Battle Maiden

Battle Maidens are the lawful cavalry of oath-bound houses, shrine-guard lines, and strict mounted schools. In many lands the tradition is women-only, passed from mentor to pupil with the same care used to raise a warhorse. The rider and steed are taught as a single unit: one mind for judgment, one body for speed, one vow for restraint. Their spiritual bond is not ownership but covenant. A Battle Maiden owes her steed courage, discipline, and mercy; the steed answers with uncanny loyalty and a charge that can split a shield wall. These warriors are at home on open road, steppe, and parade ground, where their precision and ceremony become a weapon. In battle they are thunder on the horizon. In peace they are escorts, heralds, judges, and guardians of the law.

Class Features

Hit Die 1d10
Primary Ability Strength, Wisdom
Saving Throws Strength, Wisdom
Archetype Companion
Ability Categories martial_abilities, companions
Caster Progression None

Proficiencies

Armor Light armor, Medium armor, Heavy armor, Shields
Weapons Simple weapons, Martial weapons
Tools Land vehicles
Skills Choose 2 from Athletics, Animal Handling, Insight, Intimidation, Persuasion, and Survival

Starting Equipment

• Scale mail or chain mail
• A shield and a martial weapon
• A lance, a spear, or a longsword
• An explorer's pack or a dungeoneer's pack
• A riding saddle, tack, and a ceremonial sash

Class Resources

Bond Points Max 6 (After a Long Rest)

Bond Points represent the spiritual synchronization between rider and steed. You gain 2 Bond Points at level 2, increasing to 3 at level 5, 4 at level 9, 5 at level 13, and 6 at level 17.

Spending Spend 1 Bond Point to power most martial abilities and defensive reactions. Spend 2 Bond Points for larger repositioning or rally effects. Spend 3 Bond Points only for the Unicorn Ascendant capstone reaction.
Recovery Regain all expended Bond Points when you finish a Long Rest. If you roll Initiative while you have 0 Bond Points, regain 1 Bond Point.

Class Abilities

Martial Abilities

First Charge
None 1 Bond Point Level 1
Range Melee reach
Target One creature you hit with the empowered attack
Duration Instantaneous
Movement Your steed can continue moving after the attack, and a failed save pushes the target up to 10 feet directly away from you.
Attack / Save Melee weapon attack; Strength saving throw
Defense None

You turn a mounted rush into a brutal impact. Spend 1 Bond Point when you hit a creature with a melee weapon attack after you and your steed moved at least 20 feet straight toward it on the same turn.

Rules Text:

As part of the Attack action on your turn, if you and your steed moved at least 20 feet straight toward one creature during this turn, you can spend 1 Bond Point to empower one melee weapon attack you make against that creature before the end of the turn. On a hit, the target takes an extra 2d6 damage of the weapon's damage type, increasing to 3d6 at level 5, 4d6 at level 11, and 5d6 at level 17. If the target is Large or smaller, it must succeed on a Strength saving throw or be knocked prone and pushed up to 10 feet directly away from you. The save DC equals 8 + your proficiency bonus + your Strength modifier.

Prerequisites:

You must be mounted on your spirit steed or adjacent to it, You must have moved at least 20 feet straight toward the target on this turn

Damage And Control Effect
Saving Throw: Strength
Attack: Melee weapon attack
Range: Melee reach
Target: One creature you hit with the empowered attack
Damage: 2d6 weapon's damage type (+1d6 at levels 5, 11, and 17)
Conditions: prone
Duration: Until the start of the target's next turn
Movement: Push the target up to 10 feet directly away from you on a failed save.
Resource: Spend 1 Bond Point
Reining Cut
Bonus Action Level 1
Range Melee reach
Target One creature you hit this turn
Duration Instantaneous
Movement Your spirit steed moves up to 10 feet immediately after the attack without provoking opportunity attacks from the target.
Attack / Save None
Defense None

A quick follow-through lets you slash and keep your momentum. After a melee hit, you can redirect your steed with a short burst.

