Cavalier

Core Statistics
Class Type: Half Caster

Hit Points at 1st Level: 8 + your Constitution modifier

Hit Points Gained Each Level: 1d8 (or 5) + your Constitution modifier

Ability Score Proficiencies: Constitution, Intelligence

Armour Proficiencies: Light Armour, Medium Armour, Shields

Weapon Proficiencies: Simple Weapons, Martial Weapons

Other Proficiencies: Horns (Musical Instrument)

Skill Proficiencies
As a Cavalier, you can choose 2 skills from the following list to become proficient with.
 * Animal Handling
 * Athletics
 * Intimidation
 * Insight
 * Investigation
 * Persuasion

Starting Equipment
As a Cavalier, you roll 3d4 and multiply the result by 10. You gain the total result as gold, and you can use this gold to purchase items of your choosing from the armour, weapons, and items lists.

Archetype Selection
At 1st level, you choose a path to follow. This choice grants you additional features at 1st, 3rd, 6th, 9th, 13th, and 18th level.
 * A Universal Archetype

Magical Banner
At 1st level, you gain a magical banner that you can use to raise the morale of your allies. You can also attach a banner to a weapon with both the reach and two-handed properties, as long as you are proficient with that weapon, turning it into a banner weapon. Attaching a banner to a weapon takes 5 minutes, and requires a 3-foot length of magical string worth at least 25gp. A banner weapon is a magical weapon.

As 2 actions, you can wave your banner with one hand until the start of your next turn, or you can plant it into the ground at an unoccupied location within 5 feet of you. When you wave or plant your banner, you can choose any number of willing creatures within 20 feet of yourself to empower until the start of your next turn (excluding yourself). A creature must be able to see your banner or hear you to become empowered. A creature cannot use the effect of this feature if it is more than 20 feet away from your banner. An empowered creature can use it's Reaction to gain one of the following effects:

You can use this feature a number of times equal to your proficiency bonus, and you regain any expended uses when you finish a short or long rest.
 * Banner of Endurance: When a creature takes damage from an Attack, it can use its Reaction to halve the damage from that Attack.
 * Banner of Glory: When a creature Strikes another creature, it can use its Reaction to make one additional Strike against the same creature.
 * Banner of Resolve: When a creature has to make a saving throw, it can use its Reaction to grant itself advantage on the roll.

If your magical banner is lost or destroyed, you can create another one using an ordinary banner and 25gp worth of enchanting materials. A magical banner can be created during a long rest.

Magical Horn
At 1st level, you gain a magical horn that you can use to rouse your allies while you march to your next destination. While traveling for an hour or more, you and your allies have advantage on Constitution saving throws made against suffering exhaustion.

Additionally, when you and creatures that you consider to be allies roll initiative, you can choose to blow your horn and make an audible noise out to 300 feet, as long as you are not surprised. When you do so, all willing allies within 30 feet of you can add your Intelligence modifier (a minimum of 1) to their initiative. A creature must be able to hear your horn to gain the benefits of this feature.

If your horn is lost or destroyed, you can create another one using an ordinary horn and 25gp worth of enchanting materials. A new magical horn can be created during a long rest.

Spellcasting
At 1st level, you gain the ability to cast spells from the Cavalier spell list. Spell Save DC = 8 + your proficiency bonus + your Intelligence modifier
 * Prepared Spells: You know all of the spells on the Cavalier spell list. When you finish a long rest, you can prepare a list of Cavalier spells equal to half your Cavalier level + your Intelligence modifier (a minimum of 1).
 * Ritual Casting: As a Cavalier, you cannot cast a spell as a ritual.
 * Spell Slots: The Cavalier Feature Table shows you how many spell slots you have. You regain any expended spell slots when you finish a long rest.

Spell Attack Modifier = your proficiency bonus + your Intelligence modifier

Weapon Skill
At 1st level, you learn how to better use a weapon of your choice. Choose one weapon that you are proficient with and increase your skill level by 1, granting you additional effects and bonuses when using that weapon. You can see a weapons skills by clicking on a weapon name on the weapons list. You can increase your skill level with a weapon by 1 when you reach certain levels in this Class: 1st, 3rd, 5th, 7th, 9th, 11th, 13th, 15th, 17th, and 19th level.

Summon Banner Mount
At 2nd level, you can summon a spirit that assumes the form of an intelligent, strong, and loyal creature, creating a long-lasting bond with it. You plant your magical banner on the ground and perform a 10 minute ritual to summon this creature. During the ritual, you expend one spell slot to fuel the magic of the spell. Once complete, a creature is summoned in the space of your magical banner, and your magical banner is fastened appropriately to the newly summoned creature. When you summon a creature, you can choose an environment: Air, Land, or Water. A creature of the chosen environment will be summoned, represented by the stat block below. For example, an air type creature might be a giant bird, a land type creature might be a horse, and a water type creature might be a giant turtle.

