Cavalier

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 adventures.  
LevelProficiency BonusFeaturesNatural Weapon DamageShock and Awe
1st +2 Cavalry Wing Feature, Advanced Training 1d6 -
2nd +2 Fighting Style 1d6 -
3rd +2 Shock and Awe 1d6 5 damage
4th +2 Ability Score Increase 1d6 5 damage
5th +3 Cavalry Wing Feature, Extra Attack 1d8 5 damage
6th +3 Magical Mount 1d8 10 damage
7th +3 Evasion 1d8 10 damage
8th +3 Ability Score Increase 1d8 10 damage
9th +4 Cavalry Wing Feature 1d8 15 damage
10th +4 Skilled Rider 1d8 15 damage
11th +4 Resilience Training 1d10 15 damage
12th +4 Ability Score Increase 1d10 20 damage
13th +5 Cavalry Wing Feature 1d10 20 damage
14th +5 Split Second Dodge 1d10 20 damage
15th +5 Skilled Strike 1d10 25 damage
16th +5 Ability Score Increase 1d10 25 damage
17th +6 Resilience Training 2d6 25 damage
18th +6 Cavalry Wing Feature 2d6 30 damage
19th +6 Ability Score Increase 2d6 30 damage
20th +6 Soul Mates 2d6 30 damage

Class Features

  As a cavalier, you gain the following class features:  

Hit Points

  Hit Dice: 1d8 per cavalier level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 + your Constitution modifier per Cavalier level after 1st  

Proficiencies

  Armor: Light armor, medium armor
Weapons: Simple weapons, martial weapons
Tools: Vehicles (Land), Vehicles (Air and Sea)
Saving Throws: Strength, Dexterity  

Equipment

  You start with the following equipment, in addition to the equipment granted by your background:
  • (a) a lance, or (b) any martial weapon
  • (a) three javelins or (b) any two simple weapons
  • (a) a breastplate or (b) leather
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • (a) a military saddle or (b) an exotic saddle
 

Cavalry Wing

  At 1st level, you choose a cavalry wing to which you belong. This will determine the type of mount you ride, as well as determine some of the ways in which you fight. Your wing grants you features at 1st level and again at 5th, 9th, 13th, and 18th level.

Advanced Training

  At 1st level, if your mount has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak. In combat, the mount shares your initiative count, but it takes its turn immediately after yours. While you are mounted, you take your turns at the same time. It can move, use its reaction, and bonus action on its own, but the only action it takes on its turn is the Dodge action unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the mount can take any action of its choice, not just Dodge.  

Fighting Style

  Starting at 2nd level, you adopt a particular style of fighting as your specialty. You can’t take a Fighting Style option more than once, even if you later get to choose again.  

Shock and Awe

  Starting at 3rd level, whenever you or your mount deals damage to a creature, it can’t take reactions until the end of your next turn. Your mount becomes more resilient. When your mount moves, the next time it would receive damage until the start of its next turn is reduced by 5. This reduction increases when you reach certain cavalier levels, as shown in the Cavalier table.  

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 unless you have a feature that allows you to do so.  

Extra Attack

  Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.  

Magical Mount

  At 6th level, both you and your mount’s attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.  

Evasion

  Beginning at 7th level, you and your mount can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an Ice Storm spell. If you are mounted, when you and/or your mount are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.  

Skilled Rider

  At 10th level, you gain proficiency in Animal Handling, or if you already have proficiency, you gain expertise in it and you gain expertise in Vehicles (Land) and Vehicles (Air and Sea). Mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.  

Resilience Training

  At 11th level, your mount has proficiency in all saving throws. At 17th level, while your mount can see you, it has advantage on all saving throws. In addition, as long you and your wyvern can see each other, you are both immune to the frightened and charmed conditions.  

Split Second Dodge

  Starting at 14th level, whenever an attacker that your mount can see hits it with an attack, it can use its reaction to halve the attack’s damage against it.    

Skilled Strike

  Beginning at 15th level, once per turn, when you make an attack while mounted, you can add your mount’s Dexterity modifier to your melee weapon attack and damage rolls.  

Soul Mates

  At 20th level, your bond with your mount grows nearly tangible. If you die when your mount is within 60 feet, it can sacrifice its life to restore yours. You come back to life with hit points equal to what your mount has, and your mount dies. For the next hour, you are under the effects of the Heroism spell.

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