Rules Text:

Once on each of your turns, when you hit a creature with a melee weapon attack while mounted, you can cause your spirit steed to move up to 10 feet immediately after the attack without provoking opportunity attacks from the creature you hit. That attack also deals an extra 1d6 damage of the weapon's damage type, increasing to 2d6 at level 5, 3d6 at level 11, and 4d6 at level 17.

Prerequisites:

You must be mounted

Damage And Movement Effect
Attack: The melee weapon attack that hit the target
Range: Melee reach
Target: One creature you hit this turn
Damage: 1d6 weapon's damage type (+1d6 at levels 5, 11, and 17)
Duration: Instantaneous
Movement: Your spirit steed moves up to 10 feet immediately after the attack without provoking opportunity attacks from the target.
Shielded Dismount
Reaction 1 Bond Point Level 2
Range 5 feet
Target You or your spirit steed
Duration Instantaneous
Movement If damage is reduced to 0, the protected creature can move up to 5 feet without provoking opportunity attacks.
Attack / Save None
Defense Reduce damage by 1d10 + proficiency bonus + Wisdom modifier; 2d10 at level 11; 3d10 at level 17

You make a protected exit or swap positions with your steed at the instant of danger. You can shield a mounted ally or yourself from a blow.

Rules Text:

When you or your spirit steed is hit by an attack while you are mounted and within 5 feet of each other, you can use your Reaction and expend 1 Bond Point to reduce the damage to the protected creature by 1d10 + your proficiency bonus + your Wisdom modifier. The reduction increases to 2d10 at level 11 and 3d10 at level 17. If the damage is reduced to 0, the protected creature can move up to 5 feet without provoking opportunity attacks.

Prerequisites:

You must be mounted, You or your steed must be within 5 feet of each other

Defense Effect
Range: 5 feet
Target: You or your spirit steed
Duration: Instantaneous
Movement: If damage is reduced to 0, the protected creature can move up to 5 feet without provoking opportunity attacks.
Defense: Reduce damage by 1d10 + proficiency bonus + Wisdom modifier; 2d10 at level 11; 3d10 at level 17
Resource: Spend 1 Bond Point
Spirit Spur
Bonus Action 1 Bond Point Level 2
Range Self
Target You and your spirit steed
Duration Instantaneous
Movement Your spirit steed moves up to half its speed immediately and does not provoke opportunity attacks during this movement.
Attack / Save None
Defense None

You press your mount into a short supernatural burst and line up a punishing follow-up strike.

Rules Text:

As a Bonus Action, you can spend 1 Bond Point to let your spirit steed move up to half its speed immediately. This movement doesn't provoke opportunity attacks. If the movement ends within 5 feet of a creature, the next melee weapon attack you hit against that creature before the end of the turn deals an extra 1d8 radiant damage, increasing to 2d8 at level 11 and 3d8 at level 17.

Prerequisites:

You must be mounted

Movement And Damage Effect
Range: Self
Target: You and your spirit steed
Damage: 1d8 radiant (+1d8 at levels 11 and 17)
Duration: Until the end of the turn
Movement: Your spirit steed moves up to half its speed immediately and does not provoke opportunity attacks during this movement.
Resource: Spend 1 Bond Point
Crushing Charge
Action 1 Bond Point Level 5
Range Melee reach
Target One creature you hit with the empowered attack
Duration Instantaneous
Movement The target is pushed up to 10 feet away on a failed save if space allows.
Attack / Save Melee weapon attack; Strength saving throw
Defense None

A formal charge becomes a brutal impact that can break a shield line and scatter the front rank.

