🦸‍♀️(Legacy) 5e - Cavalier🦸‍♀️

Often raised at court or in the upper circles of the nobility, the archetypal Cavalier is a chivalric warrior of the highest order. They excel at mounted combat and wander the world in search of adventure and opportunities for heroism. These paragons of virtue are bound to defend the weak and weary.

Level 3: Armory Training

You learn some of the finer minutiae that let you feel comfortable in even the heaviest armors. You gain the following benefits:

  • Your passive Perception score is not reduced while wearing a helm or visored helm.
  • You never suffer ☠️Fatigue from wearing armor or sleeping in armor.
  • You can don or doff armor in half the time it would normally take.
  • You never have DISADV on Acrobatics or Stealth checks due to wearing armor or using a heavy shield.

Level 3: Chivalrous Traditions

You gain proficiency in one of the following combat traditions of your choice: 🤺Adamant Mountain, 🤺Sanguine Knot, 🤺Spirited Steed. When you gain this feature you can choose one of the maneuvers you know and replace it with another maneuver of the same degree or lower from your newly chosen combat tradition.

Level 3: Chivalric Mark

You punish any foe who attacks those under your protection. Once per turn when you hit a creature with a melee weapon attack, you can Mark it until the end of your next turn. While Marked, it has DISADV on attack rolls against targets other than you, so long as you are within 10 feet of it.

In addition, if a creature marked by you deals damage to anyone other than you, you can make a special melee weapon attack against the marked creature as a Bonus Action on your next turn. You have ADV on the attack roll, and if it hits, the attack’s weapon deals extra damage to the target equal to half your fighter level.

Level 6: Inspiring Charge

You embrace the role of the knightly vanguard and learn to lead others into the fray. You can use an Action and spend 1 exertion to perform an Inspiring Charge. Move up to your Speed (or your mount’s Speed) in a straight line and make a melee weapon attack. You gain an expertise die on this attack.

Until the end of your next turn, attacks made by you or allies within 10 feet gain an expertise die.

Level 9: Unyielding Knight

No one can move past you without your approval. Creatures provoke an ⚔️Opportunity Attack from you whenever they move while within the reach of a weapon you are wielding. Also, whenever you hit a creature with an opportunity attack its speed is reduced to 0 until the beginning of its next turn.

Level 13: Ever-Ready

You embody the belief that a knight’s duty is never over. Whenever you roll for initiative, you regain a number of exertion points equal to your proficiency bonus.

Level 17: Knight of Renown

You have become a legendary knight, an almost mythical thing that is inspiring to see fighting alongside. The range of your Inspiring Charge is increased to 60 feet from 10 feet, and any of your allies that enter that area for the first time on their turn or begin their turn there gain ✨Inspiration. A creature can only gain inspiration in this way once between long rests.