Knight Errant
Order of the Blue Rose
Order of the Dragon
Order of the Flame
Order of the Lion
Order of the Scales
Order of the Shield
Order of the Star
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.
A cavalier is more than just a mere warrior, but a vessel of courage surrounded by armor of chivalry and honor. Whether they are selling their services to lords in a mercenary knighthood roaming the realm or dedicated servants of a castle, cavaliers all share a sense of honor and dignity. Most are nobles, raised to follow in the footsteps of their fathers or mothers who were cavaliers before them.
Others are fortunate souls who were taken on as squires to service in the cavalier’s order at a young age. Bonds of kinship with adventurers or other cavaliers are a common motivating factor for a cavalier. The cavalier stands strong in the face of threats to allies and the cavalier’s order.
Cavaliers learn the art of combat with restraint. A cavalier must follow a code of honor, and fights with honor in combat to gain honor and respect. Cavaliers never strike an unarmed foe, nor will they attack a foe that is unable to defend themselves in battle. Cavaliers always fight with honor, and are specialized in honorable challenges at arms.
A cavalier always acts in accordance with the strictest tenets of honor and follows a personal code of chivalry. Cavaliers act with caution and care not to harm those who cannot defend themselves, nor do they strike a foe unprepared. Honorable combat is the only form of combat known to a cavalier, even when it is to the cavalier’s personal detriment. Cavaliers are dedicated to the cause of chivalry, and their order. As trained soldiers, they are taught to bring honor to themselves, their families, and their order or kingdom.
An adventuring cavalier often uses their training on their adventures across the world, bringing honor and renown to the order that trained them, as well as safety to those in need. A cavalier is driven by a sense of duty to protect those who cannot protect themselves and to fight against those who threaten innocent people.
The following are some optional quirks for a player of this Class.
d6 | Quirk |
---|---|
1 | You talk to your steed as if it can understand you. |
2 | You add noble flourish to your speech. |
3 | You narrate the heroic nature of your own adventures. |
4 | You value the shine of your armor, the quaff of your hair, and your companions in that order. |
5 | You introduce yourself with all eight of your names, before starting into all twelve titles. |
6 | You proclaim your name and intentions to your enemies. They should know who they ran afoul of. |
-Level- | -PB- | -Features- | -Maneuvers- | -Superiority- | -Superiority Dice- |
---|---|---|---|---|---|
1st | +2 | Cavalier order, Challenge, Mounted Expert |
- | - | - |
2nd | +2 | Combat Superiority, Second Wind |
3 | 7 | d4 |
3rd | +2 | Order feature | 3 | 7 | d4 |
4th | +2 | Bonus skill | 3 | 7 | d4 |
5th | +3 | Extra Attack | 4 | 7 | d4 |
6th | +3 | - | 4 | 9 | d6 |
7th | +3 | Order feature | 4 | 9 | d6 |
8th | +3 | Bonus skill | 5 | 9 | d6 |
9th | +4 | Indomitable | 5 | 9 | d6 |
10th | +4 | Order feature | 5 | 10 | d8 |
11th | +4 | Extra Attack (2) | 6 | 10 | d8 |
12th | +4 | Bonus skill | 6 | 10 | d8 |
13th | +5 | Indomitable (2) | 6 | 10 | d8 |
14th | +5 | - | 7 | 12 | d10 |
15th | +5 | Order feature | 7 | 12 | d10 |
16th | +5 | Bonus skill | 7 | 12 | d10 |
17th | +6 | Indomitable (3) | 8 | 16 | d10 |
18th | +6 | Order feature | 8 | 16 | d12 |
19th | +6 | Bonus skill | 8 | 20 | d12 |
20th | +6 | Extra Attack (3) | 8 | 20 | d12 |
As an cavalier, you gain the following class features
Hit Dice: 1d10
You are proficient with Constitution and Charisma saving throws.
Class Skills: Animal handling (only specific mount, such as camel, dog or horse), Courtier, History, Law, Leadership and Physique
Skill Points: You gain 2 skill points at 1st level.
Weapon Groups: You have rank 2 with Axe, Club, Flail, Lance, Spear, Sword and Bow. Additionally you have rank 1 with Knife, Polearm, Crossbow and Sling.
