AmbientRaven
2015-06-04, 11:52 PM
Hi Folks,
One of my players was asking about a mounted combat specialised fighter like the Cavalier.
Since there wasn't anything close, besides taking a feat i thought I would mess with a Fighter Subclass. I also made an appropriate fighting style.
Some Feedback would be fantastic, thanks!
New Fighting Style – Mounted Combat
You gain +1 to hit and +1 to Damage with martial weapons when mounted
Fighter Subclass: The Knight
https://encrypted-tbn2.gstatic.com/images?q=tbn:ANd9GcRt2VYGwjAcdYDEEUl-xPyEYRUpjbCdkKErGUcVXJ62bBhtC8vn
Many warriors see the benefit of fighting from the back of a mount. Gaining not just increased reach, but the manoeuvre ability and stability their mount offers.
Bonded Mount
A Knight often forms a bond with their trusted steed, forming a close bond with the animal that they trust their life to. At third level when you take the Knight subclass you may choose to bond your mount. When you bond with your mount it gains your proficiency bonus to its AC. The bonded mount gains hit points at half of your progression and has the hit die of the creature you mount, and start with a base 2D10+Con of hit points (For example 6th level Knights Warhorse would have 5D10+Con hit points). This bond takes 24 hours to form and complete. This bond can only be completed with Horses, Ponies, Camels and Riding Dogs. At tenth level this ability extends to include any mount you may ride listed in the Exotic Mounts entry at fifteenth level this ability extends to include any mounts listed in the Master of Mounts entry.
*new* Charge
Knights become adept at charging their foe from the back of their mount. Using the advantage of the mounts size and power to add power to their blows. Starting when you take this subclass at third level, you gain the ability to direct your mount to charge in one of two ways. At the start of your turn you may select to use either the Impact Charge, Ride By Charge or Infantry Charge actions. You may use a number of charge actions per day equal to your proficiency modifier. The uses reset after a long rest.
Ride By Charge
When you take this charge action you chose to forego your normal movement and action phase. Instead you and your mount performs a movement in a straight line, the movement must be between your mounts maximum normal movement and its maximum movement when using the dash action. Moving in this way does not trigger attacks of opportunity for entering or exiting an opponents threatened space. During this charge action you may choose to attack an opponent you have passed. This attack is treated like a normal attack, but gains an additional 1D10 force damage. If you used a Lance for this attack you instead gain 2D10 Force damage. At 11th level you may attack two separate opponents you pass, with each attack gaining the additional force damage.
Opponents armed with reach weapons get to make an attack of opportunity against this charge action.
Impact Charge
When you take this charge action you chose to forego your normal movement and action phase. Instead you and your mount performs a movement in a straight line, the movement must be between your mounts maximum normal movement and its maximum movement when using the dash action. The movement must finish in base contact with an opponent. When you complete this movement all opponents in base contact must pass a dexterity save with a DC equal to 8+prof+Mount Str or be stunned for one round. Additionally the Knight may make one attack against an opponent they are in base contact with, after the mounts impact check is resolved. At 11th level you may attack twice after resolving the mounts impact.
Opponents armed with reach weapons get to make an attack of opportunity against this charge action. This attack of opportunity is performed before the effects of the charge take place.
Infantry Charge
When you take this charge action, you forgo your normal movement and action phase. Instead you charge forward in a straight line, the movement must be between your maximum normal movement and your maximum movement when using the dash action. You must finish with your melee weapons attack range. When completing the movement, you may immediately make an attack action with advantage.
Challenge
Knights often seek out the most dangerous opponents, seeking to prove their valour by fighting them in single combat. Starting when you take this subclass at third level, once per day as a bonus action a Knight may declare a challenge against a humanoid opponent. If the challenged humanoid Attacks any one besides the knight, they have disadvantage on attack roles. Likewise, if they cast any spells that do not target the Knight, the target of the spell receives advantage on the save. The challenge lasts for one minute. At Twelfth level a Knight may issue an additional challenge. This ability recharges after a long rest.
