Cavalier

In classic warfare, the cavalry was fast, armored forces, equipped and trained to smash through lighter ground forces, the original tank. In 1st Edition, the Cavalier was included in Unearthed Arcana (and some Dragon issues I sadly never read) as an alternate to the classic Fighter, gaining additional abilities in exchange for restricted behavior. This version is my attempt to do it 5th Edition justice, as the three subclasses of the Cavalier reflect various historical options without treading on the Fighter’s toes with their big clonking hooves.

The Cavalier
Level Proficiency Bonus Charging Attack Features
1st +2 1d6 Charging Attack, Battlefield Mobility
2nd +2 1d6 Mount Prowess
3rd +2 2d6 Cavalier Archetype
4th +2 2d6 Ability Score Improvement
5th +3 3d6 Extra Attack
6th +3 3d6 Lancer
7th +3 4d6 Lead from the Front
8th +3 4d6 Ability Score Improvement
9th +4 5d6 Archetype Feature
10th +4 5d6 Noble Parry
11th +4 6d6 Extra Attack (2)
12th +4 6d6 Ability Score Improvement
13th +5 7d6 Archetype Feature
14th +5 7d6 Improved Lead from the Front
15th +5 8d6 Battlefield Mastery
16th +5 8d6 Ability Score Improvement
17th +6 9d6 Archetype Feature
18th +6 9d6 Noble Riposte
19th +6 10d6 Ability Score Improvement
20th +6 10d6 Excelsior

Class Features

As a Cavalier, you gain the following class features

Hit Points


  • Hit Dice: 1d10 per Cavalier level, etc etc.

Proficiencies


  • Armor: Light, Medium and Heavy Armor, Shields
  • Weapons: Simple Weapons, Martial Melee Weapons
  • Tools: Chariots

  • Saving Throws: Strength, Charisma
  • Skills: Animal Handling, and choice of any two from: Athletics, History, Intimidation, Persuasion, Performance, and Religion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • a martial weapon and shield (if the chosen weapon is neither heavy nor two-handed)
  • (a) scale mail or (b) chain mail
  • (a) a diplomat's pack or (b) an explorer's pack

Charging Attack

Once per turn, the Cavalier may attempt add bonus damage to an attack. To do this, they must normally move at least half their movement (or half their mount’s movement, if they are mounted) in a straight line directly towards their target. They must also normally use a Two-Handed or Heavy melee weapon.

If they have the Extra Attack class feature, they cannot use both Extra Attack, and Charging Attack, in the same turn.

A Cavalier cannot add Charging Attack damage to a Reaction.

Cavalier Archetype features can reduce or remove some of these restrictions.

Battlefield Mobility

Cavaliers are more capable of pushing and shoving their way through a crowded fight than most.

Half of worn heavy armor’s weight does not add to the Cavalier’s encumbrance. Half of worn barding’s weight does not add to their mount’s encumbrance. Other aspects of heavy armor (such as Stealth Disadvantage) are not affected.

If a Cavalier attacks a target with a Two-Handed or Heavy weapon, or uses a shield, any enemy they hit with a such a melee attack may not make an Opportunity Attack against them or their mount due to movement for the rest of your turn.

Mount Prowess

A Cavalier’s skill and bonding with their mount allow them to add their Charisma bonus to any Ability or Skill checks they or their mount make involving mounted movement, staying in the saddle, falling out of the saddle, or moving in a chariot.


In addition, while Cavaliers don’t have magical abilities that let them summon or empower mounts, their years spent training with them allow them to recognize better specimens, as well as bond with them faster and more effectively than most. If a Cavalier takes the time to survey a group of potential mounts (such as a stable, or herd of wild horses) they can identify the best one for their needs. Such a mount, when owned by a Cavalier, increases its maximum hit points by the Cavalier’s class level. At the DM’s discretion, acquiring this steed may require a skill check, extra money, or possibly a short quest.

A Cavalier can only have one such chosen mount at a time, and cannot give the mount away (it could be borrowed for a day) or it loses the benefits.

Cavalier Archetype

At third level, the Cavalier chooses whether to become a Knight, a Stormer, or a Dervish.

Lancer

Starting at 6th level, the Cavalier gets several bonuses related to the lance and related polearms.

The Cavalier no longer suffers Disadvantage with lance attacks on adjacent targets, whether the Cavalier is mounted or not.

The Cavalier may use any piercing polearm in one hand while mounted, if they use a shield in the other.

Finally, Charging Attacks with piercing polearms and lances do an additional 1d6 bonus damage.

Lead from the Front

At 7th, when a Cavalier rolls for Initiative, they and all allies within 30 feet that can see and hear them get temporary hit points equal to the Cavalier’s Charisma modifier. This range increases to 60 feet if the Cavalier is mounted.

