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EQUESTRIAN Atching Sight of a Trebuchet That Had Fallen Behind the Rest of the Line, a Knight Spurs Her Armoured Stallion Into a Direct Charge

EQUESTRIAN atching sight of a trebuchet that had fallen behind the rest of the line, a spurs her armoured stallion into a direct charge. The pair drive aside a hastily mustered row of pikes to C take up position beside the war machine. The steed rears up again and again, shattering its beams beneath his hooves, while his rider slices through defenders rushing to overwhelm them. Having reduced the mighty device to splinters, the knight rides off astride her most trusted friend to gather a force and lead them to finish the work they’d started. A moose charges down the underground passage, its antlers brushing the walls on either side and the elf on her back bending low under the ceiling. The moment they burst into the chamber from which the chanting emanated, the elf leapt from her massive mount's back, her glaive flashing and cleaving the nearest cultist in two. The moose heads straight for the unconscious prince draped across the altar, lifting him gently with his horns onto its wide shoulders. The elf unleashes the breath of a handheld dragon that tears through the crowd calling for their otherworldly master’s aid, then signals her elk with a sharp whistle. As the beast charges past her, she grabs his muscular neck and swings up into the , securing her weapon and the prince alike to deliver him to the healers waiting back at camp. A halfling peers through the flaps of the enemy general’s tent, keeping an ear out for the guards on patrol. Taking note of the strategy marked on the map at the center of the pavilion, he gestures for his mastiff, who sneaks across the camp to his side. He mounts up and silently rides away, joining his party hidden in the nearby forest. Spotting the general’s wizard leaving the tent, he takes off along the tree line and fires a devastating shot, calling to his sorcerer friend nearby. Thanks to the halfling’s insight, the sorcerer sees the footprints two steps behind the wizard’s image and fires a green beam, reducing the invisible mage to dust as the party retreats into the night, making their way through the woods to relay the stolen battle plans. Equestrians rely on their mounts in combat, on long journeys, and for trustworthy companionship. Each of them is stronger in the other’s presence, and there is no match for their ability to be in the right place at the right time. Their training makes them closer than friends, and they are capable of feats that neither could accomplish on their own.

LESSER-USED RULES Several rules see more significant use in this class than may be typical in your game. These page references are provided to ease their integration into your game. Mounted Combat: Player's Handbook p. 198 SampleBarding & : Player's Handbookfile p. 155 Squeezing: Player's Handbook p. 192 Forced March: Player’s Handbook p. 181

EQUESTRIAN CLASS 1 PARAGONS OF PARTNERSHIP HE QUESTRIAN Equestrians are adventurers who form a special bond with a mount, T E taking unique advantage of their mobility and strength. In turn, they are Proficiency able to bolster their companion's resilience and standing among others Level Bonus Features of their own kind. Their abilities are dependent on their mount being 1st +2 Practiced Husbandry, Hale , nearby, so they also practice ways to go where other mounts would be Cavalry Charge all but helpless. 2nd +2 Saddle-Born, Shock Trooper (1/rest), The primary benefit of a mount is mobility, but equestrians tap into Tight-Quarters Training every kind of ability such a creature might have. Strength, agility, size, 3rd +2 Riding Academy, Summoning Whistle and empathy are qualities that equestrians draw out of their mounts. 4th +2 Ability Score Improvement The partnership is symbiotic, and the equestrian returns the gifts of 5th +3 Extra Attack, Harmonious Assault protection, confidence, discipline, and good ol' tender loving care. There is no better friendship than that of an equestrian and their mount. 6th +3 Fast Fellows 7th +3 Riding Academy Feature BRING OUT THEIR BEST 8th +3 Ability Score Improvement 9th +4 Rescue Rider, Summoning Whistle Anyone can saddle up a pony to get from point A to point B, and any improvement war will see dozens of using a to tower over the enemy 10th +4 Rout and scouts racing to outflank their foes. But equestrians aren’t just 11th +4 Riding Academy feature riders looking for a little more speed. They train ceaselessly with one 12th +4 Ability Score Improvement particular animal to know every nuance of their behaviour and to teach 13th +5 Nonesuch of Handling skills no mere can manage. As a result, adventuring equestrians often attract a lot of attention when they arrive in new 14th +5 Living Plough places. Whether their mount is an exotic creature or just an impressive 15th +5 Riding Academy feature specimen compared to the commonplace , folks take note of 16th +5 Ability Score Improvement how special these two are together. 