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<blockquote data-quote="steeldragons" data-source="post: 6676502" data-attributes="member: 92511"><p>Inspired by @<em><strong><u><a href="http://www.enworld.org/forum/member.php?u=20323" target="_blank">Quickleaf</a></u></strong></em>'s work over at his thread, taking a mo' to toss around some Fighter archetype ideas.</p><p></p><p>Here's my Cavalier. What do we think of this?</p><p></p><p><strong><u>The Cavalier</u></strong></p><p>The Cavalier is the best there is at what they do, fight while mounted (typically a horse, but other land-based animals and eventually flying or underwater mounts are also possible). Traditionally viewed as the mounted knight-in-shining-armor with their lance or spear, a cavalier could easily be represented as expert lightly-armored archers (such as the Mongols or Persians were reputed to be), chainmail-clad elfin stag-riding knights, and jungle-tribal-gnomes who bond with local panthers or wolves. The only real necessity of the cavalier’s concept is they have a mount and prefer/excel atop them. Typically possessed of a forceful presence and charisma, as useful in training their animal ally as mastering their fellow men, cavaliers often make welcomed as protectors of their communities and valued advisors (if not leaders) to their militias or armed forces.</p><p></p><p><strong>3rd: Strength of Character</strong></p><p>The Cavalier replaces Constitution with Charisma as a saving throws proficiency. For ability rolls that would normally use Constitution, the cavalier may their Charisma score/modifier instead, if it is higher. </p><p></p><p>Additionally, once per short rest, as a full action, the cavalier can present themselves in such an encouraging and supportive light, that allies within 20’ radius who can see the cavalier add the cavalier’s Cha. modifier to a save roll of the cavalier’s choice. The area is extended to a 50’ radius when the cavalier is atop their mount.</p><p></p><p><strong>Mounted Expert</strong></p><p>At 3rd level you gain a Medium (for Small PCs) or Large (for Medium PCs) land-based animal companion of CR 1 or less that accompanies you on your adventures as loyal mount. The mount may possess an enlightened intelligence or simply exceptional training, but they obey verbal and tactile commands (such as leg pressure), as best it can within its natural ability. The mount is an NPC that takes its turn on your initiative and can attack independently of the cavalier, except as noted below. The cavalier’s bond with and special training of the mount provides them with the following mutual benefits:</p><ul> <li data-xf-list-type="ul"><strong>Expert Trainer: </strong>You add your proficiency bonus to the animal’s AC, attack rolls and damage rolls, as well as to any saving throws or skills in which it is proficient.</li> <li data-xf-list-type="ul"><strong>Tough Creature:</strong> Its HP maximum equals normal maximum or 4 times your fighter level, whichever is higher</li> <li data-xf-list-type="ul">Mounted Combatant: You gain advantage for any weapon attack made from atop your mount.</li> <li data-xf-list-type="ul"><strong>Ride as One:</strong> Your mount moves its full movement rate with up to double encumbrance. You and your mount do not suffer exhaustion levels for wearing or travelling in armor. Neither you nor your mount suffer a first level of exhaustion for distance, difficult terrain or other environmental conditions travelled until they have gone double the normal time for exhaustion to accrue. Follwoing the first, exhaustion levels accrue normally.</li> <li data-xf-list-type="ul"><strong>Valorous Charge:</strong> Given 20’ or more to charge your enemies, you and your mount attack as one (in a single action). Both you and your mount add your Charisma modifier to attack and damage rolls. The Valorous Charge can only be used for one attack of the fighter’s turn but requires the mounts full attack. i.e. A 5th level fighter with 2 attacks can use their second attack against a target within reach after the Valorous Charge, but the mount’s attack for the turn has been used, unless the creature possesses the multiattack feature.</li> </ul><p></p><p>At 9th level, the cavalier can bond to two mounts of a quality that grant the above benefits. At 16th the cavalier can have three chosen mounts.