Like most other sources of temporary hit points, these don’t stack with other temporary hit points.

In addition, the Cavalier also choses a bonus Feat from a restricted list. They may not choose an ability score improvement instead. The list is: Charger (Stormer only), Durable, Heavy Armor Master, Inspiring Leader (Knight only), Mounted Combatant, Polearm Master, Sharpshooter (Dervish only), Shield Master, Tough, and Weapon Master. Depending on the context of the campaign, the DM may add other Feats to this list.

At 14th level, the bonus increases to double the Cavalier’s Charisma modifier, and they also pick a second Feat from the same list.

Noble Parry

Starting at 10th level, the Cavalier may use their Reaction to add their Proficiency Bonus to their AC against an attack against them. They must be wielding a Martial weapon in both hands, or a Martial weapon and a shield, to do this.

The ability is called “Noble Parry” to distinguish it from the Battlemaster ability.

Battlefield Mastery

At 15th level, the Cavalier may push and shove their way around even a crowded melee with minimal risk.

None of worn heavy armor’s weight adds to the Cavalier’s encumbrance. None of the weight of barding adds to their mount’s encumbrance.

The Cavalier no longer provokes Opportunity Attacks due to movement, as long as they’re using a Two-Handed or Heavy weapon, or a shield, and are aware of the enemy. Neither does their mount.`

Noble Riposte

Starting at 18th level, if the Cavalier uses Noble Parry, and this causes the attack to miss, they may immediately make a single melee attack against the attacker as part of the same Reaction, if the attacker is within their melee reach of course.

Excelsior

At level 20, a Cavalier is a shining icon on the battlefield, inspiring all they can see to greatness.

When you or any ally that can see and hear you within 100 yards reaches 0 or fewer hit points but does not die, they may make a Constitution saving throw DC = half the damage of the attack that knocked them to 0 hit points, minimum 10. If they succeed, they may spend one of their Hit Dice, but they cannot use this ability again until they have taken a Long Rest (even from another Cavalier).

Cavalier Archetypes

This version of the Cavalier has three options available, starting at third level: the Knight, the Stormer, and the Dervish.

Knight

The Knight is a Cavalier born and raised to serve a noble cause, often their ruler or their religion. They live by example and lead their allies from the front lines, inspiring by their words and very presence.

Bonus Proficiencies

Starting at third level, a Knight gains proficiency in either the musical instrument of their choice, or artisan’s tools of their choice.

The Knight may also choose to replace their proficiency with Strength saving throws to Wisdom.

Never Give Up

Starting at third level, when a Knight fails a saving throw that causes them to become Frightened or Charmed, or against any effect that could cause the Knight to attack an ally, they may use their Reaction to reroll the saving throw, ending the effect if the saving throw succeeds. Furthermore, any ally within 30 feet that can see and hear the Knight may add the Knight’s Charisma modifier to the same category of saving throws. This distance extends to 60 feet if the Knight is mounted.

The bonus Never Give Up from one Knight grants an ally does not stack with other Charisma-based bonus, such as another Knight’s Never Give Up or an Aura of Protection granted by a Paladin. However, a Knight using their Reaction themselves may benefit from such a bonus granted by an ally.


By My Command

Starting at ninth level, a Knight can forgo using their Extra Attack and confer the attacks granted to an ally. For each Extra Attack (one or two) not taken, an ally within 30 feet that can see and hear them may use their Reaction make a single melee weapon, ranged weapon, cantrip spell attack, or unarmed attack instead. This distance increases to 60 feet if the Knight is mounted. Any attack rolls By My Command grants add the Knight’s Charisma modifier to the attack roll.

Because the Knight forgoes their Extra Attack, they may use this ability after using a Charging Attack.

Never Surrender

Starting at thirteenth level, a Knight has Advantage on all saving throws that cause them to become Frightened or Charmed, and against any effect that could cause the Knight to attack an ally. So does their mount. This includes rerolls from Never Give Up.

For Honor and Glory

Starting at seventeenth level, the Knight’s loyalty extends into the supernatural. They may use their Reaction to respond to any enemy’s attack against them to immediately restore themselves. This restores 5 hits points per Cavalier class level and ends the Charmed, Frightened, Stunned, Unconscious, Poisoned, and Paralyzed Conditions. This can be done even if Stunned, Paralyzed, or Unconscious, of course, even if the effect normally prevents Reactions. If the Knight is mounted, their mount is also affected.

Using this ability also immediately restarts the Lead from the Front temporary hit points to themselves and all allies within the listed range.

Once used, the Knight cannot use this ability again until they take a long rest.

Code of Honor

Knights, more than other Cavaliers, pledge their lives to serving a noble cause. This cause includes a specific Code of Honor they are expected to not just follow, but exemplify.

