Cavalry Maneuvers

Mobile, Mounted, Spirited

There are many warriors that fight on horseback— or an altogether different kind of creature — and master the tricks of battling in tandem with their mount to overwhelm slower, less mobile foes. The most common adherents to this tradition are soldiers typically born to noble castes with the resources to both keep steeds and pay for the tutelage of their use. Many Cavalry maneuvers can only be used while mounted.

Classes: Barbarian, Fighter, Paladin, Marshal, Ranger, Slayer

1st Degree Maneuvers

Cavalier Stance1 focus1st degree Cavalry bonus action (stance)
While you maintain this stance, your mount’s AC increases by an amount equal to your half of the maximum result of your Superiority Die while you are riding it.
Dressage1 focus1st degree Cavalry bonus action
Your mount takes the Dash and Disengage actions, and until the end of its turn, its jump distance is tripled and it always counts as having a running leap.
Spur Mount1 focus1st degree Cavalry free action
While you are riding a mount, you can spend 1 focus to grant it advantage on an ability check or saving throw.
Tilt2 focus1st degree Cavalry action (attack)
You must be mounted, wielding a weapon with the reach property, and move 20 or more feet in a straight line in order to use this maneuver. Take the attack action. If the first attack hits, you deal additional damage to the target equal to a roll of your Superiority Die, and the creature must succeed on a a Strength saving throw or be knocked prone.

2nd Degree Maneuvers

Mount Shield1 focus2nd degree Cavalry reaction
You must be mounted to use this maneuver. When a creature targets you with an attack, you can use your reaction to swing down the side of your mount, making it the target of the attack instead of you.
Rearing Menace2 focus2nd degree Cavalry action (attack)
You must be mounted to use this maneuver. Take the Attack action, replacing one of your attacks by spurring your mount to rear back and menace your foes. Each creature within 30 feet of your mount must make a Wisdom saving throw. On a failure, a creature is frightened of your mount the end of your next turn, and if the creature is within 5 feet of your mount and is of a size category smaller than it, it falls prone. A creature larger than your mount has advantage on this saving throw.
Whistle1 focus2nd degree Cavalry bonus action
You can use a bonus action to whistle to a creature who can serve as your mount within 300 feet. As long as the creature can hear you, it can use its reaction to move up to twice its speed towards you. If it is not adjacent to you, it can move the same distance again, but suffers 1 level of fatigue if it does.

3rd Degree Maneuvers

Harrying Circle5 focus3rd degree Cavalry bonus action (stance)
You must be mounted on a creature to use this maneuver. While maintaining this stance, you begin running circles around your foes. Create a circle with a radius up to half your mount's movement speed (minimum 20 ft); you must be within the circle's area. When you use this maneuver and at the start of each of your turns while in this stance, move to a space the circumference of the circle intersects. While maintaining this stance, creatures of your choice with speeds lower than your mount within the circle suffer the following detriments: attacks against creatures them have advantage, their attacks against you and your mount have disadvantage, and the area within the circle is difficult terrain. If a creature tries to move through the edge of the circle, it must succeed on a Strength or Dexterity Saving Throw. On a failed save, the creature takes bludgeoning damage equal to two rolls of your Superiority Die and cannot leave the circle until the start of its next turn. On a successful save, it can leave the circle and takes no damage. The stance ends early if your mount's movement speed becomes lower than 40 feet, or if you end your turn in a space that does not intersect the circumference of the circle.
Mounted Kick2 focus3rd degree Cavalry reaction
You must be mounted to use this maneuver. When a creature within 5 feet of you makes a melee attack against you, and the creature is smaller than your mount, you can use your reaction to try and kick them in the face, disrupting their attack. Make an unarmed strike against the creature that attacked you. If you hit, you deal your unarmed damage to that creature plus a roll of your Superiority Die, and that creature has disadvantage on its attack rolls against you until the end of the turn.
Reassuring Pat3 focus3rd degree Cavalry bonus action
Your mount regains hit points equal to two rolls of your Superiority Die, and you can end one spell or condition affecting it. If you do not end a spell or condition, it regains hit points equal to four rolls of your Superiority Die.

4th Degree Maneuvers

Fast Travel6 focus4th degree Cavalry bonus action (stance)
While you maintain this stance, you and a number of creatures equal to the highest result of your Superiority Die multiply their travel speeds by 10 as long as you are mounted. When you adopt this stance, roll your Superiority Die. You can maintain it for a number of hours equal to the result.
Sonic Boom6 focus4th degree Cavalry bonus action
You must be mounted to use this maneuver. Your mount takes the Dash action. After your mount has moved 120 feet this turn, it creates a sonic boom in a 60 foot cone. Creatures in this area must succeed on a Constitution saving throw or take Thunder damage equal to three rolls of your Superiority Die, or half as much damage on a successful save.
Vault4 focus4th degree Cavalry action (attack)
You must be mounted to use this maneuver, and your mount must move 30 feet in a straight line. Take the Attack action, replacing two of your attacks, and dismount and gain a flying speed until the end of your turn. At any point during this movement, you can make a single melee weapon attack against a creature within your reach. On a hit, the attack deals additional damage equal to two rolls of your Superiority Die and the attack flourishes as if the attack was a Called Shot. If the attack roll would have flourished, it is a critical hit instead. If the attack roll would have been a critical hit, the critical hit deals maximum damage. If the attack misses, you fall prone, take bludgeoning damage equal to two rolls of your Superiority Die, and your movement speed becomes 0 until the end of your turn.

5th Degree Maneuvers

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Steel Horse Stance7 focus5th degree Cavalry bonus action (stance)
While you maintain this stance, your mount has advantage on all d20 tests, resistance to all damage, and it deals bonus damage equal to a roll of your Superiority Die on its attacks. Additionally, when it is subjected to an effect that allows it to make a saving throw to take only half damage, it instead take no damage if it succeeds on the saving throw, and only half damage if it fail. When you adopt this stance, roll your Superiority Die. You can maintain it for a number of rounds equal to the result.

6th Degree Maneuvers

ManeuverX focus6th degree Cavalry ACTION
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ManeuverX focus6th degree Cavalry ACTION
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7th Degree Maneuvers

ManeuverX focus7th degree Cavalry ACTION
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ManeuverX focus7th degree Cavalry ACTION
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8th Degree Maneuvers

ManeuverX focus8th degree Cavalry ACTION
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