RhaezDaevan
Adventurer
Here's some initial ideas for a cavalier class. Yes I know it could simply be a Fighter Martial Archetype, but I could see different types non-magical knights or mounted warriors. I do plan on taking the best bits of the class and making a Fighter subclass as a separate option.
Cavalier
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) + your Constitution modifier per cavalier level after 1st level
Proficiencies
Armor: All armor, shields
Weapons: All simple weapons, martial weapons.
Tools: none
Saves: Constitution, Charisma
Skills: Choose two from Athletics, History, Insight, Intimidation, and Persuasion.
Equipment
Same as fighter??
Fighting Style
Same as fighter, but can only choose from the following:
Defense, Dueling, Great Weapon Fighting, Protection
Challenge Foe
You’ve trained yourself in one-on-one combat. During combat when not incapacitated and don’t already have a foe designated, you can issue a challenge against an enemy you can see. The enemy need not be able to understand you.
Once you challenge a foe, you cannot stop the challenge, nor can you designate a different enemy as your challenged foe, until either your challenged foe is defeated, or you end a round without attacking your challenged foe. All attacks against your challenged foe get a bonus to damage equal to your proficiency bonus and you may re-roll all 1s when making attack rolls against your challenged foe.
While challenging a foe, your attacks against other targets have disadvantage and attacks against you by attackers other than your challenged foe have advantage.
Valorous Smite
You’ve learned to strike harder against your challenged foe. Starting at 2nd level, an attack against your challenged foe takes extra damage equal to 1d6 per two Cavalier levels. (For example a 6th level cavalier would deal 3d6 extra damage). Once used, you cannot use valorous smite again until you complete a long rest. At 9th level, you can use valorous smite twice before needing a long rest. At 17th level, you can use valorous smite three times before needing a long rest.
Mounted Charge
All cavaliers know how to best use their mount on the battlefield. Your training allows you to make a special attack while mounted. As an action when mounted and have not designated a challenged foe, you can have your mount move up to its base speed, but at least 20’ and then you can make a single attack with a single handed melee weapon.
This single attack deals extra damage equal to that of your valorous smite. If you’re using a lance for this attack, the extra damage is maximized. This does not count as a use of valorous smite. (For example, an 8th level cavalier attacking with a longsword would get +4d6 damage, but if using a lance it would be +24 damage.
Martial Oath
When you reach 3rd level, you swear an oath to a knightly order, a deity, or even to your allies. You choose the Oath of the Defender, the Oath of the Commander, or the Oath of the Templar, all detailed below. This oath becomes the mantra that you live by and provides features at 3rd level and again at 7th, 11th, and 18th.
Improved Mount
You learned to discern the best mount to use, and any mount used by you is brought to the peak of perfection. Starting at 3rd level, all mounts you have a hand in purchasing or acquiring have the maximum HP total that they can have.
Also, all mounts used by you for at least a week have an HP total of their max HP total + your cavalier level, but only while being ridden by a cavalier. (For example, a warhorse has 3d10+3 hp, but if purchased by a cavalier it has 33, the max a warhorse can have. After a week of a 3rd level cavalier riding it, the warhorse now has 36 max HP.)
Ability Score Improvement
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th, 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.
Valorous Charge
You can now perform a mounted charge, even when not mounted. Starting at 10th level, you can move your base land speed, but must move at least 15 feet and make a single attack with a melee weapon. If the attack hits, you deal extra damage equal to half your valorous smite damage, round down. (For example, a 10th level cavalier would deal +2d6 extra damage.
Improved Mounted Charge
Your training with mounted combat has been mastered. Starting at 13th level, when you perform a mounted charge, the attack has advantage, and the attack scores a critical hit on a roll of 19-20.
Last Stand
Your endurance while challenging a foe knows no bounds. At 20th level, you cannot die from lost hp while your challenged foe remains undefeated. This includes dying from taking massive damage, but not effects that kill without dealing damage, such as the Power Word Kill spell. If your challenged foe dies or falls unconscious, or you end a round without having attacked your challenged foe, this effect ends and you begin to die as normal.
Martial Oaths
Oath of the Defender
Tenets:
Defend the weak.
Defend the innocent.
Defend your allies.
Features: ??
Oath of the Commander
Tenets:
Lead the charge.
Work as a unit.
Never give up.
Features: ??
Oath of the Templar
Tenets:
Protect the faith.
Seek out evil.
Hope to the hopeless.
Features: ??