</p><p></p><p>When a new mount is possible or if a mount is lost for any reason, the cavalier requires a minimum of 1 month of (in-game) downtime to train and bond with a new mount well-enough to receive the above benefits. </p><p></p><p><strong>7th: Issue Challenge:</strong> On your turn, you issue a challenge to melee or mounted combat to a creature within 50’ that can see and hear you. This distance is extended to 100’ if you are mounted. Whether the target understands your language or not (your body language, tone and forceful presence are all very clear), the creature must make a Wisdom save to beat DC 8 + proficiency bonus + Charisma modifier. If failed, the creature must use its turn to move its full and fastest rate to engage the cavalier. The cavalier may only have on such creature engaged in a “challenge” at a time. The challenge is ended when either party reaches 0 HP, surranders or the cavalier does not use their action to attack. Once ended, the target is immune to challenges from the cavalier for the next 24 hours. </p><p></p><p><strong>10th: Mounted Superiority:</strong> You can bond to mounts that are one size category larger than you previously could. You can bond to mounts that have a flight or swim speed.</p><p>The cavalier and mount now gain the following additional traits:</p><ul> <li data-xf-list-type="ul"><strong>Shared Respite: </strong>When you spend HD on a short or long rest to regain HP, your expert tending transfers up to half your HD to heal your mount. Also, when using the fighter’s Second Wind feature, your mount uses its bonus action to receive the same benefit.</li> <li data-xf-list-type="ul"><strong>Extra Attacks:</strong> Your mount can make extra attacks, using your Extra Attacks, instead of yourself.</li> <li data-xf-list-type="ul"><strong>Applied Expertise:</strong> You gain the benefits of Mounted Expert traits when riding any creature of the same kind as your bounded mount.</li> </ul><p></p><p><strong>15th: Unflappable:</strong> You gain immunity from the frightened condition. You add your Charisma modifier to all save rolls against magics or effects that aim to charm, confuse or otherwise alter the cavalier’s mind or emotions.</p><p></p><p><strong>18th: Last Stand</strong> <em>(courtesy of Quickleaf)</em></p><p>At 18th level, you cannot die from damage while your challenged enemy 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 enemy dies or falls unconscious, or you end a round without having attacked your challenged enemy, this effect ends and you begin to die as normal.</p></blockquote><p></p>
[QUOTE="steeldragons, post: 6676502, member: 92511"] Inspired by @[I][B][U][URL="http://www.enworld.org/forum/member.php?u=20323"]Quickleaf[/URL][/U][/B][/I]'s work over at his thread, taking a mo' to toss around some Fighter archetype ideas. Here's my Cavalier. What do we think of this? [B][U]The Cavalier[/U][/B] The Cavalier is the best there is at what they do, fight while mounted (typically a horse, but other land-based animals and eventually flying or underwater mounts are also possible). Traditionally viewed as the mounted knight-in-shining-armor with their lance or spear, a cavalier could easily be represented as expert lightly-armored archers (such as the Mongols or Persians were reputed to be), chainmail-clad elfin stag-riding knights, and jungle-tribal-gnomes who bond with local panthers or wolves. The only real necessity of the cavalier’s concept is they have a mount and prefer/excel atop them. Typically possessed of a forceful presence and charisma, as useful in training their animal ally as mastering their fellow men, cavaliers often make welcomed as protectors of their communities and valued advisors (if not leaders) to their militias or armed forces. [B]3rd: Strength of Character[/B] The Cavalier replaces Constitution with Charisma as a saving throws proficiency. For ability rolls that would normally use Constitution, the cavalier may their Charisma score/modifier instead, if it is higher. Additionally, once per short rest, as a full action, the cavalier can present themselves in such an encouraging and supportive light, that allies within 20’ radius who can see the cavalier add the cavalier’s Cha. modifier to a save roll of the cavalier’s choice. The area is extended to a 50’ radius when the cavalier is atop their mount. [B]Mounted Expert[/B] At 3rd level you gain a Medium (for Small PCs) or Large (for Medium PCs) land-based animal companion of