Cavalry A solemn Goliath swings onto the back of his warhorse, his plate armor gleaming with the last light of a failing dusk. He unsheathes his blade, rolls his shoulders, and charges into the oncoming horde of enemies.

A Young elven scout slips between enemy patrols with ease, gaining vital information for the upcoming conflict.

A band of young humans stand high in their stirrups, loosing volley after volley into the waves of appraching enemy, cheers rise among the infantry as dozens of the targets fall, to never rise again, Hit Points Hit Dice: 1D10 per Cavalry level

Hit Points at First Level: 10 + Constitution modifier

Hit Points at Later Levels: 1D10 + Constitution per Cavalry Level After 1st Proficiencies Armor: light armor, medium armor, shields.

Weapons: simple weapons, martial weapons.

Tools: TBD

Saving Throws: Strength, Constitution.

Skills; Choose two from; Athletics, Acrobatics, Insight, Intimidation, Perception, Stealth, Survival. Equipment: (A) Scale mail or (B) Leather armor, A longbow, and 20 arrows.

(A) Martial weapon and a Shield or (B) Two one-handed weapons.

(A) A dungeoneer’s pack or (B) An explorer’s pack. Fighting Style At level 1 Cavalry, ou adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again. Archery You gain a +2 bonus to attack rolls you make with ranged weapons. Defense While you are wearing armor, you gain a +1 bonus to AC.















Cavalry Level Progression Table Level Proficiency Bonus Feature 1 +2 Fighting Style, Comfortable Among Beasts 2 +2 Superior Mobility 3 +2 Loyal Steed, Cavalry Division Feature 4 +2 Ability Score Improvement 5 +3 Extra Attack 6 +3 Bolstered Steed 7 +3 Cavalry Division Feature 8 +3 Ability Score Improvement 9 +4 Life In the Saddle 10 +4 Cavalry Division Feature 11 +4 Vantage Point 12 +4 Ability Score Improvement 13 +5 Imposing Size 14 +5 Battle Training 15 +5 Cavalry Division feature 16 +5 Ability Score Improvement 17 +6 Selfless Pair 18 +6 Improved Bolstered Steed 19 +6 Ability Score Improvement 20 +6 Cavalry Division Feature Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. Great Weapon Fighting When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. 1

Protection When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield. Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. Comfortable Among Beasts Starting at first level, you have a natural affinity to animals, and them to you. You gain proficiency in the Animal Handling skill. Superior Mobility Starting at second level, you value speed at a premium when in battle. You may use the dash action as a bonus action instead. This effect applies to your mount as well, when you are mounted. Loyal Steed Starting at third level, you may call upon your mount to help you. Once per short rest, you may summon a riding horse as an action. You share a unique bond with this animal, and it is no normal steed. You can communicate with it telepathically when you are within a mile of it, and mounting and unmounting now costs 5 feet of movement, not half. This mount makes death saving throws when applicable, and uses D10s equal to your level for its hit die for the purpose of healing during short rests. (Note that other mounts are available at the DM's discretion). Cavalry Division At third level, choose your Cavalry subclass. You may choose from the Heavy Cavalry Division, Horse Archer Cavalry Division, or Scout Cavalry Division. The Division you choose gives you features when you choose it at 3rd level, and again at 7th, 10th, 15th, and 20th levels. 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. Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Bolstered Steed Starting at 6th level, your mount’s might grows to match your own. Your summoned steed's hit points become equal to 4 times your Cavalry level (or it's normal amount, whichever is higher). Any barding intended for this mount will dissapate with the steed, should it die. The armor will also reappear on the mount the next time it is called upon. Life in the Saddle Starting at 9th level, you feel most at home in the saddle, especially in battle. You have advantage on saving throws made to remain mounted, and your steed is immune to frighten or charm effects. Vantage Point Due to your height over others in battle, you see threats coming from a ways off. Starting at 11th level, when you 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. Imposing Size Starting at 13th level, the exceedingly large presence of you and your mount cause chaos on the field of battle. If you use your full movement moving towards an enemy or use your mount’s trampling charge ability, your movement that turn does not provoke opportunity attacks. Battle Training Starting at 14th level, your mount has been well accustomed to battle, and does its best to aid in your efforts. Your mount may now make one attack when you use an attack action, using your bonus action to command it's attack. It may also now use your proficiency bonus where applicable. This ability is only available if you are mounted at the time. Whenever you gain an ability score improvement you may do so for your mount as well (this bonus applies retroactively, and your Ability Score Improvment choices may be made once per each race of mount you summon, choices cannot be changed.) Selfless Rider By 17th level, you have become even more connected to your mount. While you are within 30 ft of your mount, you and your mount protect each other. When you or your mount takes damage, the other can decided to take that damage instead of the original target. They cannot take the damage if it could reduce them to 0 hit points, causing all the damage to hit the original target instead. 2

Improved Bolstered Steed At 18th level, your mount undergoes a dramatic change. Your mounts hit points are now equal to five times your Cavalry level (or it's normal amount, whichever is higher) and you may now choose between your normal mount or a Pegasus. This new form for your mount may retain it's personality and memories, due to your bond, should you so choose.

