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
Proficiencies
Starting Equipment
Class Resources
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.
Class Abilities
Martial Abilities
First Charge
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.
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.
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
Reining Cut
A quick follow-through lets you slash and keep your momentum. After a melee hit, you can redirect your steed with a short burst.
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.
You must be mounted
Shielded Dismount
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.
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.
You must be mounted, You or your steed must be within 5 feet of each other
Spirit Spur
You press your mount into a short supernatural burst and line up a punishing follow-up strike.
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.
You must be mounted
Crushing Charge
A formal charge becomes a brutal impact that can break a shield line and scatter the front rank.
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.
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
Horse-Body Interpose
You and your steed can share a single defensive line, absorbing a blow meant for the other.
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.
You must be mounted, You and your steed must be within 5 feet of each other
Banner Cry
Your voice carries over the field and gives your allies the courage to stand back up and press forward.
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.
The chosen allies must be able to hear you
Trampling Turn
You guide your steed through a sweeping pass that knocks enemies off balance.
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.
Your spirit steed must have moved at least 10 feet straight on your turn
Sacred Reposition
You and your steed can reposition as if guided by a single shared impulse, crossing the field in one clean motion.
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.
You must be mounted or adjacent to your spirit steed
Knightly Pin
You can halt a fleeing foe with a punishing counter-thrust and a perfectly timed threat.
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.
A creature must leave your reach
Iron Harness
You and your steed brace together against impact, turning a rough hit into a controlled landing.
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.
You must be mounted or adjacent to your spirit steed
Ride the Wind
You drive your steed through the gaps in an enemy line and make pursuit difficult.
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.
You must be mounted
Rally the Line
You can turn a battle cry into disciplined recovery for nearby allies.
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.
The allies must be able to hear you
Unicorn Ascendant
At the height of your mastery, your final oath refuses defeat at the moment of collapse.
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.
You must not have used this feature since your last Long Rest
Companions
Spirit Steed
Level 1A 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.
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.
Perception, Athletics
darkvision 60 feet
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
Dash, Disengage, Dodge, Help, Hide, Search, Attack (level 5+), Trample (level 7+)
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
| 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)
Charge Doctrine (Level 1)
Prerequisite: You must be mounted on your spirit steed or within 5 feet of it and able to move.
Bonded Steed (Level 1)
Bond Points (Level 2)
Saddle Command (Level 2)
Extra Attack (Level 5)
Unbroken Seat (Level 6)
Spirit Ward (Level 9)
Battlefield Mastery (Level 10)
Galloping Legend (Level 17)
Avatar of the Steed (Level 20)
Resource Cost: 1 use per Long Rest
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