Rules Text:

When you and your spirit steed moved at least 20 feet straight toward a creature on this turn, you can spend 1 Bond Point to empower one melee weapon attack you make against that creature before the end of the turn. On a hit, the target takes an extra 3d6 bludgeoning damage, increasing to 4d6 at level 11 and 5d6 at level 17. If the target is Large or smaller, it must succeed on a Strength saving throw or fall prone. On a failed save, it is also pushed up to 10 feet away from you if space allows. The save DC equals 8 + your proficiency bonus + your Strength modifier.

Prerequisites:

You must be mounted or adjacent to your spirit steed, You must have moved at least 20 feet straight toward the target on this turn

Damage And Control Effect
Saving Throw: Strength
Attack: Melee weapon attack
Range: Melee reach
Target: One creature you hit with the empowered attack
Damage: 3d6 bludgeoning (+1d6 at levels 11 and 17)
Conditions: prone
Duration: Until the end of the target's current turn
Movement: Push the target up to 10 feet away if space allows.
Resource: Spend 1 Bond Point
Horse-Body Interpose
Reaction 1 Bond Point Level 5
Range 5 feet
Target You or your spirit steed
Duration Instantaneous
Movement If the damage is reduced to 0, the protected creature can move up to 5 feet.
Attack / Save None
Defense Reduce damage by 2d10 + proficiency bonus + Wisdom modifier; 3d10 at level 11; 4d10 at level 17

You and your steed can share a single defensive line, absorbing a blow meant for the other.

Rules Text:

When you or your spirit steed is hit by an attack and you are both within 5 feet of each other, you can use your Reaction and expend 1 Bond Point to reduce the damage to the protected creature by 2d10 + your proficiency bonus + your Wisdom modifier. The reduction becomes 3d10 at level 11 and 4d10 at level 17. If the damage is reduced to 0, the protected creature can move up to 5 feet, and the attacker does not provoke opportunity attacks from that movement.

Prerequisites:

You must be mounted, You and your steed must be within 5 feet of each other

Defense Effect
Range: 5 feet
Target: You or your spirit steed
Duration: Instantaneous
Movement: If damage is reduced to 0, the protected creature can move up to 5 feet.
Defense: Reduce damage by 2d10 + proficiency bonus + Wisdom modifier; 3d10 at level 11; 4d10 at level 17
Resource: Spend 1 Bond Point
Banner Cry
Action 1 Bond Point Level 7
Range 30 feet
Target Allies of your choice equal to your proficiency bonus
Duration Instantaneous
Movement Each chosen ally can stand from prone without spending movement.
Attack / Save None
Defense Each chosen ally gains temporary hit points equal to the roll

Your voice carries over the field and gives your allies the courage to stand back up and press forward.

Rules Text:

As an Action, you can spend 1 Bond Point and choose up to a number of allies equal to your proficiency bonus that can hear you within 30 feet. Each chosen ally gains temporary hit points equal to 1d8 + your Wisdom modifier, increasing to 2d8 at level 11 and 3d8 at level 17. Each chosen ally can also end the frightened condition on itself or stand from prone without spending movement.

Prerequisites:

The chosen allies must be able to hear you

Support Effect
Range: 30 feet
Target: Allies of your choice equal to your proficiency bonus
Duration: Instantaneous
Movement: Each chosen ally can stand from prone without spending movement.
Defense: Temporary hit points equal to 1d8 + Wisdom modifier; 2d8 at level 11; 3d8 at level 17
Resource: Spend 1 Bond Point
Trampling Turn
Bonus Action 1 Bond Point Level 7
Range 5 feet
Target Up to two creatures within 5 feet of your steed
Duration Instantaneous
Movement None
Attack / Save Dexterity saving throw
Defense None

You guide your steed through a sweeping pass that knocks enemies off balance.

Rules Text:

As a Bonus Action after your spirit steed has moved at least 10 feet straight on your turn, choose up to two creatures of your choice within 5 feet of your steed. Each chosen creature must succeed on a Dexterity saving throw or take 2d6 bludgeoning damage and fall prone. The damage increases to 3d6 at level 11 and 4d6 at level 17. The save DC equals 8 + your proficiency bonus + your Strength modifier.

