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

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