Combat Skills: You gain the Light armor, Medium armor and Heavy armor skills.
After 1st level: You gain 1 skill point to spend on combat skills every level.
You start with the following equipment, in addition to the equipment granted by your background:
When you select this class, you must pledge yourself to a specific order. The order grants a number of bonuses, class skills and traits, and are detailed under the section “Orders” below. In addition, each order includes a number of edicts that you must follow. If you violate any of these edicts, you loses the benefits from the order’s challenge ability for 24 hours. The violation of an edict is subject to GM interpretation.
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 dauntless fighting spirit and force of personality invokes awe in your allies and fear in the hearts of enemies.
As a bonus action, you step forward and challenge a foe. To challenge an enemy, the foe must have an Intelligence of 5 or higher and speak or understand at least one language. Body language alone can convey the intention of this challenge, at the discretion of the DM.
The target must make a Wisdom saving throw against DC 8 + your proficiency bonus + your Charisma modifier. On a failed save, the target has disadvantage on all attack rolls against targets other than you. A foe may only be affected by your challenge once per day.
Your melee attacks deal extra damage equal to your Charisma modifier against the target of your challenge. Some cavalier orders grant you additional effects as you advance in levels, as noted in the order description.
In addition, while challenging a foe, you and all allies within 3o ft have advantage on saving throws against being frightened.
The challenge lasts for one minute, unless a challenge ability states otherwise. The effect also ends if you attack any other creature besides the target or if you are rendered unconscious.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Short rest |
---|
After a short rest: |
* Regain 1 Superiority. |
* Regain use of Second Wind. |
Long rest |
---|
After a long rest: |
* Regain Superiority equal to your proficiency bonus. |
Add the following class specific benefits to choose from: |
* Reset all uses of Indomitable. |
* Regain all Superiority. |
Your mounted training allows you to effectively control a mount in the chaos of battle. This grants you several benefits.
You may select a mount that becomes your Steed. It uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, a steed also adds its proficiency bonus to its AC and to its damage rolls. For each level you gain after 2nd, your steed gains an additional hit die and increases its hit points accordingly.
The Steed obeys your commands as best as it can. It takes its turn on your initiative, though it doesn’t take an action unless you command it to. On your turn, you can command the steed where to move (no action required by you). You can use your action to command it to take the Attack, Dash, Disengage, Dodge, or Help action.
Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the Attack action.
If your steed dies or is otherwise lost, you can obtain another one by spending 1 week bonding with another mount.
Starting at 2nd level, your tactical expertise makes you a deadly force on the battlefield. You learn maneuvers which are fueled by a special resource called superiority.
You learn three maneuvers of your choice. At least half (rounded down) of you maneuvers must be from the mounted category.
You learn additional maneuvers at certain levels as shown in the Maneuvers Known section of the Cavalier table. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one. All maneuvers are listed here.
In addition you always have access to the Action Surge maneuver (see below)
Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.
To use a maneuver, you have to spend Superiority. Most maneuvers require you to spend 2 superiority, some cost only 1, and the action surge maneuver costs 4. The amount of superiority you have per level as shown in the Cavalier table.
Some maneuvers have effects based on your superiority die. You start with a d6, and it increases as you level, as shown in the Cavalier table.
Some of your maneuvers require your target to make a saving throw to resist their effects. The saving throw DC is calculated as follows:
Maneuver Save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
You can push yourself beyond your normal limits for a moment. On your turn, you can spend 4 superiority to take one additional action on top of your regular action and a possible bonus action.
From 1st level, you have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, if you have less than half your hp left, you can use a bonus action to regain a number of hit points equal to 1d10 + your Constitution bonus.
Once you use this feature, you must finish a short rest before you can use it again.
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you gain an additional skill point to spend on your class skills.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.
At 9th level, you can choose either Indomitable self or Indomitable ally.
When you use the feature you can’t use it again until you finish a long rest. You can use this feature twice between long rests starting at 13th level and three times starting at 17th level.
As a reaction, you can reroll a saving throw that you fail.
Your courageous words inspire valor and ferocity in your allies, allowing you to use your reaction to allow an ally within 30 feet who can see or hear you to reroll a failed saving throw.