Prerequisites:

Your spirit steed must have moved at least 10 feet straight on your turn

Damage And Control Effect
Saving Throw: Dexterity
Range: 5 feet
Target: Up to two creatures within 5 feet of your steed
Damage: 2d6 bludgeoning (+1d6 at levels 11 and 17)
Conditions: prone
Duration: Until the start of the target's next turn
Movement: None
Resource: Spend 1 Bond Point
Sacred Reposition
Action 2 Bond Points Level 9
Range 30 feet
Target You and your spirit steed, plus one creature of your choice
Duration Instantaneous
Movement You and your steed each move up to 30 feet to unoccupied spaces you can see.
Attack / Save Wisdom saving throw
Defense None

You and your steed can reposition as if guided by a single shared impulse, crossing the field in one clean motion.

Rules Text:

As an Action, you can spend 2 Bond Points to move yourself and your spirit steed up to 30 feet each to unoccupied spaces you can see. This movement ignores difficult terrain and does not provoke opportunity attacks. After this movement, one creature of your choice within 5 feet of either you or your steed must succeed on a Wisdom saving throw or be unable to take reactions until the start of its next turn. The save DC equals 8 + your proficiency bonus + your Wisdom modifier.

Prerequisites:

You must be mounted or adjacent to your spirit steed

Movement And Control Effect
Saving Throw: Wisdom
Range: 30 feet
Target: One creature of your choice within 5 feet of either you or your steed
Conditions: cannot take reactions
Duration: Until the start of the target's next turn
Movement: You and your steed each move up to 30 feet to unoccupied spaces you can see.
Resource: Spend 2 Bond Points
Knightly Pin
Reaction 1 Bond Point Level 9
Range Melee reach
Target One creature leaving your reach
Duration Instantaneous
Movement The target's speed becomes 0 on a failed save.
Attack / Save Melee weapon attack; Strength saving throw
Defense None

You can halt a fleeing foe with a punishing counter-thrust and a perfectly timed threat.

Rules Text:

When a creature you can see leaves your reach, you can use your Reaction and expend 1 Bond Point to make one melee weapon attack against it. On a hit, the target takes an extra 1d8 damage of the weapon's type, increasing to 2d8 at level 11 and 3d8 at level 17. If the target is Large or smaller, it must succeed on a Strength saving throw or its speed becomes 0 until the end of the current turn and it falls prone. The save DC equals 8 + your proficiency bonus + your Strength modifier.

Prerequisites:

A creature must leave your reach

Damage And Control Effect
Saving Throw: Strength
Attack: One melee weapon attack
Range: Melee reach
Target: One creature leaving your reach
Damage: 1d8 weapon's damage type (+1d8 at levels 11 and 17)
Conditions: prone
Duration: Until the end of the current turn
Movement: The target's speed becomes 0 on a failed save.
Resource: Spend 1 Bond Point
Iron Harness
Bonus Action 1 Bond Point Level 13
Range Self
Target You and your spirit steed
Duration Until the start of your next turn
Movement None
Attack / Save None
Defense Temporary hit points equal to 2d6 + proficiency bonus + Wisdom modifier; advantage on saves against prone and forced movement

You and your steed brace together against impact, turning a rough hit into a controlled landing.

Rules Text:

As a Bonus Action, you can spend 1 Bond Point to grant yourself and your spirit steed temporary hit points equal to 2d6 + your proficiency bonus + your Wisdom modifier. Until the start of your next turn, you and your steed have advantage on saving throws against being knocked prone or moved against your will. The temporary hit points become 3d6 + your proficiency bonus + your Wisdom modifier at level 17.

