Subclass: Cataphract

**A cataphract embodies the essence of a knight who instills greatness in others through acts of valor on the battlefield. The sheer presence of a cataphract in a battlefield is enough to make foes think twice before engaging. While a lone cataphract is a formidable warrior in their own right, it is when they lead a group of allies that their true power is revealed, as they can transform even the most ill-equipped militia into a fearsome war band.**

**A cataphract's leadership style is defined by action rather than words. When a cataphract charges into battle, their bravery and unwavering determination can ignite a hidden wellspring of courage and conviction within their allies, inspiring them to fight with newfound fervor and resolve. The cataphract's deeds become a catalyst for the extraordinary, as their presence on the battlefield elevates the capabilities and morale of those who fight alongside them.**

## Born to Ride

When you choose this subclass at 1st level, you must take Mounted Combat as your Combat Feat. You may also select one of the following animals to be your mount: Horse, Donkey, Mule or Zebra.

## Easy Saddle

Upon reaching the 2nd level, your prowess as a skilled rider becomes evident. You gain advantage on saving throws to prevent falling off your mount. Additionally, if you happen to fall from your mount and the fall is no more than 10 feet, you can gracefully land on your feet, provided you are not incapacitated.

Furthermore, the act of mounting or dismounting a creature now requires only 5 feet of movement, rather than half of your total speed. This newfound efficiency allows for swift transitions between being mounted and on foot.

## War Hymn

When you choose this archetype at 3rd level, you learn how to inspire your allies to fight on past their injuries. The effects of this feat vary depending on the Archetype you chose. You may use this ability up to a number of times equal to your WILL bonus.

**Executioner:** When you use your Action Surge feature, you can bestow an additional use of Action Surge on an ally that is no more than 15ft away. That ally must make a long rest before being able to benefit again from this ability.

**Final Stand**: When you use your Second Wind feature, you can choose up to three creatures within 60 feet of you that are allied with you. Each one regains hit points equal to your fighter level, provided that the creature can see or hear you.

**Field Sargeant**: When you use your Bolstering Cry feature, you can choose up to two creatures to receive a doubled bonus (+2 to attack rolls, +8 on saves against fear).

**Unyielding Tower**: When you use the Come at Me! feature, you increase the number of opportunity attacks you have to 3 for the durarion of the feature.

## Relentless Command

Starting at 7th level, your keen instincts and lightning-fast reflexes grant you a permanent advantage in determining the order of combat. You gain a flat bonus of +5 to all your initiative rolls. During the first round you can not be put to sleep, scared or charmed.

## Inspiring Surge

Starting at 10th level, when you use your War Hymn feature you may inspire up to three creatures on a 20ft radius. These allies receive an extra 1d10 for the next roll they take.

Starting at 18th level, you can choose five allies within 60 feet of you, rather than three.

## Battle Anthem

At 15th level, your War Hymn is improved. The effects of this feat vary depending on the Archetype you chose. You may use this ability up to a number of times equal to your WILL bonus. All feats affect only allies at 20ft or less.

**Executioner:** You bestow upon your allies your Deadly Finisher feat, allowing them to try to execute foes at 40HP or less.

**Final Stand**: You bestow upon your allies an use of your Indomitable feat

**Field Sargeant**: You increase the bonus of your Flag Bearing to +3.

**Unyielding Tower**: Whenever you use Martyrdom, you may get immunity to one of the damage types received.

## Unyielding Leader

At 18th level, whenever one of your allies uses one die from Inspiring Surge, you regain the same amount of HP as they rolled.