Valorous Charge
Seeing a Knight charge into combat often fills his companions with a sense of bravery and valour, making them double their efforts. Starting at seventh level whenever you take the dash action and complete the move within melee attack range of an opponent you inspire your companions. The Knight and all allies whom could see the charge may add 1D4 to each attack roll made within a single turn taken within the next minute. Likewise, any allies whom witness the charge also gain advantage against Fear effects for the next minute. (For example, a 20th level fighter who dual wields could add 1D4 to all four of his attacks, and his bonus action attack on their next turn). Valorous charge may be used a number of times equal to your charisma modifier (minimum 1). This ability resets on a long rest.
Exotic Mount
Experienced Knights often manage to tame the wildest beasts and monsters, befriending them and gaining their trust. Starting at tenth level you may select to bond any mount that is of a size you can ride that matches either the beast category, or is on the accompanying “Fey & Monstrous Mounts” list below. You may only select a mount with a CR equal to 1/3 of your Knights level (rounded down) and may not select creatures with a fly speed. (For Example 10th level Knight may select a CR 3 mount)
Mounts
Basilisk (Stone gaze gains a 6 turn re-use time), Bulette, Displacer Beast, Hell Hound, Unicorn, Blink Dog, Phase spider, Winter Wolf, Worg, Allosaurus, Anklyosaurus, Triceratops
Master of Mounts
As a Knight gains more experience, they learn better control of their mounts, and master not just ground combat, but, air combat as well. Starting at fifteenth level a Knight may select mounts from the “Flying Mount” list included below. Likewise if they are on a Flying Mount the Knight & their mount gains advantage on all Dexterity saves when flying. If on a ground mount, or, a flying mount that is on the ground, the Knight and their mount gains advantage on Strength saves. You may only select a mount with a CR equal to 1/3 of your Knights level (rounded down) (For Example 15th level Knight may select a CR 5 mount). A mount with a flying speed may only wear light armour.
Flying Mounts
Chimera, Griffon, Giant Eagle, Hippogriff, Manticore, Nightmare, Pegasus, Peryton, Wyvern, Giant Wasp, Giant Vulture, Pterodon
Master of the Charge
As a knight becomes more experienced, they learn how to best direct their blow after charging. Starting at eighteenth level when a Knight performs a charge action they gain an additional effect.
When the Knight performs the Infantry Charge action they gain advantage on all attacks made that turn and gain an additional 2D10 force damage on the first attack made.
If a knight performs the Ride By Charge action, they gain 5D10 force damage on each attack, this is in addition to the normal bonus damage from Ride By CHarge.
If the Knight performs the Impact Charge They gain 5D10 force damage to their first attack that hits, and their mount now deals an additional 5D10+Armour Class in damage, stunning and knocking the target prone for one round (Creatures two or more sizes large than the mount are unaffected by the Stun and Knock Down). This damage is treated as happening before the Knights attacks. The Target can make a dexterity save to reduce the damage. On successful save the target takes half damage and is neither stunned nor proned. The DC is the same as Impact Charge’s save DC.
My Reasoning on each ability
Bonded Mount: With this ability I wanted to show there was a bond between the knight and their mount. I looked at the Ranger animal companion ability. This is what inspired me to add the Knights prof bonus to the mounts AC, showing the proficiency in directing his mount in combat. Likewise I feel at higher levels mounts and animal companions are more of a liability due to low HP, so decided to add a scaling hit dice. I chose one half advancement because i personally believe a mount/animal companion shouldn't have the HP of a player, but should have enough to live through some attacks. I use similar rules in my house rules for animal companion progression (though they also end up gaining extra abilities).
They start with Base 2d10 as Bonded Torch pointed out many mounts would lose hit points until the higher levels, so this helps balance it out a little.