Prerequisites:

You must be mounted or adjacent to your spirit steed

Defense Effect
Range: Self
Target: You and your spirit steed
Duration: Until the start of your next turn
Movement: None
Defense: Temporary hit points equal to 2d6 + proficiency bonus + Wisdom modifier; advantage on saves against prone and forced movement
Resource: Spend 1 Bond Point
Ride the Wind
Bonus Action 1 Bond Point Level 13
Range Self
Target You and your spirit steed
Duration Instantaneous
Movement Your spirit steed moves up to its speed and can move through the spaces of Medium or smaller creatures as difficult terrain.
Attack / Save None
Defense Opportunity attacks against you or your steed are made with disadvantage during this movement

You drive your steed through the gaps in an enemy line and make pursuit difficult.

Rules Text:

As a Bonus Action, you can spend 1 Bond Point to let your spirit steed move up to its speed. During this movement, it can move through spaces of Medium or smaller creatures as difficult terrain, and opportunity attacks against you or your steed are made with disadvantage.

Prerequisites:

You must be mounted

Movement And Defense Effect
Range: Self
Target: You and your spirit steed
Duration: Instantaneous
Movement: Your spirit steed moves up to its speed and can move through the spaces of Medium or smaller creatures as difficult terrain.
Defense: Opportunity attacks against you or your steed are made with disadvantage during this movement
Resource: Spend 1 Bond Point
Rally the Line
Action 2 Bond Points Level 17
Range 20-foot radius
Target Allies of your choice equal to your proficiency bonus
Duration Instantaneous
Movement Each chosen ally can stand from prone or move up to 10 feet without provoking opportunity attacks.
Attack / Save None
Defense Temporary hit points equal to 2d8 + Wisdom modifier

You can turn a battle cry into disciplined recovery for nearby allies.

Rules Text:

As an Action, you can spend 2 Bond Points and choose allies of your choice equal to your proficiency bonus in a 20-foot-radius sphere centered on you. Each chosen ally gains temporary hit points equal to 2d8 + your Wisdom modifier, can immediately stand from prone or move up to 10 feet without provoking opportunity attacks, and has advantage on the next saving throw it makes before the end of its next turn.

Prerequisites:

The allies must be able to hear you

Support Effect
Range: 20-foot radius
Target: Allies of your choice equal to your proficiency bonus
Duration: Instantaneous
Movement: Each chosen ally can stand from prone or move up to 10 feet without provoking opportunity attacks.
Defense: Temporary hit points equal to 2d8 + Wisdom modifier and advantage on the next saving throw before the end of the ally's next turn
Resource: Spend 2 Bond Points
Unicorn Ascendant
Reaction 3 Bond Points Level 20
Range Self
Target You or your spirit steed
Duration Until the start of your next turn
Movement The affected creature can end prone or standing as appropriate with no additional movement cost.
Attack / Save None
Defense Reduce the triggering creature to 1 hit point and grant resistance to all damage until the start of your next turn

At the height of your mastery, your final oath refuses defeat at the moment of collapse.

Rules Text:

Once per Long Rest, when you or your spirit steed would be reduced to 0 hit points, you can use your Reaction and expend 3 Bond Points to reduce that creature to 1 hit point instead. If used, both you and your steed also gain resistance to all damage until the start of your next turn, and the affected creature can end prone or standing as appropriate with no additional movement cost.

Prerequisites:

You must not have used this feature since your last Long Rest

Defense Effect
Range: Self
Target: You or your spirit steed
Duration: Until the start of your next turn
Movement: The affected creature can end prone or standing as appropriate with no additional movement cost.
Defense: Reduce the triggering creature to 1 hit point and grant resistance to all damage until the start of your next turn
Resource: Spend 3 Bond Points

Companions

Spirit Steed
Spirit horse
Level 1
Command Bonus Action
Range 30 feet
Target Your spirit steed
Duration Indefinite; each command is resolved on the steed's turn
Movement Walk speed 60 feet. When commanded, it can move up to its speed. At level 9, it can move across water and vertical surfaces at half speed without falling during the movement.
Attack / Save Melee Weapon Attack: your proficiency bonus + 3 to hit
Defense AC 14; 15 at level 11; 16 at level 17

A luminous warhorse-spirit bound to your oath, your training, and your battlefield instincts. It is a willing mount, a companion, and a symbol of lawful discipline rather than a mere beast of burden. If it is reduced to 0 hit points, it vanishes in a wash of pale light and can be summoned again after a Long Rest or by performing a 10-minute rite.