17th +6 Shock Trooper (2/rest), Standard Equestrians are a great asset to their adventuring companions. Bearer Their speed, versatility in combat, and ability to mix equally well with 18th +6 Riding Academy feature two-legged folks and beasts—both wild and tame—makes them a 19th +6 Ability Score Improvement welcome part of any party. 20th +6 Two Hearts Beat as One CREATING AN EQUESTRIAN As you construct your equestrian, consider how your character developed their close relationship with riding animals. Perhaps your OPTIONAL RULE: MULTICLASSING character was apprenticed to a groom who cares for a noble’s , If you group uses the optional rule on multiclassing in the Player’s living side by side with the animals as your closest confidantes and Handbook, here’s what you need to know if you choose equestrian as getting along better with them than with people. Your character might one of your classes. live in a culture where taming a mount is a coming-of-age ritual, and Ability Score Minimum. A multiclass character must have a that creature becomes a close companion for years to come. Maybe Strength score or a Dexterity score of at least 13, as well as a Wisdom your character lived on a farm and only felt any freedom when they score of at least 13 to take a level in this class, or to take a level in would sneak off for a ride in the dark of night. Or maybe your another class if they are already an equestrian. character is the scion of a royal family, being trained to lead troops into Proficiencies Gained. If equestrian isn’t a character’s initial class, battle astride a thoroughbred stallion sired by the most prestigious line they gain proficiency in the following when they take their first level as of warhorses in the realm. an equestrian: light armour, shields, simple weapons, and martial Why did you and your best friend head out to become an weapons. adventuring team? Are you a veteran sellsword, looking for an army to hire your services? Do you just love to see the world, taking up with anybody heading in any direction to see what's out there for yourself? CLASS FEATURES Perhaps you come from a culture that lives in close interdependence As an equestrian, you gain the following class features. with your horses, and you are looking to make a name for yourself beyond your people’s territory. Maybe you’re a knight errant seeking to HIT POINTS help those in need and spreading the good word of fellowship to the Hit Dice: 1d10 per level world’s far corners. Hit Points at 1st Level: 10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier UICK UILD Q B per level after 1st You can make an equestrian quickly by following these suggestions. First, make Strength your highest ability score (or Dexterity if you plan PROFICIENCIES to adopt theSample Outrider academy). Wisdom should be your second- file Armor: Light armour, shields highest ability score. Second, choose the soldier background. Weapons: Martial weapons, simple weapons Tools: Farrier's tools (see Appendix I)

2 EQUESTRIAN CLASS CONTROLLING A MOUNT Saving Throws: Strength, Wisdom While the Player's Handbook and Dungeon Master's Guide do not Skills: Choose two from Animal Handling, Athletics, History, Insight, explicitly indicate the use of a and , they are a required Medicine, Perception, Survival, Stealth element in the training of a mount to accept a rider. A mount that is not equipped with a bit and bridle can only be controlled if the QUIPMENT E mounted character uses their action to make a Wisdom (Animal You start with the following equipment, in addition to the equipment Handling) check each round. This check is usually DC 10, but it granted by your background: may be more or less difficult depending on circumstances such as • (a) leather armour and a diplomat’s pack or (b) studded leather the presence of other controlled mounts and whether the creature armour and an explorer's pack is malnourished, spooked, or injured. • (a) a melee weapon and a shield, (b) two melee weapons A bridle requires the use of a hand, but it may be the same hand • (a) five javelins and 20 gp, (b) a shortbow or longbow and a quiver that is being used to wield a shield. of 20 arrows, or (c) a crossbow (hand, light, or heavy) and a case of 20 bolts • A lance, leather barding, a riding saddle, bit and bridle, saddlebags, skills in which it is proficient, and all equestrian features. In addition, if and a set of farrier's tools your hale courser does not count as an intelligent creature, it adds your If you choose to start with gold pieces instead of equipment, you begin proficiency bonus to its damage rolls. If any of its traits or attacks call with 7d4 × 10 gp to spend on items from Chapter 5 of the Player’s for a saving throw, do not use the value provided in its stat block; Handbook. instead, calculate the DC as 8 + your proficiency bonus + the relevant ability modifier (use Strength if another ability