Charge: After some further feedback, I felt like a 3rd level ability that encourages mounted combat would be ideal. I added in Infantry Charge so that a Knight in a dungeon isn't completely useless. I am really happy with the three charges. One shows a Knight basically "jousting", whilst another shows the brutal impact a mounted rider would make charging into their foes. I allowed reach weapons to get an AoO against both mounted charges as to me it feels right. Polearms were basically invented in warfare t counter mounted charges. I like the feel of the infantry charge as well. It feels like a Knight is still useful even when not mounted.
Challenge: This ability I wanted to show a valorous knight seeking combat with the toughest foe. It's a bit of a stereotypical thing to view, but, like it. Bonded Torch and Stan both pointed out that the Knight gaining advantage and imposing disadvantage is very strong for third level and I agree. it was originally based on the Paladin Oath of Vengeance ability, but I added the disadvantage. I like this now as its differant to the OoV Paladin ability, but feels like it fits well. Made it a bonus action as well as it makes sense.
Valorous Charge: This ability was based very roughly on pathfinders Samurai/Cavaliers banner ability. But instead of wearing/having a banner, I based it on a Knight charging into combat, inspiring his brethren. Torched and Stan both raised some good points. 1D6 was a bit strong on every attack for a minute, so i toned it down to 1D4. Also I cleaned up the wording and made it act for one turn on all attacks made that turn, but the individual may select to use it on any of their turns within a minute of the charge. I also removed the 100ft range on the ability, and instead made it any one whom can see the knight. Can't inspire an ally by charging valorously if they cant see you do so! Also added a bonus against fear affects as a few people recommended to me on my Skype group it fits in well with being inspired by a brave charging knight. And fear is a relatively uncommon form of magic so I thought it would slot in well.
I am considering dropping the Cha modifier as uses, and leaving it as when any charge action is taken, as it would make the most sense I feel.
Exotic Mount: I am happy with this. Expanded to explain that you may not select a flying mount. If any one has recommendation for any additional mount options I am all ears.
Master of Mounts: Changed a lot from Draft 1. Torched Forever raised a few good points. I changed the ability to take flying mounts from 18th level to 15th level to better match when other classes can fly (Re: Cleric, Sorcerer, Wizard, bard ect.). The advantage was split into two. On the ground the knight and mount gains adv on strength checks. This is to show that the knight is a master in the saddle now, and, can combine his skill with the mounts "solidness" to better resist strength based abilties. In the air the knight and mount has advantage on dexterity saves, to show the nimbleness of the mount and the skill of the rider knowing to order a sudden "fly higher/lower" ect. to better avoid spells and abilities. The flying mounts can only wear light armour. This is based from the Aarakroa ability to only wear light armour and fly due tt he weight of the armour and the lack of flexibility in plate armour. This is also done so that you can be a fast flying mount, or a heavily armoured ground mount
Master of the Charge: Re-worked this heavily to better fit in and modify the new Charge 3rd level ability. I am very happy with the effects.
I would like to say thank you to Torched Forever and Stan for their help so far!
Thank you again for reading this
Bonded Mount
A Knight often forms a bond with their trusted steed, forming a close bond with the animal that they trust their life to. At third level when you take the Knight subclass you may choose to bond your mount. When you bond with your mount it gains your proficiency bonus to its AC. The bonded mount gains hit points at half of your progression and has the hit die of the creature you mount. (so a 6th level Knights Warhorse would have 3D10+Con hit points). This bond takes 24 hours to form and complete. This bond can only be completed with Horses, Ponies, Camels and Riding Dogs.
Challenge
Knights often seek out the most dangerous opponents, seeking to prove their valour by fighting them in single combat. Starting when you take this subclass at third level a knight may declare a challenge against a humanoid opponent. The Knight gains advantage when striking that target. The target of the challenge has disadvantage on all attacks, and the targets of spells have advantage on saves, if they target anyone whom is not the Knight who issued the challenge. The challenge persists for 24 hours, or until the target dies. At Twelfth level a Knight may issue two challenges per day.
