ability and deals additional damage equal to your Proficiency Bonus. This ability launches you an additional 5 feet for every 15 feet your mount moved in a straight line before using this ability this turn. #### Unbreakable Bond At 18th level, separation is the last thing that will ever happen to you and your mount. You always know the general location of your mount and the general direction they are going, your mount knows the same about you. You can also not be separated or knocked off of your mount as long as your aren't Incapacitated. In addition, you can perform a 4 hour ritual to teleport you mount to you or to teleport to your mount. This ritual requires a souvenir from your mount (a lock of hair, a nail, etc.) as a material component. If you and your mount are on different planes this ritual takes an additional 4 hours to perform.
\pagebreakNum ### God Favored