CR 1 or less that accompanies you on your adventures as loyal mount. The mount may possess an enlightened intelligence or simply exceptional training, but they obey verbal and tactile commands (such as leg pressure), as best it can within its natural ability. The mount is an NPC that takes its turn on your initiative and can attack independently of the cavalier, except as noted below. The cavalier’s bond with and special training of the mount provides them with the following mutual benefits: [LIST] [*][B]Expert Trainer: [/B]You add your proficiency bonus to the animal’s AC, attack rolls and damage rolls, as well as to any saving throws or skills in which it is proficient. [*][B]Tough Creature:[/B] Its HP maximum equals normal maximum or 4 times your fighter level, whichever is higher [*]Mounted Combatant: You gain advantage for any weapon attack made from atop your mount. [*][B]Ride as One:[/B] Your mount moves its full movement rate with up to double encumbrance. You and your mount do not suffer exhaustion levels for wearing or travelling in armor. Neither you nor your mount suffer a first level of exhaustion for distance, difficult terrain or other environmental conditions travelled until they have gone double the normal time for exhaustion to accrue. Follwoing the first, exhaustion levels accrue normally. [*][B]Valorous Charge:[/B] Given 20’ or more to charge your enemies, you and your mount attack as one (in a single action). Both you and your mount add your Charisma modifier to attack and damage rolls. The Valorous Charge can only be used for one attack of the fighter’s turn but requires the mounts full attack. i.e. A 5th level fighter with 2 attacks can use their second attack against a target within reach after the Valorous Charge, but the mount’s attack for the turn has been used, unless the creature possesses the multiattack feature. [/LIST] At 9th level, the cavalier can bond to two mounts of a quality that grant the above benefits. At 16th the cavalier can have three chosen mounts. When a new mount is possible or if a mount is lost for any reason, the cavalier requires a minimum of 1 month of (in-game) downtime to train and bond with a new mount well-enough to receive the above benefits. [B]7th: Issue Challenge:[/B] On your turn, you issue a challenge to melee or mounted combat to a creature within 50’ that can see and hear you. This distance is extended to 100’ if you are mounted. Whether the target understands your language or not (your body language, tone and forceful presence are all very clear), the creature must make a Wisdom save to beat DC 8 + proficiency bonus + Charisma modifier. If failed, the creature must use its turn to move its full and fastest rate to engage the cavalier. The cavalier may only have on such creature engaged in a “challenge” at a time. The challenge is ended when either party reaches 0 HP, surranders or the cavalier does not use their action to attack. Once ended, the target is immune to challenges from the cavalier for the next 24 hours. [B]10th: Mounted Superiority:[/B] You can bond to mounts that are one size category larger than you previously could. You can bond to mounts that have a flight or swim speed. The cavalier and mount now gain the following additional traits: [LIST] [*][B]Shared Respite: [/B]When you spend HD on a short or long rest to regain HP, your expert tending transfers up to half your HD to heal your mount. Also, when using the fighter’s Second Wind feature, your mount uses its bonus action to receive the same benefit. [*][B]Extra Attacks:[/B] Your mount can make extra attacks, using your Extra Attacks, instead of yourself. [*][B]Applied Expertise:[/B] You gain the benefits of Mounted Expert traits when riding any creature of the same kind as your bounded mount. [/LIST] [B]15th: Unflappable:[/B] You gain immunity from the frightened condition. You add your Charisma modifier to all save rolls against magics or effects that aim to charm, confuse or otherwise alter the cavalier’s mind or emotions. [B]18th: Last Stand[/B] [I](courtesy of Quickleaf)[/I] At 18th level, you cannot die from damage while your challenged enemy 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 enemy dies or falls unconscious, or you end a round without having attacked your challenged enemy, this effect ends and you begin to die as normal. [/QUOTE]
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