Prerequisites. To qualify for multiclassing into the cavalier class, you must meet these prerequisites: Strength 13
Proficiencies. When you multiclass into the cavalier class, you gain the following proficiencies: Light armor, medium armor, shields, simple weapons, martial weapons
When you select this class, you must pledge yourself to a specific order. The order grants a number of bonuses, class skills and traits. In addition, each order includes a number of edicts that you must follow. If you violate any of these edicts, you loses the benefits from the order’s challenge ability for 24 hours. The violation of an edict is subject to GM interpretation.
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.
Knight Errant. Brave mercenary warriors who wander the land to show off their combat prowess and help those in need.
Order of the Blue Rose. Diplomatic knights that dedicate themselves to promoting peace.
Order of the Dragon. These cavaliers value loyalty and friendship, often in a group of like-minded individuals.
Order of the Flame. Knights that devote their lives to the pursuit of personal glory.
Order of the Lion. An order that pledges themselves to a sovereign; be it a king, queen, or even the local warlord.
Order of the Scales. The order of the scales safeguards the truth in all its forms, punishing liars, cheaters, and traitors.
Order of the Shield. Cavaliers that devote their lives to protecting the common folk.
Order of the Star. The order of the star dedicate themselves to the protection and service of a faith and its members.
Cavalier Level | Feature |
---|---|
1st | Bonus Skills |
3rd | Challenge |
7th | Battlefield Inspiration |
10th | Bolstering Conviction |
15th | Spirit of War |
18th | Relentless Knight |
Knights errant are brave mercenary warriors who wander the land, following no particular order but still upholding a code of chivalry wherever they go. Knights errant travel the land in search of adventure, to show off their combat prowess and help those in need wherever they travel. A knight errant pays no kingdom fealty, holding only to the service of those who need them, or those who pay them. These knights are often nomadic but provide their services to those in need. If a kingdom is in need, the knight will likely expect payment for services rendered.
A knight errant helps people in distress and provides their skills for a fee to those who can afford it.
Add Speechcraft to your class skills.
From 3rd level, whenever you issue a challenge, you may spend your reaction to reduce the damage of an attack from your target by 1d8. You must be wielding a melee weapon and must be able to see the attack to parry it.
At 18th level, increase the die to 1d12.
From 7th level you are able to draw upon words of inspiration you’ve heard from your knightly mentor or read in tomes in your travels. Choose one ally within 30 feet, or yourself. The target of this ability may immediately spend up to ¼ of their total hit dice (rounded up), regaining the amount of hit points rolled.
Once used, you must finish a short rest to use this ability again.
From 10th level, when an attack reduces you to less than half your maximum hit points, you may draw upon reserves of raw conviction. As a reaction, you may gain 2d8 + your Constitution modifier temporary hit points. The temporary hit points last for one minute or until you have taken enough damage to negate them.
From 15th level, if you are under the effect of a spell or ability that a successful saving throw can end, you may make your saving throw with advantage
At 18th level, whenever you use Challenge, Battlefield Inspiration or Bolstering Conviction, you gain advantage on your attack rolls and saving throws until the start of your next turn.
Cavalier Level | Feature |
---|---|
1st | Bonus Skills |
3rd | Challenge |
7th | Flat of the Blade |
10th | Calming Them Down |
15th | Inner Peace |
18th | Shield of Blades |
The cavaliers of the order of the blue rose dedicate themselves to promoting peace in the lands they roam. Skilled warriors and adept diplomats, these cavaliers counsel wisdom, patience, and understanding, but are ever mindful of the need to take up arms to strike down aggressors, tyrants, or evil usurpers. Although they believe wholeheartedly in peace as an aim and a final goal, cavaliers of the blue rose are warriors first, and embrace their role as guardians of those who cannot or will not take up arms to defend themselves.
Cavaliers of the Blue Rose share the following edicts.
Add Speechcraft to your class skills. For you, the skill Diplomacy has cost 0 if you have its prerequisites (Speechcraft - Tact).
From 3rd level, whenever you issue a challenge, you receive a +1d6 bonus on attack rolls made against the target of your challenge, if the target is an intelligent creature to whom you offered the chance to surrender (by taking an action to offer terms).
