Class- Fighter
Fighting Style- Duelling
Archetype- Cavalier
Feats- Martial Adept
Fighter
Second Wind- Use a bonus action to regain 1d10+7 hit points. Once per short rest.
Action Surge-
On turn, can take one additional action. Once per short rest.
Extra Attack-
Can attack twice when he takes the attack action.
Fighting Style
Duelling-
+2 to damage when wielding a melee weapon in one hand and no other weapons.
Cavalier
Born to the saddle-
Advantage on saving throws to avoid falling off mount. If he falls off mount, will always land on feet if not incapacitated. Mounting or dismounting only costs 5ft of movement.
Unwavering Mark-
When he hits a creature with a melee attack, he can mark it until the end of his next turn.
While within 5ft, the creature has disadvantage on any attacks that do not target him.
If the creature deals damage to any creature other than him, he can use a bonus action to attack it with a melee attack on his next turn. This attack deals extra damage equal to half his fighter level.
These special attacks can be made a number of times equal to strength modifier, resets on a long rest.
Warding Maneuver-
If a creature within 5ft is hit by an attack, can use a reaction to add 1d8 to the target's AC if wielding a melee weapon or a shield
If the attack still hits, the target has resistance against the attack.
This can be used a number of times equal to constitution modifier, resets on a long rest.
Martial Adept-
Superiority Dice-
He has 1 superiority dice, a d6, that is used in maneuvers. It is regained on a short or long rest.
Maneuver Save DC-
8 + your proficiency bonus + your Strength or Dexterity modifier
Maneuvers-
Brace-
When an enemy he can see moves within 5 feet, can use reaction to expend one superiority die and make one weapon attack against that creature. If the attack hits, add the superiority die to the damage roll.
Menacing Attack-
When he hits a creature with a weapon attack, can expend one superiority die to attempt to frighten the target. Add the superiority die to the damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of him until the end of his next turn.