Heavy Cavalry Division

Steely Disposition Starting when you choose this subclass at level 3, you gain proficiency in heavy armor, and you may now purchase barding for your mount at half the cost of traditional barding. In addition, the mount you summon with your loyal steed ability can now be a warhorse, instead of a riding horse. Your sturdy stature creatues quite an image when mounted and you gain proficiancy in intimidation (doubled if you are already proficient in the skill) when mounted. Tower Shield Starting at 7th level, you are now strong enough to wield a tower shield properly when mounted. These shields, incredibly tall and broad, can be bought for twice the price of a normal shield, and are to be treated as a +1 shield. You may add the shield bonus to your mount’s AC as well, provided you are mounted and wielding the shield. This wall of protection also gives ranged attacks against your mount disadvantage. Battle Hardened By 10th level, you mount is no longer shy around battle and approaches with confidence. You can add half your proficiency bonus to its DC on its Trampling Charge ability, rounded up, provided that you are mounted at the time. Should the target be knocked prone, you may make one attack action as bonus action, only towards that creature. Wall of Steel and Muscle Starting at 15th level, you are accustomed to protecting allies in need. When an attack targets an ally within ten feet of you, as a reaction, only if you are mounted, you may choose to move in front of the attack and making it target you instead. Incredible Fortitude At 20th level, you and your mount are capable of shrugging off most blows. Your mount and you gain resistance to all slashing, piercing, and bludgeoning damage.



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Scout Division

Fleet of hoof Starting when you choose this Division at 3rd level, you gain proficiency in the stealth skill. You also have advantage on attacks against surprised creatures, or creatures who haven’t taken a turn in combat yet. Nonmagical difficult terrain no longer slows your mount. Reconnoiter Starting at 7th level, you cannot be surprised when moving at a traveling speed and mounted. You can also cast the Pass Without a Trace spell on yourself once per long rest. Elevated Mounting Starting at 10th level, you have been able to teach your mount how to catch you on its back. Falling damage is negated when you land on your mount, provided the fall is less than 100ft. You may also use your height advantage to it's full benefit and add your dexterity modifier (as a bonus action) to your armor class for the first attack taken against you before your next turn. Experienced observance By level 15, you are quite familiar with the signs of threats. When tracking, you get advantage in wisdom (survival) checks. and are aware of the size of the group (should there be one), their direction of travel, and how recently they passed. You also gain advantage on perception checks for the quarry, once you are already tracking them. Surprising Stealth By 20th level, you have learned how to go unnoticed. While dismounted, you may double your proficiency bonus to Dexterity (stealth) checks. You may also gain advantage on attacks against targets that are engaged with your allies (excluding your steed). 4

Horse Archery Division

Skirmisher Starting when you choose this Division at 3rd level, you learn how to remain elusive in battle. Provided that you do not use the attack action on your turn, you may use the dodge action as a bonus action instead (affecting your mount as well). Ranged Weapon Mastery Starting at 7th level, you have learned thoroughly how to use any ranged weapon. You may now ignore the reloading property of ranged weapons. Evasive Maneuvers Starting at level 10, you are able to spur your mount from danger at the drop of a hat. You gain the ability to add a bonus to your armor class equal to half your dexterity bonus as a reaction. This bonus lasts until the beginning of your next round, and may be used a number of times equal to your dexterity bonus (minimum 1) per short rest. Aim, then Fire By level 15, you have learned how to hone in on the weaker parts of an enemy's armor. if you choose to use one ranged attack with your attack action, instead of twice, then your attack has advantage, and (should it hit) deals maximum weapon die damage. If this attack does hit, you may then use your reaction to take one more ranged attack against the target. You may use this ability a number of times equal to your Deaterity modifier (minimum of 1). This resets upon the ending of a long rest. Unequaled Mastery By 20th level, you have reached a level of skill at mounted archery never seen before. You may attack once with a ranged weapon as a bonus action when you use your action to attack (for this atack, do not add your proficiency bonus to the attack roll. You may also attack from maximum range with your weapons without incurring disadvantage on the attack from range. 5