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
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