The creature serves you as a mount, both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. When the steed drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss your steed at any time as 2 actions, causing it to disappear. In either case, using this feature again summons the same spirit, restored to its hit point maximum, even if it takes a different form. You can communicate with the creature telepathically as long as it is within 90 feet of you. You can’t have more than one creature bonded by this feature at a time. As 2 actions, you can release the creature from its bond at any time, causing it to disappear.



Controlling your Mount
The summoned creature shares your initiative and takes its turn at the same time as yours. You can use 1 action to command the creature telepathically as long as you are within 90 feet of it, but it cannot make Attacks unless you use a Banner Mount Ability (see below). If you are not mounted on the creature, you can only command it Stride toward you or to a space within 30 feet of you.

While you are using the creature as a mount and you are not incapacitated, you gain the following benefits:
 * You have advantage on melee Strikes against any unmounted creature that is Medium size or smaller.
 * Melee Strikes made against you have disadvantage if the attacker is within 5 feet of your mount.
 * If your mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
 * If you are thrown from your mount, you can use your Reaction to make a Dexterity saving throw to land on your feet. You make this saving throw with advantage.

Banner Mount Abilities
While you are riding your banner mount, you can use the following abilities by expending a spell slot of 1st-level or higher. The damage of these abilities is determined by the level of the spell slot that was expended to use them.
 * Charge: As 2 actions, you can command your banner mount to charge a distance up to its speed. The banner mount can only charge in a straight line, and it suffers no penalties when moving through the space of a Large or smaller creature. A creature whose space is charged through must make a Dexterity saving throw against your spell save DC. On a failed save, a creature takes bludgeoning damage and is knocked prone. Your banner mount cannot end its charge in an occupied space. The bludgeoning damage of this ability is 1d8 for a 1st-level spell slot, and an additional 1d8 for each spell slot level above 1st.
 * Maul: As 2 actions, you can command your banner mount to lash out a creature within 5 feet of it. Your banner mount makes a melee Strike against the creature. On a hit, a creature takes bludgeoning damage. The bludgeoning damage of this ability is 2d8 for a 1st-level spell slot, and an additional 1d8 for each spell slot level above 1st.
 * Thrash: As 2 actions, you can command your banner mount to thrash around. All creatures within 5 feet of your banner mount must make a Dexterity saving throw against your spell save DC. On a failed save, a creature takes bludgeoning damage and is forced to immediately Step away from your banner mount (no action required). If a creature cannot Step away from your banner mount, or it does not Step to a space that is not within 5 feet of your banner mount, it takes additional bludgeoning damage. The bludgeoning damage of this ability is 1d10 for a 1st-level spell slot, and an additional 1d10 for each spell slot level above 1st.

Martial Techniques
At 3rd level, your martial prowess allows you to perform special techniques. You gain access to the Martial Techniques list. A technique might require prerequisites to perform, and you may need to use more than one action to perform it. Each martial technique will detail any requirements needed to use it. If a technique forces a creature to make a saving throw, then the DC for that saving throw is equal to 8 + your proficiency bonus + your Strike modifier. If the technique you are using does not require you to take the Strike action, then the DC will use your Strength or Dexterity modifier (your choice) in place of your Strike modifier.
 * Martial Die: If a technique uses a martial die then this die is a d4. Your martial die increases in strength as you gain levels in this class (see the Cavalier Feature Table).
 * Stamina: You use stamina to perform your martial techniques. You start with 4 stamina, and you gain more stamina as you gain levels in this class (see the Cavalier Feature Table). You regain any expended stamina when you finish a short or long rest.
 * Techniques Known: You know 2 techniques. You learn more techniques as you gain levels in this class (see the Cavalier Feature Table).
 * Versatile Techniques: When you finish a long rest, you can choose one technique that you know and learn a different technique that you can learn.

Character Improvement
At 4th, 8th, 12th, 16th and 19th level you can improve your character using one of the following options. You cannot increase an ability score above 20, unless your maximum for that score is greater than 20.
 * Increase one ability score by 2.
 * Increase two different ability scores by 1 each.
 * Increase one ability score by 1, and learn a feat.
 * Increase your skill level with a weapon by 1, and learn a feat.
 * Increase one ability score by 1, and increase your skill level with a weapon by 1.
 * Choose one feature from a Universal Archetype. This feature cannot be for a level that is higher than half your character level (rounded down).

Superior Attack
At 5th level, you ignore the -4 penalty to your second Attack.

Horn of Victory
At 7th level, you can use 1 action to blow your magical horn (see your Magical Horn feature). The sound that your horn makes can be heard up to 300 feet away. When you blow your born, you can choose one of the following effects: You can use this feature once, and you regain the use of it when you finish a short or long rest.
 * Allied creatures that hear the horn gain one additional Action on their next turn (excluding you).
 * Hostile creatures that hear the horn lose one of their Actions on their next turn.

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Superior Attack II
At 20th level, the penalty for your third Attack is reduced to -4, instead of -8.