Subclass: Cavalier

**The quintessential cavalier possesses unparalleled expertise in mounted combat. Typically hailing from noble lineage and nurtured within courtly settings, a cavalier effortlessly navigates both the chaos of a cavalry charge and the refined banter of an elegant soirée. These warriors also master the art of safeguarding those entrusted to their care, frequently assuming the role of protectors for their superiors and the vulnerable. Driven by an innate desire to rectify injustices and seek renown, many cavaliers forsake lives of opulence to embark on daring quests and extraordinary adventures.**

## 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, 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.

## Honor's Mark

Upon reaching the 3rd level, you acquire the ability to instill fear in your enemies, disrupting their attacks and exacting retribution for harming others. Whenever you successfully strike a creature with a melee weapon attack, you have the option to mark that creature until the end of your next turn. This marking effect will end prematurely if you become incapacitated, perish, or if another individual marks the same creature. A Hunter's mark does not end this effect. You may mark as many creatures as your proficiency bonus.

While a creature marked by you remains within 5 feet of your position, they suffer from disadvantage on any attack rolls that do not specifically target you.

Additionally, should a marked creature deal damage to anyone other than yourself, you gain the opportunity to execute a special melee weapon attack against the marked creature as a bonus action on your subsequent turn. During this attack, you enjoy advantage on the attack roll, and if your strike connects, the weapon inflicts additional damage to the target equivalent to half of your fighter level.

Irrespective of the number of creatures you have marked, you can execute this special attack a number of times equal to your Strength modifier, with a minimum of one use. Once you complete a long rest, all expended uses of this ability are replenished, allowing you to utilize it anew.

## Knight's Ward

Upon reaching the 7th level, you acquire the ability to protect yourself, your mount, or other nearby creatures from incoming strikes. Whenever you or a creature within 5 feet of you is targeted by an attack, you can react swiftly by rolling a 1d8 if you are wielding a melee weapon or a shield. The number rolled on the die is then added to the target's Armor Class (AC) against that specific attack. If the attack would have hit despite the added value, the target gains resistance against the damage inflicted by the attack.

The usage of this feature is limited and can be employed a number of times equal to your Constitution modifier, with a minimum of one use. Once you have expended all uses, you can replenish them by completing a long rest, regaining the ability to utilize this feature.

## Defender's Aura / Lonely Outrider

At 10th level, you may choose only one of the following feats.

### Defender's Aura

Upon reaching the 10th level, a powerful aura of courage emanates from you, providing protection against fear for both yourself and friendly creatures within a 10-foot radius. As long as you are conscious, mounted, and within sight or hearing range, you and those allies have resistance to an elemental type of damage, as well as resistance to fear effects.

### Lonely Outrider

Upon reaching the 10th level, your abilities improve as you take a lonely role in battle. If you do not have allies on a 20ft radius around you, you increase your speed by 20ft. Furthermore, your AC increases by 2 as long as you maintain that distance.

## Ferocious Charge

Upon reaching the 15th level, you gain the ability to charge towards your enemies with incredible force, capable of knocking them off their feet. Whether you are mounted or on foot, if you move in a straight line for at least 10 feet before making an attack and successfully hit the target, that creature must make a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone. This powerful maneuver can only be used once per turn, allowing you to assert your dominance on the battlefield by swiftly incapacitating your adversaries.

## Pinnacle of Battle

Upon reaching the 18th level, your mastery of mounted combat reaches its zenith.

If you have chosen the Defender's Aura, the protective benefit you provide to yourself and nearby creatures is elevated to an unparalleled level of immunity. You and friendly creatures within range become completely immune to the chosen type of damage.

On the other hand, if you have chosen the Lonely Outrider feat, your exceptional skill in evading attacks while mounted becomes even more formidable. The bonus to your Armor Class (AC) is increased to a remarkable +3, making it even harder for enemies to strike you successfully.