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
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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. 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 saddle, 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 & Saddles: 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 Courser, 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 knights using a horse 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 rouncey 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 palfrey, 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 horses, 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 bit and bridle, 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.