is not the obvious RACTICED USBANDRY choice). P H The bond between an equestrian and their hale courser is closer You become proficient in Animal Handling. If you are already than that of any other battle companions. As a result, both you and your proficient in this skill, your proficiency bonus is doubled for any ability hale courser act during the same turn, determined by your initiative check you make that uses Animal Handling. check, whether or not you are mounted on your hale courser. Under normal circumstances, this means that during your turn, you and your HALE COURSER hale courser may each take one action, one bonus action, and use your respective full movement. You gain the companionship of a loyal mount. Choose a beast that is If your hale courser does not count as an intelligent creature, it one size category larger than you, suitable to serve as a mount, and has does not act independently while you are mounted on it; you instruct it a challenge rating of 1/4 or lower; if you prefer a simplified template, to act and move as you would any other mount (no action required), you may choose one from Appendix II. This beast is your hale courser. except that it does so during your turn. During combat when you are Calculate your hale courser’s hit point maximum as if it had rolled not mounted on your non-intelligent hale courser, you can use a bonus the maximum value on each hit die. If the creature you choose has only action to audibly command it to move and to take the Attack or Hide one hit die, it now has two. When it reaches 0 hit points, it is dying and action, or to Help an attack; at your DM’s discretion and depending on makes death saves just like a player character. Regardless of normal your hale courser's abilities, you might also be able to command the training for a creature of its type, your hale courser is immune to being Search or Use an Object actions or an ability check (e.g. a mastiff spooked. It is proficient with light armour. sniffing out a hiding enemy, a panther batting a weapon out of an You and this creature are permanently under a charm effect enemy’s reach, a horse breaking down a door). If you are not riding regarding the other. This is not a magical effect and cannot be your hale courser and you do not give other instructions, it ordinarily suppressed or dispelled. This feature is an exception to any immunity attempts to remain in or return to the last place you directed it to be, you or the mount may ordinarily have to being charmed. Your hale and it takes the Dodge action at the end of your turn. If you are courser is friendly to you and your companions, and it obeys your incapacitated or absent, it acts on its own, focusing on protecting you commands. However, your relationship is based in mutual respect and and itself, which ordinarily means removing you and itself from friendship, and, if grossly neglected or abused, the creature may combat or, if that is not possible, moving to you and attacking adjacent change its attitude toward a party member or seek to leave your enemies. Your hale courser never requires your command to use its company. reaction, such as when making an opportunity attack. You can instruct Your hale courser uses your proficiency bonus instead of its own your hale courser to move with you if you are adjacent to it; when (unless its proficiency bonus is better) for attack rolls, saving throws, doing so, it will use the Dash or Disengage action if you do so. Outside of combat, you can command any action suitable to the creature’s abilities. INTELLIGENT CREATURES If your hale courser is an intelligent creature, it acts as an The Player’s Handbook makes reference to intelligent creatures that independent mount that shares your turn and views your goals always act as independent mounts, but it doesn’t give any guidance favourably, though it also has its own motivations. Even if your in determining if a creature counts as intelligent. For Dungeon independent mount does not share a language with you, it understands Masters seeking something more specific, these rules can counsel when you communicate as though it spoke the language you use. you about which creatures might act as independent mounts. At some point, you might wish to retire this companion from your A creature can be considered intelligent if its stat block indicates service. By spending 8 uninterrupted hours interacting with your hale that it understands at least one language (whether or not it can courser outside of combat, you can gain closure on your friendship and speak) orSample if it has an Intelligence score of at least 6. A creature with release it from your bond. When youfile do so, the creature retains its no languages listed in its stat block and an Intelligence score of 5 or enhanced hit point total but neither of you is under the charm effect of lower may be quite clever or well trained but is probably not this trait any longer. intelligent for the purposes of serving as an independent mount.