Valorous Charge
Seeing a Knight charge into combat often fills his companions with a sense of bravery and valour, making them double their efforts. Starting at seventh level whenever you take the charge or dash action and complete the move within 5ft of an opponent you inspire your companions. All allies within 100ft of the Knight after the move can add 1D6 to either their attack or damage rolls for the next minute. Valorous charge may be used a number of times equal to your charisma modifier (minimum 1), once you have used all uses of valorous charge, you must complete a long rest before being able to do so again.
Exotic Mount
Experienced Knights often manage to tame the wildest beasts and monsters, befriending them and gaining their trust. Starting at tenth level you may select to bond any mount that is of a size you can read that matches either the beast category, or is on the accompanying “Fey & Monstrous Mounts” table. You may only select a mount with a CR equal to 1/3 of your Knights level, rounded down. (So a 10th level Knight may select a CR 3 mount)
Mounts: Basilisck (Stone gaze gains a 6 turn re-use time), Bulette, Displacer Beast, Hell Hound, Unicorn, Blink Dog, Phase spider, Winter Wolf, Worg, Allosaurus, Anklyosaurus, Triceratopos
Flying Mounts: Chimera, Griffon, Giant Eagle, Hippogriff, Manticore, Nightmare, Pegasus, Peryton, Wyvern, Giant Wasp, Giant Vulture, Pterodon
Master of Mounted Combat
A Knight spends their life in the saddle. As they become more adept at life in the saddle, they become more at ease. Starting at fifteenth level a Knight has advantage on all strength & dexterity saves when mounted.
Master of Mounted Combat
As a knight becomes more experienced, they learn how to best direct their charge. Starting at eighteenth level when a Knight performs a charge or dash action, the Knight may immediately perform one attack, gaining an additional 5D10 bludgeoning damage to the attack. If the knight is Mounte when performing this action, the mount deals an additional 6D10+Armour Class damage, stunning and knocking the target prone for one round. This damage is oen before the Knights attack. The Target can make a dexterity save to reduce the damage. On successful save the target takes half damage and is not stunned nor proned. The DCC is 8+Prof+Mounts Str.
Likewise at eighteenth level a knight may select mounts that have a fly speed, following the same ruled from the exotic mount entry.
One of my players was asking about a mounted combat specialised fighter like the Cavalier.
Since there wasn't anything close, besides taking a feat i thought I would mess with a Fighter Subclass. I also made an appropriate fighting style.
Some Feedback would be fantastic, thanks!
New Fighting Style – Mounted Combat
You gain +1 to hit and +1 to Damage with martial weapons when mounted
Fighter Subclass: The Knight
https://encrypted-tbn2.gstatic.com/images?q=tbn:ANd9GcRt2VYGwjAcdYDEEUl-xPyEYRUpjbCdkKErGUcVXJ62bBhtC8vn
Many warriors see the benefit of fighting from the back of a mount. Gaining not just increased reach, but the manoeuvre ability and stability their mount offers.
Bonded Mount
A Knight often forms a bond with their trusted steed, forming a close bond with the animal that they trust their life to. At third level when you take the Knight subclass you may choose to bond your mount. When you bond with your mount it gains your proficiency bonus to its AC. The bonded mount gains hit points at half of your progression and has the hit die of the creature you mount, and start with a base 2D10+Con of hit points (For example 6th level Knights Warhorse would have 5D10+Con hit points). This bond takes 24 hours to form and complete. This bond can only be completed with Horses, Ponies, Camels and Riding Dogs. At tenth level this ability extends to include any mount you may ride listed in the Exotic Mounts entry at fifteenth level this ability extends to include any mounts listed in the Master of Mounts entry.
*new* Charge
Knights become adept at charging their foe from the back of their mount. Using the advantage of the mounts size and power to add power to their blows. Starting when you take this subclass at third level, you gain the ability to direct your mount to charge in one of two ways. At the start of your turn you may select to use either the Impact Charge, Ride By Charge or Infantry Charge actions. You may use a number of charge actions per day equal to your proficiency modifier. The uses reset after a long rest.