Rules Text:

The Spirit Steed acts on your initiative and takes its turn immediately after yours. By default, you command it with a Bonus Action, and it can take one of the listed commands on its turn. If you do not command it, it takes the Dodge action and moves up to half its speed to stay within 30 feet of you if possible. If you gain the Saddle Command feature, you may replace one of your attacks with a command instead of using your Bonus Action. The steed's hoof attack uses your proficiency bonus and its Strength modifier to hit. Its hit points equal 10 + 5 times your Battle Maiden level. Its Armor Class is 14, increasing at higher levels as noted in scaling. It is friendly to you and your allies, and it can be ridden as a willing mount.

Statistics:
HP 10 + 5 × your Battle Maiden level
AC 14
STR 16
DEX 14
CON 14
INT 6
WIS 12
CHA 10
Speed:
Walk 60 ft.
Swim 30 ft.
Skills:

Perception, Athletics

Senses:

darkvision 60 feet

Features:

Acts on your initiative, Counts as a willing mount, Can be summoned or dismissed with a 10-minute rite, If reduced to 0 hit points, it vanishes instead of dying, Its attacks count as magical while you are mounted on it at level 13

Commands:

Dash, Disengage, Dodge, Help, Hide, Search, Attack (level 5+), Trample (level 7+)

Scaling:

Level 5: The Attack command becomes available, and the Spirit Steed's hoof attack deals 2d8 bludgeoning damage.

Level 9: The Spirit Steed's walking speed increases to 70 feet, and it can move across water and vertical surfaces at half speed without falling during that movement.

Level 13: The Spirit Steed's hoof attack deals 3d8 bludgeoning damage, and while you are mounted on it, its attacks count as magical.

Level 17: The Spirit Steed's Armor Class increases to 16, its walking speed increases to 80 feet, and its hoof attack deals 4d8 bludgeoning damage.

Class Progression

Primary Ruleset D&D 5.5 / SRD 5.2
Compatible Rulesets D&D 5.5 / SRD 5.2, D&D 5e / SRD 5.1
Balance Notes The Battle Maiden sits near the power band of a Fighter with a strong subclass companion. Its best turns depend on mounted positioning, Bond Point management, and keeping the spirit steed alive, which prevents it from outshining more flexible official classes.
Level Prof. Features Resources Spell Slots
1 +2 Battle Maiden Training, Charge Doctrine, Bonded Steed - -
2 +2 Bond Points, Saddle Command Bond Points: 2 uses -
3 +2 Subclass feature Bond Points: 2 uses -
4 +2 Ability Score Improvement Bond Points: 2 uses -
5 +3 Extra Attack, Crushing Charge, Horse-Body Interpose Bond Points: 3 uses -
6 +3 Unbroken Seat Bond Points: 3 uses -
7 +3 Subclass feature, Banner Cry, Trampling Turn Bond Points: 3 uses -
8 +3 Ability Score Improvement Bond Points: 3 uses -
9 +4 Spirit Ward, Sacred Reposition, Knightly Pin Bond Points: 4 uses -
10 +4 Battlefield Mastery Bond Points: 4 uses -
11 +4 Subclass feature, Iron Harness, Ride the Wind Bond Points: 4 uses -
12 +4 Ability Score Improvement Bond Points: 4 uses -
13 +5 Galloping Legend Bond Points: 5 uses -
14 +5 Battlefield Mastery improvement Bond Points: 5 uses -
15 +5 Subclass feature Bond Points: 5 uses -
16 +5 Ability Score Improvement Bond Points: 5 uses -
17 +6 Avatar of the Steed, Rally the Line Bond Points: 6 uses -
18 +6 Galloping Legend improvement Bond Points: 6 uses -
19 +6 Ability Score Improvement Bond Points: 6 uses -
20 +6 Avatar of the Steed improvement, Unicorn Ascendant Bond Points: 6 uses -