At 18th level, you have advantage on attack rolls against that target as well.
At 7th level, you gain the ability to moderate your attacks in order to take an enemy alive. Whenever you reduce a creature to 0 hit points with a melee attack, you can use a bonus action to instead leave the creature at 1 hit point.
The creature is frightened of you for a number of minutes equal to your Charisma modifier. It must also make a Charisma saving throw with a DC 8 + your Charisma modifier + your proficiency modifier. If the creature fails this saving throw, it answers truthfully any questions you ask it and obeys your direct orders while it is frightened by this effect.
When you make use of this ability on a foe dealing lethal damage, or allowing your allies to kill the target, is considered a violation of your edicts. Once you use this ability, you can’t use it again until you finish a short rest.
From 10th level, you can duplicate the effects of the calm emotions spell. Use the result of a Diplomacy check as the DC. Once you use this ability, you can’t use it again until you finish a long rest.
You have learned that while not all things in the world will go as you wish, you must remain calm and centered.
Starting at 15th level, when you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead. Once you use this ability, you can’t use it again until you finish a long rest.
At 18th level, you gain an expert sense of impending violence around you. When taking the Dodge action, you can extend your protection to those around you. Until the start of your next turn, your adjacent allies bonuses are considered as if they had taken the Dodge action.
In addition, while dodging, when an attacker that you can see hits you or an adjacent ally with an attack, you can use your reaction to halve the attack’s damage.
Cavalier Level | Feature |
---|---|
1st | Bonus Skills |
3rd | Challenge |
7th | Rallying Cry |
10th | Inspiring Surge |
15th | Bulwark |
18th | Shield of Blades |
Cavaliers belonging to the order of the dragon dedicate themselves to a group of like-minded individuals, be it a mercenary company or a small band of adventurers. These cavaliers believe in loyalty and friendship, and are willing to lay down their lives to protect their allies.
Cavaliers of the Dragon share the following edicts.
Add Survival to your class skills, and gain 1 skill point to spend on this skill.
From 3rd level, whenever you issue a challenge, your allies receive a +1 bonus on all damage rolls against the target of your challenge as long as it is adjacent to you. This bonus increases by +1 at 10th level and again at 15th level.
At 7th level, you learn how to inspire your allies to fight on past their injuries. When you use your Second Wind feature, you can choose up to three creatures who can see and hear you. Each one regains hit points equal to your cavalier level.
Starting at 10th level, when you use your Action Surge maneuver, you can choose an ally who can see and hear you. That ally can make one weapon attack as a reaction.
Starting at 17th level, you can choose two allies, rather than one.
Beginning at 15th level, you can extend the benefit of your Indomitable feature to all allies. When you decide to use Indomitable to reroll a saving throw, both you and all your allies that can see you may reroll the saving throw against the same effect.
At 18th level, you gain an expert sense of impending violence around you. When taking the Dodge action, you can extend your protection to those around you. Until the start of your next turn, your adjacent allies bonuses are considered as if they had taken the Dodge action.
In addition, while dodging, when an attacker that you can see hits you or an adjacent ally with an attack, you can use your reaction to halve the attack’s damage.
Cavalier Level | Feature |
---|---|
1st | Bonus Skills |
3rd | Challenge |
7th | Foolhardy Rush |
10th | Daunting Success |
15th | Blaze of Glory |
18th | Moment of Triumph |
A cavalier of the order of the flame devotes his life to the pursuit of personal glory. Even if such pursuit puts his own life on the line, the cavalier pursues legendary status and the fame and glory associated with such renown.
Cavaliers of the Flame share the following edicts.
Add Survival to your class skills.
Additionally, whenever your are at your maximum hit point and try to intimidate someone, you have advantage.
From 3rd level, you become ever more emboldened with each glorious victory. As an bonus action after reducing the target of your challenge to 0 hit points, you can elect to issue a new challenge to an opponent within 20 feet. This challenge does not count against your number of challenges. You gain a bonus on melee damage rolls against the target of you challenge equal to 2 times the number of consecutive challenges you have issued so far.
As long as you continue to defeat targets and there are more opponents in range, you can continue to issue challenges indefinitely, with the bonus on damage rolls increasing with each subsequent foe.
