Cavalier Variant (5e Class)

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Cavalier

While many warriors strive to perfect their art, spending all of their time honing their skill at martial arms, others spend as much effort dedicating themselves to a cause. These warriors, known as cavaliers, swear themselves to a purpose, serving it above all else. Cavaliers are skilled at fighting from horseback, and are often found charging across a battlefield, with the symbol of their order trailing on a long, fluttering banner. The cavalier's true power comes from the conviction of his ideals, the oaths that he swears, and the challenges he makes.

This is a direct take on the Cavaliers of Pathfinder.

Born Leaders

Cavaliers tend to marshal forces on the battlefield, using their mounted talens and challenges to control the flow of the fight. Outside of battle, cavaliers can be found advancing their cause through diplomacy and, if needed, subterfuge. The cavalier is no stranger to courtly intrigue and can hold his own in even the most delicate of social situations.

Creating a Cavalier

A Cavalier as seen in Pathfinder


Quick Build

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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 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Cavalier level after 1st

Proficiencies

Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Constitution, Charisma
Skills: Animal Handling, choose 2 from Athletics, History, Survival, Persuasion and Deception

Equipment

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

    Table: The Cavalier

    LevelProficiency
    Bonus
    FeaturesTactics
    1st+2Challenge, Mount-
    2nd+2Cavalier's Charge, Tactician2
    3rd+2Order2
    4th+2Ability Score Improvement2
    5th+3Extra Attack (x1)3
    6th+33
    7th+3Order Feature3
    8th+3Ability Score Improvement4
    9th+44
    10th+44
    11th+4Extra Attack (x2)5
    12th+4Ability Score Improvement5
    13th+55
    14th+56
    15th+5Order Feature6
    16th+5Ability Score Improvement6
    17th+67
    18th+67
    19th+6Ability Score Improvement7
    20th+6Order Feature8

    Challenge

    A cavalier can challenge a foe to combat. As a bonus action, the cavalier chooses one target within 60 feet to challenge. The cavalier’s melee attacks deal extra damage whenever the attacks are made against the target of his challenge. This extra damage is equal to half the cavalier’s level.

    Attacking an opponent other than the challenged opponent will end the challenge early.

    The challenge remains in effect until the target is dead or unconscious or until the combat ends.

    You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest.

    Intended for rewrite

    Mount

    At 1st level, you learn to use your animal handling to create a powerful bond with a mount that you train.

    During a Long Rest, you can expend 50 GP worth of gold of food and drink to train and bond with a mount of your choice. You normally select your mount from among the following animals: Axebeak, camel, elk, giant seahorse, giant tortoise, horse, giraffe, zebra, antelope, capybara, giant weasel, lizard, kangaroo, pony, ram, reindeer, stag, wolf or wolfdog. If no specific mount is chosen, a wild mount can be found during the Long Rest. However, your DM might pick one of these animals for you, based on the surrounding terrain and on what types of creatures would logically be present in the area. A mount must be at least 1 size category larger than yourself and caannot have a challenge rating of higher than 1/2.

    At the end of the Long Rest, your mount appears and gains all the benefits of your Companion’s Bond ability. You can have only one mount at a time.

    If your mount is ever slain, the magical bond you share allows you to return it to life. With 8 hours of work and the expenditure of 25 gp worth of rare herbs and fine food, you call forth your mount's spirit and use your magic to create a new body for it. You can return an mount to life in this manner even if you do not possess any part of its body.

    If you use this ability to return a former mount to life while you have a current mount, your current mount leaves you and is replaced by the restored mount.


    A cavalier does not take an armor check penalty on Ride checks while riding his mount. The mount is always considered combat trained and begins play with Light Armor Proficiency as a bonus feat.

    Intended for rewrite

    Cavalier's Charge

    Starting at 2nd level, if you move at least 10 ft. in a straight line before your first attack on your turn, you may declare an opponent you are charging. Doing so gives you advantage on melee weapon attack rolls using Strength against that opponent during this turn.

    Tactician

    At 2nd level, a cavalier receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. As a standard action, the cavalier can grant this feat to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two levels the cavalier possesses. Allies do not need to meet the prerequisites of these bonus feats. The cavalier can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every 5 levels thereafter.

    Intended for rewrite

    Order

    When you reach 3rd Level, you swear yourself to an order. Up until now you've worked the life of a Cavalier, but only now will you be accepted as a part of an order.

    Members of these orders are not necessarily bound together, but some organizations do exist that are comprised of cavaliers that all belong to one specific order.

    Your choice graants you features at 3rd Level and again at 7th, 15th and 20th level. Those features include Fighting Styles and the [[#|]] feature.

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    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.

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    Order of the Sword

    Cavaliers who join the order of the sword dedicate their lives to the code of chivalry, living a life of honor, valor and fairness. Cavaliers of this order tend to swear service to a lord or a lady. Of the orders, the order of the sword is perhaps the broadest in terms of its focus and ideals.

    Edicts: The cavalier must show courage in the face of danger, mercy to those who have wronged him, and charity to the poor and the meek. He must be just and honorable at all times and in all things. He must defend his honor and above all else, the honor of those he serves.

    Fighting Style

    A Cavalier who follows the Order of the Sword gains the advantage of the Dueling Fighting Style at 3rd level.

    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.

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    Order of the Shield

    Cavaliers who join the order of the shield devote their lives to protecting the common folk, from the simple farmer to the honest craftsman. These cavaliers stand before the tide, protecting the innocent from roving marauders and hungry monsters.

    Edict: The cavalier must protect the lives and prosperity of the common folk, shielding them from the deprivations of those who would seek to cause them harm or exploit them. He must give charity where it is warranted and aid when needed. He must take no action that would cause harm or hardship to those who cannot defend themselves.

    Fighting Style

    A Cavalier who follows the Order of the Shield gains the advantage of the Protection Fighting Style at 3rd level.

    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.

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    Multiclassing


    Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

    Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:

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