Jsk Knight Cavalier

Expert Rider
At 3rd level, you've mastered using a mount in combat. You gain proficiency with the Animal Handling skill, and can add twice your proficiency bonus when making Animal Handling checks that relate to mounts. While you are mounted, you can force an attack targeted at your mount to target you instead.

Knight Superiority
At 3rd level, you learn maneuvers that are fuelled by special dice called superiority dice. Some of your maneuvers require your target to make a saving throw to resist the maneuver's Effects. The saving throw is equal to 8 + your proficiency bonus + your Attack modifier.
 * Maneuvers: You learn three maneuvers of your choice from the Knight Cavalier Maneuvers List below. Many maneuvers enhance an Attack in some way. You can use only one maneuver per Attack. You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.
 * Superiority Dice: You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die at 7th level and at 15th level.

Combat Cavalier
At 7th level, whenever you roll initiative while mounted or while within 5 feet of your mount, your mount gains temporary hit points equal to your Fighter level. These temporary hit points are lost if you end your turn more than 5 feet away from the mount.

Greater Knight Superiority
At 10th level, your superiority dice become d10s, instead of d8s.

Unbreakable
At 15th level, whenever you roll a superiority die, you gain temporary hit points equal to half the number rolled (rounded down).

Supreme Knight Superiority
At 18th level, your superiority dice become d12s, instead of d8s.

Cavalier's Control
When you take the Attack action while mounted, you can expend a superiority die and direct your mount to attack (if it has any attacks) as a bonus action. You can add your proficiency bonus to your mount's Attack roll, and if it hits you add your superiority die to the damage roll.

Charging Attack
When you move 20 feet or more toward a target and make a melee weapon Attack against it, you can expend one superiority die to attempt to knock the target prone. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone. You or your mount gain 10 feet of movement after you perform this manuever, which is lost at the end of the turn.

Demanding Strike
When you hit a creature with a weapon Attack, you can expend one superiority die to attempt to force the target to Attack you. Roll the superiority die and gain temporary hit points equal to the result. The target must make a Wisdom saving throw. On a failed save, the target is provoked by you until the end of your next turn.

Halting Blow
When you hit a creature with a weapon Attack, you can expend one superiority die to attempt to force the target to stop. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, you can pick a direction that the target cannot move until the start of your next turn.

Honour's Call
You can expend a superiority die to cast the Compelled Duel spell without expending a spell slot. When cast in this way, the spell DC is equal to your Maneuver DC.

Inspiring Charge
When you move 20 feet or more toward a target, you can expend a superiority die. Up to five allied creatures that can see or hear you can use their Reaction to move 10 feet towards you or the target you moved towards.

Interminable Steed
As a bonus action while mounted, you can expend a superiority die to grant your mount temporary hit points equal to the roll + your Animal Handling proficiency.

Shield Wall
As a bonus action when carrying a shield, you can expend a superiority die and reduce your movement to zero for the rest of your turn. Until the start of your next turn, you count as three-quarters cover for any ally within 5 feet of you. You cannot use this maneuver if you or a mount you are riding have expended half of their speed or more during this turn.

Unstoppable Advance
When you move, you can expend one superiority die to make you or your mount ignore difficult terrain until the end of your turn. During this time, you or your mount can move through the space of hostile creatures by spending twice the movement required to move through their space.

Warding Maneuver
If you or a creature within 5 feet of you is hit by an Attack, you can use your Reaction to expend one superiority die and increase the AC of the target of the Attack by the amount rolled. If the attack still hits, the target has resistance against the attack's damage.