At 7th level, you can charge across the battlefield at a moment’s notice. Whenever you make an initiative check, as long as you roll an 11 or higher on the die, you or your mount can move up to your full movement as a reaction and you are not surprised.
At 10th level, when you score a critical hit with a melee weapon, you can attempt an Intimidate check to demoralize all foes within 15 feet who can see you. If they fail at a Wisdom save against a DC equal to the result of the Intimidate check, they are frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on all the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.
At 15th level, you can spend a superiority to increase your base speed by 10 feet, ignore difficult terrain, and gain a +1d4 bonus on attack rolls. This lasts for 1 minute.
At 18th level, you can, as a bonus action, declare a moment of triumph. Until the start of your next turn, you have advantage on all ability checks, attack rolls, damage rolls and saving throws. Once you use this ability, you can’t use it again until you finish a short rest.
Cavalier Level | Feature |
---|---|
1st | Bonus Skills |
3rd | Challenge |
7th | Lion’s Call |
10th | For the King |
15th | Improved Critical |
18th | Shield of the Liege |
A cavalier who belongs to this order has pledged himself to a sovereign; be it a king, queen, or even the local warlord. Cavaliers of this order are stalwart and dedicated to their cause, willing to go any length to ensure the safety of their lord and his domain.
Cavaliers of the Lion share the following edicts.
Gain 1 additional skill point to spend on the Courtier skill.
From 3rd level, whenever you issue a challenge, you receive a +2 bonus to AC on all attacks attacks that originate within 30 feet from you.
At 7th level, you can use an action to bolster the resolve of your companions who can see or hear you. These allies gain temporary hit points equal to half your character level + your Charisma modifier. If any of the allies affected is frightened, he can immediately make another saving throw to resist the effect (if allowed). Once you use this ability, you can’t use it again until you finish a short rest.
At 10th level, you can call out to your allies, inspiring them to greatness. As a bonus action, you can grant a bonus equal to your Charisma modifier on all attack and damage rolls to all allies within 30 feet (including yourself). This bonus lasts until the start of your next turn. Once you use this ability, you can’t use it again until you finish a long rest.
Beginning at 15th level, your weapon attacks score a critical hit on a roll of 19 or 20.
At 18th level, you can protect those around you. Allies that are adjacent to the you receive a +1 bonus to AC.
In addition, as a reaction, you can redirect an attack made at a creature adjacent to you, as long as the creature making the attack is within reach. This ability must be declared before the attack roll is made.
Cavalier Level | Feature |
---|---|
1st | Bonus Skills |
3rd | Challenge |
7th | Seek Retribution |
10th | Honorable Combat |
15th | Sworn Oathkeeper |
18th | Discern Lies |
Truth is the most sacred of all ideals. The order of the scales cavalier safeguards the truth in all its forms, punishing liars, cheaters, and traitors, and never lying or bending the truth himself. The order of the scale cavalier is steadfast and just. He does not bend to lies nor trickery. His devotion to truth is more unshakable than many clergymen’s devotion to their gods. His presence fills good men with awe and inspiration, and it brings fear to charlatans.
Members of this cavalier order serve the cause of legal integrity. Many order of the scales cavaliers track down and apprehend fleeing lawbreakers so that these vagrants may answer for their crimes and make good on their debts. They often serve as judges or stakeholders, and work to ensure that wherever a bargain is made—whether it is monetary, a life debt, or an oath to be upheld—both ends make good on their promises.
Cavaliers of the Scales share the following edicts.
Gain 1 skill point to spend on the Law skill. In addition add Perception - Insight to your class skills.
From 3rd level, whenever you issue a challenge, you have advantage on Wisdom saves against all spells and abilities of the target of his challenge, and +1d4 bonus on saves against spells and abilities from other sources.
From 7th level, after receiving a request for aid from a legal authority or an aggrieved party regarding the breaking of an oath, whenever you encounter the oath-breaking creature, you can choose to vehemently exact retribution.
As a bonus action, you can grant yourself advantage on all attack rolls and weapon damage rolls against the oathbreaking creature until the start of your next turn. Once you use this ability, you can’t use it again until you finish a long rest.