EQUESTRIAN CLASS 3 At any point when you do not have a hale courser, you may form a SHOCK TROOPER: TEMPTING WITHDRAWAL new bond with any willing creature suitable to serve you as a mount. When you are mounted on your hale courser, you can use your Shock This new creature is not bound by the CR restriction of your original Trooper to tempt the enemy into breaking ranks (no action required). hale courser, nor is it required to be a beast. It otherwise receives all Choose a number of creatures you can see within 30 feet of you up to the benefits of being your hale courser. By spending an uninterrupted your Wisdom modifier (minimum 1). Each target must make a Wisdom week of downtime with a candidate creature, you can grant it the saving throw; a creature has advantage on this saving throw unless you benefits of this ability, including the enhanced hit point maximum and have moved at least 10 feet away from it this turn. On a failed save, the the mutual charm effect. It also immediately benefits from as many creature must move as far as its speed allows toward you on its next additional Hit Dice and ability score improvements as it would have turn. The creature doesn't move into obviously dangerous ground, such gained had it been your hale courser since level 1. The candidate as a fire or a pit. creature must be friendly toward you without magical compulsion for the entire duration of this bonding period. You can use farrier’s tools on IGHT UARTERS RAINING creatures of your hale courser’s species (or any of your previous hale T -Q T coursers’ species), even if they are not beasts. At 2nd level, you are able to manouevre your hale courser unhindered in tight spaces, provided you aren’t in a rush. Your hale courser does CAVALRY CHARGE not suffer any penalties for squeezing, but it still can only squeeze into a space large enough for a creature one size smaller than it. If your hale You may add one half of your proficiency bonus, rounded down, to courser takes the Dash action, it loses the benefits of this feature until your initiative roll. If you are mounted when you roll initiative, you the start of its next turn. may instead add your proficiency bonus to the roll. RIDING ACADEMY SADDLE-BORN Equestrians train for different purposes, developing skills and By 2nd level, you have spent considerable time in the saddle, making forging relationships with their mounts that suit the desired the basics of riding second nature. partnership. Early practice develops skills that are Mounting or dismounting a creature or vehicle that is one universally valuable for equestrians, but at 3rd level size larger than you uses only 5 feet of your movement. you make a choice to specialize in one type of mount- If an effect moves your mount against its will while you assisted combat. Your academy teaches you new are on it, you remain mounted and move with it. features at 3rd, 7th, 11th, 15th, and 18th level. Alternatively, you may use your reaction to dismount and land on your feet in a space within 5 feet of your mount at UMMONING HISTLE any point during the forced movement. S W If your mount is knocked prone by an effect that does Beginning at 3rd level, you can issue an not also knock you prone, you can dismount as it falls audible instruction on your turn to your and land on your feet without using your reaction (no hale courser (no action required). In action required). response, it takes the Disengage action If you are using the optional rules for feats, you and moves directly toward you by the gain the Mounted Combatant feat. most direct route that will not obviously cause it harm. For example, it will leap a gap to SHOCK TROOPER reach you but will not jump over a perilous cliff to reach you at the bottom. If your hale courser is aware Mounted troops have a significant advantage in their of traps or damaging terrain along the most direct ability to harass the enemy with a burst of movement. route, it will avoid those features. This ability has no Beginning at 2nd level, you and your hale courser hold effect if your hale courser cannot hear you. a little surprise in reserve for just the right time. Beginning at 9th level, you have developed a stronger Saving Throws. Some Shock Trooper effects require rapport with your hale courser. As a result, when you saving throws. The saving throw DC is calculated as follows: use this feature, you can direct it to move to any Shock Trooper save DC = 8 + your proficiency bonus space you can see rather than moving directly + your Wisdom modifier toward you. Once you use this feature, you must finish a short or long rest ABILITY SCORE IMPROVEMENT before you can use it again. Starting at 17th level, you can use Shock Trooper twice before taking a rest, but only once on the same turn. When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can SHOCK TROOPER: WHEELING ASSAULT increase two ability scores of your choice by 1. As normal, you can't While you are mounted on your hale courser on your turn, you can use increase an ability score above 20 using this feature. your Shock Trooper to wheel suddenly and attack (no action required). When you gain an Ability Score Improvement, your hale courser First, your hale courser moves up to half its speed. If it moved at least also gains an Ability Score Improvement with the same choices and 10 feet, you may then make one weapon attack. If your attack roll restrictions as your own, including taking a feat if that optional rule is exceeds theSample target's passive Perception by 10 or more, the target has in use in your game. Additionally, yourfile hale courser gains another vulnerability to this attack's damage. This movement and attack are in maximum-value Hit Die. Your hale courser gains these benefits even if addition to your regular action and movement. you choose a feat instead of improving an ability score.

4 EQUESTRIAN CLASS