Page 31 - Xanathar's Guide To Everything
P. 31
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
element of both archetypes in the game, rather than create
around corners if necessary and ignoring three-quarters an accurate historical representation ofeither one.
cover and half cover. If the target is within the weapon’s *1— I"
range and there is a path large enough for the arrow to UNWAVERING MARK
travel to the target, the target must make a Dexterity Starting at 3rd level, you can menace your foe-s, foiling
saving throw. Otherwise, the arrow disappears after their attacks and punishing them for harming others.
traveling as far as it can. On a failed save, the target
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
turn. This effect ends early if you are incapacitated or
location. On a successful save, the target takes half as
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 fees 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 attacks weapon deals extra
The psychic damage increases to 4d6 when you reach damage to the target equal to half your fighter level.
Regardless of the number of creatures you mark, you
18th level in this class. can make this special attack a number of times equal to
CAVALIER your Strength modifier (minimum of once), and you re-
The archetypal Cavalier excels at mounted combat. gain all expended uses of it when you finish a long rest.
Usually 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 ld8 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 all 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 an 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. So Unto: ctr! Ail-ltrmlc hams l“
BORN TO THE SADDLE Alllarmic saris “l tlt who sums
Starting at 3rd level, your mastery as a rider becomes Shim-(h
apparent. You have advantage on saving throws made martin? Milne}? Lt}: wt hru‘. lot S
to avoid falling off your mount. If you fall off your mount swim tr qmit Jail-m1 sworA suing”. Noun
and descend no more than 10 feet, you can land on your Llhaic Samoa: Lilac ihls lclM siu cl 1!.
feet if you’re not incapacitated.
Finally, mounting or dismounting a creature costs you moral lclltql. walclurs. How aloamic. lots
only 5 feet of movement, rather than half your speed. W‘QL lac. wiltln a North emit UULU
W‘CIL loss “lid" 5' “on“ Q
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