Ride By Charge
When you take this charge action you chose to forego your normal movement and action phase. Instead you and your mount performs a movement in a straight line, the movement must be between your mounts maximum normal movement and its maximum movement when using the dash action. Moving in this way does not trigger attacks of opportunity for entering or exiting an opponents threatened space. During this charge action you may choose to attack an opponent you have passed. This attack is treated like a normal attack, but gains an additional 1D10 force damage. If you used a Lance for this attack you instead gain 2D10 Force damage. At 11th level you may attack two separate opponents you pass, with each attack gaining the additional force damage.
Opponents armed with reach weapons get to make an attack of opportunity against this charge action.
Impact Charge
When you take this charge action you chose to forego your normal movement and action phase. Instead you and your mount performs a movement in a straight line, the movement must be between your mounts maximum normal movement and its maximum movement when using the dash action. The movement must finish in base contact with an opponent. When you complete this movement all opponents in base contact must pass a dexterity save with a DC equal to 8+prof+Mount Str or be stunned for one round. Additionally the Knight may make one attack against an opponent they are in base contact with, after the mounts impact check is resolved. At 11th level you may attack twice after resolving the mounts impact.
Opponents armed with reach weapons get to make an attack of opportunity against this charge action. This attack of opportunity is performed before the effects of the charge take place.
Infantry Charge
When you take this charge action, you forgo your normal movement and action phase. Instead you charge forward in a straight line, the movement must be between your maximum normal movement and your maximum movement when using the dash action. You must finish with your melee weapons attack range. When completing the movement, you may immediately make an attack action with advantage.
Challenge
Knights often seek out the most dangerous opponents, seeking to prove their valour by fighting them in single combat. Starting when you take this subclass at third level, once per day as a bonus action a Knight may declare a challenge against a humanoid opponent. If the challenged humanoid Attacks any one besides the knight, they have disadvantage on attack roles. Likewise, if they cast any spells that do not target the Knight, the target of the spell receives advantage on the save. The challenge lasts for one minute. At Twelfth level a Knight may issue an additional challenge. This ability recharges after a long rest.
Valorous Charge
Seeing a Knight charge into combat often fills his companions with a sense of bravery and valour, making them double their efforts. Starting at seventh level whenever you take the dash action and complete the move within melee attack range of an opponent you inspire your companions. The Knight and all allies whom could see the charge may add 1D4 to each attack roll made within a single turn taken within the next minute. Likewise, any allies whom witness the charge also gain advantage against Fear effects for the next minute. (For example, a 20th level fighter who dual wields could add 1D4 to all four of his attacks, and his bonus action attack on their next turn). Valorous charge may be used a number of times equal to your charisma modifier (minimum 1). This ability resets on a long rest.
Exotic Mount
Experienced Knights often manage to tame the wildest beasts and monsters, befriending them and gaining their trust. Starting at tenth level you may select to bond any mount that is of a size you can ride that matches either the beast category, or is on the accompanying “Fey & Monstrous Mounts” list below. You may only select a mount with a CR equal to 1/3 of your Knights level (rounded down) and may not select creatures with a fly speed. (For Example 10th level Knight may select a CR 3 mount)
Mounts
Basilisk (Stone gaze gains a 6 turn re-use time), Bulette, Displacer Beast, Hell Hound, Unicorn, Blink Dog, Phase spider, Winter Wolf, Worg, Allosaurus, Anklyosaurus, Triceratops
Master of Mounts
As a Knight gains more experience, they learn better control of their mounts, and master not just ground combat, but, air combat as well. Starting at fifteenth level a Knight may select mounts from the “Flying Mount” list included below. Likewise if they are on a Flying Mount the Knight & their mount gains advantage on all Dexterity saves when flying. If on a ground mount, or, a flying mount that is on the ground, the Knight and their mount gains advantage on Strength saves. You may only select a mount with a CR equal to 1/3 of your Knights level (rounded down) (For Example 15th level Knight may select a CR 5 mount). A mount with a flying speed may only wear light armour.