Class Features

Battle Maiden Training (Level 1)

You are trained for war in saddle and armor. You gain proficiency with heavy armor, shields, martial weapons, and land vehicles, and you choose two skills from Athletics, Animal Handling, Insight, Intimidation, Persuasion, and Survival. Mounting or dismounting a willing steed costs you only 5 feet of movement. In addition, whenever you and your steed move at least 10 feet straight toward a creature on your turn and you hit that creature with a melee weapon attack, the attack deals extra damage equal to 1d6. This extra damage increases to 2d6 at level 5, 3d6 at level 11, and 4d6 at level 17.

Charge Doctrine (Level 1)

Your riding style rewards precise, lawful aggression. If you and your steed moved at least 10 feet straight toward a creature on your turn, once on that turn you can apply your Charge Doctrine extra damage to one melee weapon attack you hit against that creature.

Prerequisite: You must be mounted on your spirit steed or within 5 feet of it and able to move.

Bonded Steed (Level 1)

You gain a Spirit Steed companion that is bound to your oath and initiative. It acts on your initiative, obeys your commands, and if it is reduced to 0 hit points it vanishes rather than dying; it returns after you finish a Long Rest. If your steed is absent, you can perform a 10-minute rite to summon it to an unoccupied space within 10 feet of you.

Bond Points (Level 2)

You gain a pool of Bond Points that represents your synchronization with your steed. You start with 2 Bond Points at level 2. Your pool increases to 3 at level 5, 4 at level 9, 5 at level 13, and 6 at level 17. You spend Bond Points to fuel maneuvers and protective reactions.

Saddle Command (Level 2)

When you take the Attack action, you can replace one of your attacks with a command to your steed. Choose Dash, Disengage, Dodge, Help, Hide, or Search. Starting at level 5, you can choose Attack as well. The command is issued instead of the replaced attack, and your steed takes its turn immediately after yours as normal.

Extra Attack (Level 5)

When you take the Attack action on your turn, you can attack twice instead of once.

Unbroken Seat (Level 6)

While mounted, you have advantage on ability checks and saving throws made to avoid being knocked prone or dismounted. In addition, remounting a willing steed within 5 feet of you never costs more than 5 feet of movement, even if you were knocked prone earlier in the turn.

Spirit Ward (Level 9)

While mounted, you and your steed ignore nonmagical difficult terrain. Also, once per turn when either you or your steed is subjected to forced movement, you can reduce that forced movement by 10 feet. If the forced movement is reduced to 0 feet, the movement fails.

Battlefield Mastery (Level 10)

Your steed's walking speed increases by 10 feet. In addition, while your steed takes the Dash action, it can move through the spaces of Medium or smaller creatures as difficult terrain, provided it does not end its movement in an occupied space.

Galloping Legend (Level 17)

When you roll Initiative while mounted, you and your steed each gain temporary hit points equal to your Wisdom modifier plus your proficiency bonus. In addition, before the first turn of combat, your steed can move up to 10 feet without provoking opportunity attacks.

Avatar of the Steed (Level 20)

As a Bonus Action, and once per Long Rest, you and your steed enter an ascendant state for 1 minute. While this state lasts, your speed and your steed's speed increase by 20 feet, you both have resistance to bludgeoning, piercing, and slashing damage, and your Charge Doctrine extra damage becomes radiant damage and increases by one additional damage die. If either you or your steed would be reduced to 0 hit points during this duration, the first such occurrence instead reduces that creature to 1 hit point.

Resource Cost: 1 use per Long Rest

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