Knights who do not follow, or who outright break, the Code of Honor for their cause are unable to use their Knight Archetype abilities (Never Give Up, By My Command, Never Surrender and For Honor and Glory) until they have appropriately atoned, or swapped to a new cause that better fits their character. The exact details are up to the DM, but could involve a donation of wealth or other items of value, defending their actions in trial by law (or combat), or a quest. Other Cavalier abilities are not affected.

While this Code of Honor should be specific to the cause (liege or religion are standard causes) and that cause’s alignment, here’s an example of a LG Code of Honor, which I totally didn’t rip off from this site:

http://www.mjyoung.net/dungeon/char/clas008.html

  • Defense of the cause and its members unto death.
  • Courage and enterprise in obedience to the cause.
  • Loyalty and respect to for all higher-ranking members of the cause, so long as their behavior and commands follow the cause.
  • Loyalty and respect from lower-ranking members of the cause, in exchange for your guidance and protection.
  • Serve the cause in battle for all those who cannot, but only when battle is required.
  • Courtesy to all civilians.
  • Glory and success for the cause above all in battle, even your own safety.
  • Those who oppose the cause may not be your allies.
  • Never let an innocent noncombatant come to harm.

Here is a LN example:

  • Defense of the cause unto death.
  • Obey all commands from higher-ranking members of the cause without exception and without question.
  • Commands to lower-ranking members of the cause are to be followed without question.
  • Serve in battle for the cause when necessary, and require those who cannot help in some other way.
  • Courtesy to all members of the cause, regardless of rank.
  • Glory and success for the cause above all in battle, even your own life and the lives of others.
  • Those not allied with the cause are not allies.
  • Death before violating the tenets of the cause, or disobeying an order.

And here is a LE example:

  • Defense of the cause until victory, unless defeat is inevitable.
  • Obedience and loyalty to stronger members of the cause, unless it threatens your safety or your possessions.
  • Respect to members of the cause stronger than you.
  • Weaker members of the cause will obey your commands or die at your hand, preferably in public.
  • Glory and success for yourself and the cause in battle. If there isn’t a battle, consider starting one.
  • Scorn for those who are lowly, ignoble and/or do not follow the cause.
  • War, battle and combat serve as an example of your strength and the strength of the cause.
  • Combat is glory, as long as you win. There is no glory in defeat.
  • Those who oppose the cause shall be killed. Those who do not follow the cause should be subjugated to the cause, if such can be managed without significant risk.
  • Death is preferable to showing your weakness or the weakness of the cause. Stronger members of the cause may see to it personally.

Even Neutral and Chaotic Knights must have a Code of Honor. It might seem counterintuitive to have a strict Code of Honor for a cause that values freedom, but perhaps the Knights of that cause are dedicated to ensuring the freedom of others. Such codes might also include lines like “Justice for the innocent must be dealt, regardless of the law of the land” or the like.

Stormer

The Stormer is a heavy trooper, in and out of the saddle. They use their heavy armor and weapons to break through enemy lines, and take a beating while doing so.

Proficiencies

The Stormer may choose to replace their proficiency with Charisma saving throws to Constitution.

Inertia

Starting at third level, while wearing heavy armor or using a shield (or both), Stormers may use Charging Attacks with any weapon that isn’t Light.

Fully Plated

Also starting at third level, while wearing heavy armor, any bludgeoning, piercing or slashing damage done to the Stormer is reduced by 1. This does not stack with the reduction to nonmagical attacks granted by the Heavy Armor Master Feat.

Punch Through

Starting at ninth level, If the Stormer is wearing heavy armor and hits with a Charging Attack, they may move through the target’s space for the rest of that turn. They may still not end in it, of course. Moving through an enemy’s space in this way does not provoke Opportunity Attacks from that enemy.

The Stormer may also use Charging Attack after only moving ten feet, even if their maximum movement speed is more than twenty feet.

Trample

Starting at thirteenth level, If the Stormer is wearing heavy armor and hits a target with a Charging Attack or Critical Hit, they may immediately attempt to Shove the target without spending an action.

You may move through any prone target’s space. When you do so, you may Attack the target with a single special unarmed attack as a Bonus Action. This special unarmed attack does base bludgeoning damage equal to 1d6 for each 2 points of proficiency bonus. If you are mounted, the damage dice increase to 1d8, or the Stormer may guide your mount to make a single Attack instead.

Also, Fully Plated now reduces damage by 2.

Plow the Road

Starting at seventeenth level, the Stormer may make a special attack. The Stormer moves in a straight line, at least ten feet and up to their maximum movement (or mount’s maximum movement). While doing so, they may make a Charging Attack against each enemy in that line, in the order in which the Stormer reaches them, until they miss or are stopped. The Stormer must continue in that path to continue the attack, but cannot make an attack while in an occupied space (because they might miss).