Flying Mounts
Chimera, Griffon, Giant Eagle, Hippogriff, Manticore, Nightmare, Pegasus, Peryton, Wyvern, Giant Wasp, Giant Vulture, Pterodon
Master of the Charge
As a knight becomes more experienced, they learn how to best direct their blow after charging. Starting at eighteenth level when a Knight performs a charge action they gain an additional effect.
When the Knight performs the Infantry Charge action they gain advantage on all attacks made that turn and gain an additional 2D10 force damage on the first attack made.
If a knight performs the Ride By Charge action, they gain 5D10 force damage on each attack, this is in addition to the normal bonus damage from Ride By CHarge.
If the Knight performs the Impact Charge They gain 5D10 force damage to their first attack that hits, and their mount now deals an additional 5D10+Armour Class in damage, stunning and knocking the target prone for one round (Creatures two or more sizes large than the mount are unaffected by the Stun and Knock Down). This damage is treated as happening before the Knights attacks. The Target can make a dexterity save to reduce the damage. On successful save the target takes half damage and is neither stunned nor proned. The DC is the same as Impact Charge’s save DC.
My Reasoning on each ability
Bonded Mount: With this ability I wanted to show there was a bond between the knight and their mount. I looked at the Ranger animal companion ability. This is what inspired me to add the Knights prof bonus to the mounts AC, showing the proficiency in directing his mount in combat. Likewise I feel at higher levels mounts and animal companions are more of a liability due to low HP, so decided to add a scaling hit dice. I chose one half advancement because i personally believe a mount/animal companion shouldn't have the HP of a player, but should have enough to live through some attacks. I use similar rules in my house rules for animal companion progression (though they also end up gaining extra abilities).
They start with Base 2d10 as Bonded Torch pointed out many mounts would lose hit points until the higher levels, so this helps balance it out a little.
Charge: After some further feedback, I felt like a 3rd level ability that encourages mounted combat would be ideal. I added in Infantry Charge so that a Knight in a dungeon isn't completely useless. I am really happy with the three charges. One shows a Knight basically "jousting", whilst another shows the brutal impact a mounted rider would make charging into their foes. I allowed reach weapons to get an AoO against both mounted charges as to me it feels right. Polearms were basically invented in warfare t counter mounted charges. I like the feel of the infantry charge as well. It feels like a Knight is still useful even when not mounted.
Challenge: This ability I wanted to show a valorous knight seeking combat with the toughest foe. It's a bit of a stereotypical thing to view, but, like it. Bonded Torch and Stan both pointed out that the Knight gaining advantage and imposing disadvantage is very strong for third level and I agree. it was originally based on the Paladin Oath of Vengeance ability, but I added the disadvantage. I like this now as its differant to the OoV Paladin ability, but feels like it fits well. Made it a bonus action as well as it makes sense.
Valorous Charge: This ability was based very roughly on pathfinders Samurai/Cavaliers banner ability. But instead of wearing/having a banner, I based it on a Knight charging into combat, inspiring his brethren. Torched and Stan both raised some good points. 1D6 was a bit strong on every attack for a minute, so i toned it down to 1D4. Also I cleaned up the wording and made it act for one turn on all attacks made that turn, but the individual may select to use it on any of their turns within a minute of the charge. I also removed the 100ft range on the ability, and instead made it any one whom can see the knight. Can't inspire an ally by charging valorously if they cant see you do so! Also added a bonus against fear affects as a few people recommended to me on my Skype group it fits in well with being inspired by a brave charging knight. And fear is a relatively uncommon form of magic so I thought it would slot in well.
I am considering dropping the Cha modifier as uses, and leaving it as when any charge action is taken, as it would make the most sense I feel.
Exotic Mount: I am happy with this. Expanded to explain that you may not select a flying mount. If any one has recommendation for any additional mount options I am all ears.
