Martial Archetype

Different fighters choose different approaches to perfecting their fighting prowess. The martial archetype you choose to emulate reflects your approach.

The Pale Rider

Heavy cavalry is a deadly foe on the battlefield and they ride down most infantry units with ease. A Cataphract was once part of such a cavalry unit, that was employed as shock troops on the battlefield. During a charge your trusty mount fell and you lost the thing that used to make you whole. In sorrow and grief you found the spirit of your mount still at your side. A Cataphract no more, you have become a Pale Rider, that charges into battle, as if riding on a armored ghostly mount.

Pale Rider Features

Fighter Level Feature Charge uses 3rd Charge of the Cataphract 2 7th Dominating Presence 3 10th Stampede 4 15th High Impact Assault 5 18th Seven broken Seals 6

Charge of the Cataphract

Starting when you take this archetype at 3rd level, you are accompanied by the ghost of your dead mount, consult your DM what type of moutn would be suitable. Any creature with truesight or that can see into the ethereal plane, as well as yourself, can see your ghostly mount at your side at all times. To someone that can detect undead in any way, you have a small undead aura to yourself, without actually being undead.

As a bonus action you can materialize the mount under you to ride it for a short period. Until the start of your next turn, you are considered mounted, your AC is increased by 2 and weapons with the reach property have a +1 bonus to attack roles made with them.

The ghostly mount is considered undead, but it can't be killed. The mount is automatically affected by something like Turn Undead and is then turned. When it is turned, it vanishes.

You can use this feature two times before finishing a long rest. The number of uses increases by one when you reach 7th, 10th 15th and 18th level in this class. All uses of this features are regained when you finish a long rest.

Dominating Presence

When you reach 7th level, the ghost of your mount makes you more intimidating. You gain proficiency in the Intimidation skill. If you are already proficient in it, you gain proficiency in one of the following skills of your choice: Animal Handling, Insight, Arcana, or Athletics.

When you make an ability check you make that uses Intimidation, you can invoke the horrible visage of your mount, to gain advantage on the check. If the check is made against a creature with truesight, detection of undead or that can see into the ethereal plane, you do not gain the advantage.

Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 12th level, you can use it twice before a rest and with reaching 16th level, you can use it thrice.

Stampede

Upon reaching 10th level, the spirit mount now tramples your foes while you start the assault. While you are under the effects of Charge of the Cataphract, you can move through spaces occupied by medium or smaller creatures.

As an action, while you are under the effects of Charge of the Cataphract, you can move in a straight line, that is as long as your remaining movement speed. When you do this, make an attack roll against all creatures in that line. While you are moving in this way, you are immune to oportunity attacks. If the attack hits, the target takes 2d6 necrotic damage.

Additionally, you gain 10 ft bonus movement speed, while you are mounted on your ghostly mount.

High Impact Assault

Starting at 15th level, you know how to transform all your momentum into a devastating attack. If you have moved at least 20 ft in a straight line using your own movement speed, while you are mounted, before you take an attack action, you can use your bonus action and increase the impact of the first attack of your attack action. The damage of the attack increases by 5d6 necrotic damage and your Charge of the Cataphract feature ends.