From 10th level, you swear not to use trickery and deception in combat, and you expect this from others as well. When you are targeted by a spell from a creature not challenged by you, you have advantage on any saving throws against that spell. Once you use this ability, you can’t use it again until you finish a short rest.
From 15th level, you can formally witness an oath or agreement between two creatures. If either creature breaks or reneges on the agreement and you become aware of this, you gain the bonuses from your Seek Retribution ability against that creature at all times. This ability ends when the creature fulfills the conditions of the oath or receives just punishment for breaking the oath. The maximum number of witnessed oaths you can have active at a time is equal to your Charisma modifier (minimum 1).
At 18th level, you can tell if people are lying around you. As an action you can create a zone of truth around you. The save DC is equal to the result of your Insight skill check. Once you use this ability, you can’t use it again until you finish a long rest.
Cavalier Level | Feature |
---|---|
1st | Bonus Skills |
3rd | Challenge, Shield Bash |
7th | Defend the Weak |
10th | Stem the Tide |
15th | Shining Beacon |
18th | Protect the Meek |
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.
Cavaliers of the Shield share the following edicts.
Add Medicine to your class skills. In addition, gain 1 skill point to spend on the Leadership skill.
From 3rd level, whenever the target of your challenge makes an attack against a target other than you, you have advantage on the next attack roll against target, as long as the attack is made before the end of your next turn.
Also from 2nd level, your proficiency with shields is unparalleled. When wielding a shield, you may make an attack with it as a bonus action. If this attack hits, you may either push the target back 5 ft or deal an amount of damage equal to 1d4 + your Strength modifier.
From 7th level, as a reaction, you may block an attack aimed at an adjacent ally. You must be able to see the attack to defend your ally in this way. If the attack roll overcomes your AC, you take the damage instead of your ally. This ability cannot be used against effects that do not require an attack roll to hit the target. You must not be incapacitated to defend an ally from an attack.
At 15th level, your ability to defend an ally improves and you may use this ability to defend an ally against all attacks targeting that ally for the round. In addition, you gain resistance against bludgeoning, piercing, and slashing damage from those attacks. This benefit is immediately lost if the ally moves away from you
At 10th level, when you hit a creature with an opportunity attack, reduce the creature’s speed by 20 for the rest of the turn. When you make an opportunity attack, you can make an additional reaction before the end of your next turn. You can make no more reactions between turns than your Strength modifier or Dexterity modifier (your choice). You can not benefit from this feature while using the sentinel feat.
At 15th level, you can inspire bravery in the hearts of your allies and wards. Each friendly creature within 30 ft gains a number of temporary hit points equal to your level. The temporary hit points last for 1 hour. Once you use this ability, you can’t use it again until you finish a short rest.
At 18th level, you can move to intercept foes. When a foe makes an action, as a reaction, you can move up to your speed (or your mount’s speed, if mounted) and make a single melee attack. This movement provokes opportunity attacks as normal. You must end your movement adjacent to an enemy. Once you use this ability, you can’t use it again until you finish a short rest.
Cavalier Level | Feature |
---|---|
1st | Bonus Skills |
3rd | Challenge |
7th | Calling |
10th | For the Faith |
15th | Shining Beacon |
18th | Retribution |
Cavaliers who join the order of the star dedicate themselves to the protection and service of a faith and its members. Cavaliers belonging to this order tend to follow many of the tenets and guides of the religion that they serve. When a cavalier joins this order, he should select a single religion to serve.
Cavaliers of the Star share the following edicts.
Add Religion to your class skills, and gain 1 skill point to spend on this skill.
From 3rd level, whenever you issue a challenge, you have advantage on all saves against all spells and abilities of the target of his challenge.
At 7th level, you can make a short prayer as an action, filling you with confidence in your abilities. At any point until your next rest, you can gain advantage on one ability check, one attack roll and one saving throw.
In addition, whenever you are targeted by a healing spell cast by a member of your faith, including yourself, you have advantage on the rolls determining how much you heal.
At 10th level, you can call upon your deity to bolster you in combat. As a bonus action, you can call out the name of your deity, granting a bonus equal to your Charisma modifier on all attack and damage rolls to all allies within 30 feet (including yourself). This bonus lasts until the start of your next turn. Once you use this ability, you can’t use it again until you finish a long rest.