Once used, the Stormer cannot use Plow the Road again until they complete a Short Rest.

Finally, Fully Plated now reduces damage by 3. If the Stormer has taken the Heavy Armor Master Feat, as this ability is strictly better, they may immediately replace the Feat with another from the Lead from the Front restricted Feat list.

Dervish

A master of mounted speed, the Dervish races around the battle using agile, harassing strikes.

Bonus Proficiencies

Starting at third level, a Dervish is proficient with all Martial ranged and throwing weapons.

The Dervish may also choose to replace their proficiency with Strength saving throws to Dexterity.

Leaping Strike

Starting at third level, a Dervish may leap at their opponent, if they are wearing Medium Armor, Light Armor, or no armor, and if they moved at least half their movement (or half their mount’s movement) before making this Attack. This movement need not be in a straight line. As part of their Attack action, they may first jump up to ten feet towards their target, and make a Charging Attack.

If the Dervish is mounted, the range increases by five feet for each size category their mount is larger than themselves. Leaping Strike always dismounts the Dervish.

Leaping Strike does not require an Athletics check to cover the listed distance. The leap, if any, may carry the Dervish past their usual maximum distance moved in a single turn.

If the Dervish is above their target, they may increase the horizontal range of the jump by five more feet for each full twenty feet they fall before striking. It should be noted that Leaping Strike does not prevent falling damage.

Shot on the Run

Also starting at third level, a Dervish who takes the Dash action may use their Bonus Action to make a single ranged weapon attack at any point during their movement. This attack may only be used at Short Range, unless the Dervish is mounted.

Downward Strike

Starting at ninth level, if the Dervish uses Leaping Strike from a higher elevation than the target, including leaping from a mount at least one size category larger than the target, and Leaping Strike hits, the Dervish may immediately make a special unarmed attack against the target as part of the same Action. This special unarmed attack does base bludgeoning damage equal to 1d6 for each 2 points of proficiency bonus.

Inertia Shot

Also starting at ninth level, Shot on the Run does bonus damage equal to the number of Charge Attack dice the Dervish has.

Sirocco

Starting at thirteenth level, when a Dervish hits with a Leaping Strike, they may immediately attempt to Shove the victim prone.

If the Leaping Strike knocks the victim down – for example, if they’ve been knocked prone or reduced to 0 hit points and fall – the Dervish may immediately jump up to ten feet and make a second Leaping Strike against a different target. The original target may not make an Opportunity Attack because of this movement. Regardless of the results of the second attack, Sirocco does not grant a third.

Arcing Shot

Also starting at thirteenth level, a Dervish becomes an expert at firing shots so the projectiles come from above their target. When they use a ranged weapon attack against a target with either a shield, or cover which does not extend above them, at Short Range, the Dervish may first make a Perception check, with DC of the target’s AC (as modified by the shield and cover, as normal). This check has Advantage if the Dervish is higher elevation than the target, for example, if they are riding a mount of larger size than the target.

If that Perception check succeeds, the Dervish may ignore the shield and/or cover bonuses the target receives when using ranged weapons. They maintain this bonus until the target’s defenses change, for example, if the target moves into a different form of cover (simply shifting five feet down to another section of the same wall won’t be enough).

Whirling Strike

Starting at 17th level, a Dervish may use either of the following two attacks when using Leaping Strike:

One, they may use their Charging Attack on the target, and attack everyone within their weapon’s melee reach of the target with a Charging Attack.

Or two, they may follow their Charging Attack on their main target with their Extra Attack 1 and 2. These attacks do not add the Charging Attack bonus damage.

Either way, the Dervish cannot use this ability again until completing a Short Rest.

Thundering Shot

Also starting at 17th level, a Dervish may add their Charging Attack damage bonus to a single ranged weapon attack, including Shot on the Run (replacing the bonus granted by Inertia Shot in such a case). Thundering Shot may only be used at Short Range, unless the Dervish is mounted.

The Dervish may not use Thundering Shot and Charging Attack in the same round, but they may combine Thundering Shot with Extra Attack(s).

Again, once this ability is used, they may not use it again until they complete a Short Rest.

Other Cavaliers

The idea of a mounted warrior is found in many fantasy and campaign settings. Making a new one to fit a race, religion, or class should be encouraged.

  • Dragon Riders with Lances
  • Griffon-Mounted Archers
  • Worg Riders with Javelins and Firebombs
  • Unarmed/Claw-using Raiders on Great Cats
  • Steampunk Engineers on Mechanical 'Animals'

Let your imagination (and needs) go wild!