Master of Mounts: Changed a lot from Draft 1. Torched Forever raised a few good points. I changed the ability to take flying mounts from 18th level to 15th level to better match when other classes can fly (Re: Cleric, Sorcerer, Wizard, bard ect.). The advantage was split into two. On the ground the knight and mount gains adv on strength checks. This is to show that the knight is a master in the saddle now, and, can combine his skill with the mounts "solidness" to better resist strength based abilties. In the air the knight and mount has advantage on dexterity saves, to show the nimbleness of the mount and the skill of the rider knowing to order a sudden "fly higher/lower" ect. to better avoid spells and abilities. The flying mounts can only wear light armour. This is based from the Aarakroa ability to only wear light armour and fly due tt he weight of the armour and the lack of flexibility in plate armour. This is also done so that you can be a fast flying mount, or a heavily armoured ground mount
Master of the Charge: Re-worked this heavily to better fit in and modify the new Charge 3rd level ability. I am very happy with the effects.
I would like to say thank you to Torched Forever and Stan for their help so far!
Thank you again for reading this
Bonded Mount
A Knight often forms a bond with their trusted steed, forming a close bond with the animal that they trust their life to. At third level when you take the Knight subclass you may choose to bond your mount. When you bond with your mount it gains your proficiency bonus to its AC. The bonded mount gains hit points at half of your progression and has the hit die of the creature you mount. (so a 6th level Knights Warhorse would have 3D10+Con hit points). This bond takes 24 hours to form and complete. This bond can only be completed with Horses, Ponies, Camels and Riding Dogs.
Challenge
Knights often seek out the most dangerous opponents, seeking to prove their valour by fighting them in single combat. Starting when you take this subclass at third level a knight may declare a challenge against a humanoid opponent. The Knight gains advantage when striking that target. The target of the challenge has disadvantage on all attacks, and the targets of spells have advantage on saves, if they target anyone whom is not the Knight who issued the challenge. The challenge persists for 24 hours, or until the target dies. At Twelfth level a Knight may issue two challenges per day.
Valorous Charge
Seeing a Knight charge into combat often fills his companions with a sense of bravery and valour, making them double their efforts. Starting at seventh level whenever you take the charge or dash action and complete the move within 5ft of an opponent you inspire your companions. All allies within 100ft of the Knight after the move can add 1D6 to either their attack or damage rolls for the next minute. Valorous charge may be used a number of times equal to your charisma modifier (minimum 1), once you have used all uses of valorous charge, you must complete a long rest before being able to do so again.
Exotic Mount
Experienced Knights often manage to tame the wildest beasts and monsters, befriending them and gaining their trust. Starting at tenth level you may select to bond any mount that is of a size you can read that matches either the beast category, or is on the accompanying “Fey & Monstrous Mounts” table. You may only select a mount with a CR equal to 1/3 of your Knights level, rounded down. (So a 10th level Knight may select a CR 3 mount)
Mounts: Basilisck (Stone gaze gains a 6 turn re-use time), Bulette, Displacer Beast, Hell Hound, Unicorn, Blink Dog, Phase spider, Winter Wolf, Worg, Allosaurus, Anklyosaurus, Triceratopos
Flying Mounts: Chimera, Griffon, Giant Eagle, Hippogriff, Manticore, Nightmare, Pegasus, Peryton, Wyvern, Giant Wasp, Giant Vulture, Pterodon
Master of Mounted Combat
A Knight spends their life in the saddle. As they become more adept at life in the saddle, they become more at ease. Starting at fifteenth level a Knight has advantage on all strength & dexterity saves when mounted.
Master of Mounted Combat
As a knight becomes more experienced, they learn how to best direct their charge. Starting at eighteenth level when a Knight performs a charge or dash action, the Knight may immediately perform one attack, gaining an additional 5D10 bludgeoning damage to the attack. If the knight is Mounte when performing this action, the mount deals an additional 6D10+Armour Class damage, stunning and knocking the target prone for one round. This damage is oen before the Knights attack. The Target can make a dexterity save to reduce the damage. On successful save the target takes half damage and is not stunned nor proned. The DCC is 8+Prof+Mounts Str.
Likewise at eighteenth level a knight may select mounts that have a fly speed, following the same ruled from the exotic mount entry.