At 15th level, you can inspire bravery in the hearts of allies of your faith. Each friendly creature who can see you has advantage on concentration checks and saves against fear effects.
At 18th level, you can take retribution on those who dare to strike an agent of his faith. Whenever an enemy makes a successful melee attack against you or an adjacent ally devoted to the same faith, you can use your reaction to strike the enemy. You have advantage on this attack. If the attack made by the enemy was a critical hit, you have advantage on any damage rolls resulting from your reaction as well.
If a maneuver has prerequisites, you must meet them to learn it. You can learn the maneuver at the same time you meet its prerequisites. A level prerequisite refers to your class level.
Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.
The following maneuvers cost 1 superiority to use and require you to be mounted.
When you take the Attack action while mounted, you can make your mount attack (if it has any attacks) as a bonus action. You can add your proficiency modifier to the attack roll, and if it hits you add your Superiority die to the damage roll.
When you ride your mount at least 20 feet and make an attack with a lance or spear, you can expend one superiority die to add it to your damage roll. In addition, if the target is Large or smaller, it must succeed at a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone.
When you make a check to influence or control a creature you are riding, you can expend one superiority die to add it to the check. You apply this bonus after making the check but before learning if it was successful.
In addition, as a bonus action while mounted, you can expend a superiority die. Roll the die to grant your mount temporary hit points equal to twice your roll.
If either you or your mount is hit by an attack while you are mounted, you can expend one superiority die as a reaction, adding the number rolled to your or your mount’s AC. If the attack still hits, you or your mount have resistance to the attack’s damage.
While mounted and moving 20 ft or more toward a target, you can expend a superiority die. Up to five allied creatures that can see or hear you can use their reaction to move 10 feet towards you or the target you moved towards.
When you move, you can expend one superiority die to make your mount ignore difficult terrain until the end of your turn. During this time, your mount can move through the spaces of hostile creatures by spending twice the movement required to move through their space.
The following maneuvers cost 2 superiority to use, or 1 if mounted.
When you take the Attack action, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see and hear you. That creature can immediately use its reaction to make one weapon attack, adding your superiority die to the attack’s damage roll.
As a reaction, you can roll a Superiority Die and add that number to a save. You can do this after the roll, but before you know the result.
When you hit a creature with a weapon attack, you can distract the creature, giving your allies an opening. Add your superiority die to the attack’s damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.
Prerequisite: 10th level
As a reaction reduce the damage from an attack that hits you or an adjacent ally by two superiority dice worth.
You can use a bonus action to feint, choosing one adjacent creature as your target. You have advantage on your next attack roll against that creature. If that attack hits, add your superiority die to the attack’s damage roll.
If you would be reduced to 0 or less Hit Points after receiving damage, you can, as a reaction, make a Constitution Save against a DC of half the damage dealt against you or DC 15, whichever is higher, to survive the attack and remain at 1 Hit Point.
When you hit a creature with a weapon attack, you can maneuver one of your comrades into a more advantageous position. Add your superiority die to the damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.
When you hit a creature with a melee attack, you can attempt to frighten the target. Add your superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
When you are damaged by a melee attack, you can use your reaction and reduce the damage by your superiority die + your Dexterity modifier.
When you make an attack roll against a creature, you can add your one superiority die to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.
You can use a bonus action to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see and hear you to gain temporary hit points.
You grant more temporary hit points as you gain cavalier class levels and become a more inspiring battle master.
Level | Temporary HP |
---|---|
2nd | 1d6 + cavalier level |
7th | 2d8 + cavalier level |
12th | 3d10 + cavalier level |
17th | 4d12 + cavalier level |
When a creature misses you with a melee attack, you can use your reaction to make a melee weapon attack against the creature. If you hit, add your superiority die to the damage roll.
At the start of your turn, if affected by any effect that places one of these conditions on you: blinded, deafened, frightened, charmed, paralyzed, petrified, stunned or unconscious, you can make an additional saving throw against it with advantage.
When you make a Charisma check to influence other creatures that you share a language with, add your superiority die to the ability check. You can do this after the roll, but before you know the result.