Cavalier

Cavalier:
 
Hit Dice at First Level: 12+CON mod
 
Hit Dice per Level: d12
 
Hit Points at Higher Level: 1d12 or 8 + CON mod
 
Proficiencies:
    Armor: Light Armor, Medium Armor, Heavy Armor, Shields
    Weapons: Simple Weapons, Martial Weapons, Firearms
    Tools: n/a
 
Saving Throws: Strength and Charisma
 
Skills:  Athletics, Medicine, Intimidation, Persuasion, Deception, Performance. Pick two.
 
Starting Equipment:  One martial weapon and a shield, and either an additional martial weapon and a simple weapon or a one-handed firearm (pistol or hand-blunderbuss) and a filled bandolier. Chain mail armor, a signaling horn, a Dungeoneer's Pack OR an  Explorer's Pack, and the equipment granted by your background.
 
Archetypes:
    Marshal (Offensive Buffs)
    Sentinel (Defensive Buffs)
 
FEATURES:
        Core Ability: Rallying Call: You call out to your allies with your signal horn, issuing a request to rally. Any friendly creature that can hear the call is affected, and gains 10 additional movement speed if moving towards you and 2 additional AC for one turn. These values increase as the Cavalier levels, as shown on the Cavalier table. This ability may be used once plus Charisma modifier per short rest. An additional use is granted each level you gain an ASI.
       
        Fighting Style: As Fighter.
 
        Diversion: When an ally adjacent to you is attacked, as a reaction, you may impose disadvantage on the attacker's attack roll and skill checks they make against your ally. This ability may be used once plus Charisma modifier per short rest. An additional use is granted each level you gain an ASI. WIP
       
       War Dirge: You sound out a fearsome dirge on your horn. All enemy creatures that can hear the dirge must make a Wisdom save against your spell save DC or be frightened for one turn. This ability may be used once plus Charisma modifier per short rest. An additional use is granted each level you gain an ASI
       
       Battle Song: You have mastered the art of rallying your enemies in the thick of combat. When you sound your horn for allies, you can make one weapon attack as a bonus action. This ability may be used once plus Charisma modifier per short rest. An additional use is granted each level you gain an ASI
       
       Improved War Dirge: Your dirge has grown to be a horrific sound indeed. As War Dirge, but the effect lasts for two turns.
       
      Master Coordinator: You pick three additional languages to be able to speak. In addition, Diversion and the two abilities you gained at level 3 from your archetype can now be used at will.
    
    Marshal Archetype:
       
      Retaliate: When an ally adjacent to you is attacked, as a reaction, you may divert one quarter of the attack's damage from its original target to yourself and make an attack of opportunity with advantage on the attack roll against the attacker. This ability may be used once plus Charisma modifier per short rest. An additional use is granted each level you gain an ASI.
       
      Marking Cry: You point out an enemy for your allies, signaling them to attack with your horn. Any friendly creature that can hear the call is affected, and gains advantage on their next attack roll made against the target. This ability may be used once plus Charisma modifier per short rest. An additional use is granted each level you gain an ASI
       
      Engagement March: You sound a march on your horn, calling your allies to strike the enemy with as much force as they can muster.  Any friendly creature that can hear the call is affected, and gains the Cavalier's Charisma bonus in extra weapon damage on their next attack. This ability may be used once plus Charisma modifier per short rest. An additional use is granted each level you gain an ASI
       
       Swift Marking Cry: You may now use Marking Cry as a free/bonus action. Marking Cry now boosts ally movement speed by 10 feet for one turn if your allies are moving in direction of the target.
       
       Massacre Drill: You sound out a drill on your horn, signaling that your allies can press and advance upon the enemy. Any friendly creature that can hear the call is affected, and gains 10 additional movement speed towards any enemy, as well as gaining an additional action during its next turn. That action can only be used to take the Attack (one weapon attack only), Dash or Use an Object action. This ability can be used once per short rest.
    
   
 
      Sentinel Archetype:
        
        Show of Force: As an action, you may cause enemy creatures to have disadvantage attacking any creature but you for a turn.  You can use this ability once plus your Charisma modifier per short rest. An additional use is granted each level you gain an ASI.
       
        Strike Interdiction: As a reaction, you may intercept an attack directed at an adjacent creature, taking three quarters of the damage the attack would have dealt to the original target and completely preventing the original target from taking damage. You can use this ability once plus your Charisma modifier per short rest. An additional use is granted each level you gain an ASI.
       
         Defensive Rush: As a reaction, you may take a 5 foot step into a square adjacent to an ally without provoking an attack of opportunity. Immediately afterwards, you may make another appropriate reaction. You can use this ability once plus your Charisma modifier per short rest. An additional use is granted each level you gain an ASI.
       
         Guardian Tackle: As an action, you make charge at any ally within ten feet of you and knock them ten feet away, in a direction of your choosing. You will occupy the square your target previously occupied. You can use this ability once plus your Charisma modifier per short rest. An additional use is granted each level you gain an ASI.
       
         Bunker Order: A horn call signals an order for your allies to shelter in place. Any friendly creature that can hear the call is affected, and any incoming damage to an affected creature is reduced by two plus the Cavalier's Charisma modifier. All affected creatures also gain advantage on Dexterity saves to avoid harmful effects. This ability can be used twice per short rest.
 

Cavalier

Decay alabastertempest OphidianCrusader