Cavalier
Level | Proficiency Bonus | Features |
1st | +2 | Fighting Style, Challenge Foe |
2nd | +2 | Valorous Smite (one use), Mounted Charge |
3rd | +2 | Martial Oath, Improved Mount |
4th | +2 | Ability Score Improvement |
5th | +3 | Extra Attack |
6th | +3 | Ability Score Improvement |
7th | +3 | Martial Oath Feature |
8th | +3 | Ability Score Improvement |
9th | +4 | Valorous Smite (two uses) |
10th | +4 | Valorous Charge |
11th | +4 | Martial Oath Feature |
12th | +4 | Ability Score Improvement |
13th | +5 | Improved Mounted Charge |
14th | +5 | Ability Score Improvement |
15th | +5 | Martial Oath Feature |
16th | +5 | Ability Score Improvement |
17th | +6 | Valorous Smite (three uses) |
18th | +6 | Martial Oath Feature |
19th | +6 | Ability Score Improvement |
20th | +6 | Last Stand |
Hit Points
Hit Dice: 1d10 per cavalier level
Hit Points at 1st-level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per cavalier level after 1st level
Proficiencies
Armor: All armor, shields
Weapons: All simple weapons, martial weapons.
Tools: none
Saves: Constitution, Charisma
Skills: Choose two from Athletics, History, Insight, Intimidation, and Persuasion.
Equipment
Same as fighter??
Fighting Style
Same as fighter, but can only choose from the following:
Defense, Dueling, Great Weapon Fighting, Protection
Challenge Foe
You’ve trained yourself in one-on-one combat. During combat when not incapacitated and don’t already have a foe designated, you can issue a challenge against an enemy you can see. The enemy need not be able to understand you.
Once you challenge a foe, you cannot stop the challenge, nor can you designate a different enemy as your challenged foe, until either your challenged foe is defeated, or you end a round without attacking your challenged foe. All attacks against your challenged foe get a bonus to damage equal to your proficiency bonus and you may re-roll all 1s when making attack rolls against your challenged foe.
While challenging a foe, your attacks against other targets have disadvantage and attacks against you by attackers other than your challenged foe have advantage.
Valorous Smite
You’ve learned to strike harder against your challenged foe. Starting at 2nd level, an attack against your challenged foe takes extra damage equal to 1d6 per two Cavalier levels. (For example a 6th level cavalier would deal 3d6 extra damage). Once used, you cannot use valorous smite again until you complete a long rest. At 9th level, you can use valorous smite twice before needing a long rest. At 17th level, you can use valorous smite three times before needing a long rest.
Mounted Charge
All cavaliers know how to best use their mount on the battlefield. Your training allows you to make a special attack while mounted. As an action when mounted and have not designated a challenged foe, you can have your mount move up to its base speed, but at least 20’ and then you can make a single attack with a single handed melee weapon.
This single attack deals extra damage equal to that of your valorous smite. If you’re using a lance for this attack, the extra damage is maximized. This does not count as a use of valorous smite. (For example, an 8th level cavalier attacking with a longsword would get +4d6 damage, but if using a lance it would be +24 damage.
Martial Oath
When you reach 3rd level, you swear an oath to a knightly order, a deity, or even to your allies. You choose the Oath of the Defender, the Oath of the Commander, or the Oath of the Templar, all detailed below. This oath becomes the mantra that you live by and provides features at 3rd level and again at 7th, 11th, and 18th.
Improved Mount
You learned to discern the best mount to use, and any mount used by you is brought to the peak of perfection. Starting at 3rd level, all mounts you have a hand in purchasing or acquiring have the maximum HP total that they can have.
Also, all mounts used by you for at least a week have an HP total of their max HP total + your cavalier level, but only while being ridden by a cavalier. (For example, a warhorse has 3d10+3 hp, but if purchased by a cavalier it has 33, the max a warhorse can have. After a week of a 3rd level cavalier riding it, the warhorse now has 36 max HP.)
Ability Score Improvement
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th, 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.
Valorous Charge
You can now perform a mounted charge, even when not mounted. Starting at 10th level, you can move your base land speed, but must move at least 15 feet and make a single attack with a melee weapon. If the attack hits, you deal extra damage equal to half your valorous smite damage, round down. (For example, a 10th level cavalier would deal +2d6 extra damage.
Improved Mounted Charge
Your training with mounted combat has been mastered. Starting at 13th level, when you perform a mounted charge, the attack has advantage, and the attack scores a critical hit on a roll of 19-20.
Last Stand
Your endurance while challenging a foe knows no bounds. At 20th level, you cannot die from lost hp while your challenged foe remains undefeated. This includes dying from taking massive damage, but not effects that kill without dealing damage, such as the Power Word Kill spell. If your challenged foe dies or falls unconscious, or you end a round without having attacked your challenged foe, this effect ends and you begin to die as normal.
Martial Oaths
Oath of the Defender
Tenets:
Defend the weak.
Defend the innocent.
Defend your allies.
Features: ??
Oath of the Commander
Tenets:
Lead the charge.
Work as a unit.
Never give up.
Features: ??
Oath of the Templar
Tenets:
Protect the faith.
Seek out evil.
Hope to the hopeless.
Features: ??