Page 31 - DnD 5e - Xanathar's Guide to Everything
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Seeking Arrow. Using divination magic, you grant CAVALIERS, SAMURAI , AND HISTORY
your arrow the ability to seek out a target. When you use While both cavaliers and samurai existed in the real world,
this option, you don't make an attack roll for the attack. our inspirations for both fighter archetypes are taken from
Instead, choose one creature you have seen in the past popular culture (folk tales, movies, and comic books), not
minute. The arrow flies toward that creature, moving from history. Our intent is to capture the cinematic, heroic
around corners if necessary and ignoring three-quarters element of both archetypes in the game, rather than create
cover and half cover. If the target is within the weapon's an accurate historical representation of either one.
range and there is a path large enough for the arrow to
travel to the target, the target must make a Dexterity UNWAVERING MARK
saving throw. Otherwise, the arrow disappears after Starting at 3rd level, you can menace your foes, foiling
traveling as far as it can. On a failed save, the target their attacks and punishing them for harming others.
takes damage as if it were hit by the arrow, plus an extra When you hit a creature with a melee weapon attack,
1d6 force damage, and you learn the target's current you can mark the creature until the end of your next
location. On a successful save, the target takes half as turn. This effect ends early if you are incapacitated or
much damage, and you don't learn its location. you die, or if someone else marks the creature.
The force damage increases to 2d6 when you reach While it is within 5 feet of you, a creature marked by
18th level in this class. you has disadvantage on any attack roll that doesn't
Shadow Arrow. You weave illusion magic into your target you.
arrow, causing it to occlude your foe's vision with shad- In addition, if a creature marked by you deals damage
ows. The creature hit by the arrow takes an extra 2d6 to anyone other than you, you can make a special melee
psychic damage, and it must succeed on a Wisdom weapon attack against the marked creature as a bonus
saving throw or be unable to see anything farther than 5 action on your next turn. You have advantage on the
feet away until the start of your next turn. attack roll, and if it hits, the attack's weapon deals extra
The psychic damage increases to 4d6 when you reach damage to the target equa l to half your fighter level.
18th level in this class. Regardless of the number of creatures you mark, you
can make this special attack a number of times equal to
CAVALIER your Strength modifier (minimum of once), and you re-
gain all expended uses of it when you finish a long rest.
The archetypal Cavalier excels at mounted combat.
Usua lly born among the nobility and raised at court, a WARDING MANEUVER
Cavalier is equally at home leading a cavalry charge or At 7th level, you learn to fend off strikes directed at
exchanging repartee at a state dinner. Cavaliers also you, your mount, or other creatures nearby. If you or
learn how to guard those in their charge from harm, a creature you can see within 5 feet of you is hit by an
often serving as the protectors of their superiors and of attack, you can roll 1d8 as a reaction if you're wielding
the weak. Compelled to right wrongs or earn prestige, a melee weapon or a shield. Roll the die, and add the
many of these fighters leave their lives of comfort to em- number rolled to the target's AC against that attack. If
bark on glorious adventure. the attack still hits, the target has resistance against the
attack's damage.
CAVALIER FEATURES You can use this feature a number of times equal
Fighter Level Feature to your Constitution modifier (minimum of once), and
3rd Bonus Proficiency, Born to the Saddle, you regain a ll expended uses of it when you finish a
Unwavering Mark long rest.
7th Warding Maneuver
HOLD THE LINE
10th Hold the Line At 10th level, you become a master of locking down
15th Ferocious Charger your enemies. Creatures provoke an opportunity attack
18th Vigilant Defender from you when they move 5 feet or more while within
your reach, and if you hit a creature with a n opportunity
BONUS PROFICIENCY attack, the target's speed is reduced to 0 until the end of
When you choose this archetype at 3rd level, you gain the current turn.
proficiency in one of the following skills of your choice:
Animal Handling, History, Insight, Performance, or
Persuasion. Alternatively, you learn one language of
your choice.
BORN TO THE SADDLE
Starting at 3rd level, your mastery as a rider becomes
apparent. You have advantage on saving throws made
to avoid falling off your mount. If you fall off your mount
and descend no more than 10 feet, you can land on your
feet if you're not incapacitated.
Finally, mounting or dismounting a creature costs you
only 5 feet of movement, rather than half your speed.
CHAPTER l I CHAR.',CTER OPTIONS

