Cavalry Maneuvers

Mobile, Mounted, Spirited

There are many warriors who fight while mounted upon creatures, and master the tricks of battling in tandem with their mount to overwhelm slower, less mobile foes. Others instead opt for vehicles, from boats and chariots to floating discs or infernal machines. Regardless, Cavalry maneuvers transform rider and mount into an unstoppable fighting force. Most Cavalry maneuvers can only be used while mounted on a creature or operating a vehicle.

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 or vehicle’s AC increases by an amount equal to your half of the maximum result of your Superiority Die (maximum 6) while you are riding it.
Dressage1 focus1st degree Cavalry bonus action
Your mount or vehicle 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
When your mount or vehicle makes an ability check or saving throw, or when you make a Drive check, add a roll of your Superiority Die to the result.
Tilt2 focus1st degree Cavalry action (attack)
You must be mounted or operating a vehicle, 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, add your Superiority Die to the attack's damage, and the creature must succeed on a a Strength saving throw or be knocked prone.

2nd Degree Maneuvers

Mount Shield1 focus2nd degree Cavalry reaction
When a creature targets you with an attack, you can use your reaction to swing down the side of your mount or vehicle, making it the target of the attack instead of you. Until the start of your next turn, you can redirect additional attacks that target you to your mount or vehicle instead.
Rearing Menace2 focus2nd degree Cavalry action (attack)
Take the Attack action, replacing one of your attacks by spurring your mount or vehicle to rear back and menace your foes. Each creature within 30 feet of your mount or vehicle must make a Wisdom saving throw. On a failure, a creature is frightened of your mount or vehicle the end of your next turn, and if the creature is within 5 feet of your mount or vehicle and is of a size category smaller than it, it falls prone. A creature larger than your mount or vehicle 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 or operating a vehicle 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 or vehicle's movement speed (minimum 20 ft); you must be within the circle's area, and the circle must not pass through total cover. When you use this maneuver and at the start of each of your turns while in this stance, you may move to a space the circumference of the circle intersects. While maintaining this stance, creatures of your choice with speeds lower than your mount or vehicle within the circle suffer the following detriments: attacks against them have advantage, their attacks against you and your mount or vehicle 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 or vehicle's movement speed becomes lower than 40 feet, if total cover breaks the circle's circumference, or if you end your turn in a space that does not intersect the circumference of the circle.
Mounted Kick2 focus3rd degree Cavalry reaction
When a creature within 5 feet of you makes a melee attack against you, and the creature is smaller than your mount or vehicle, 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 or vehicle 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 or operating a vehicle. 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
Your mount or vehicle takes the Dash action. After your mount or vehicle 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)
Your mount or vehicle 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, add two rolls of your Superiority Die to the attack's damage 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

Steel Horse Stance7 focus5th degree Cavalry bonus action (stance)
While you maintain this stance, your mount or vehicle has advantage on all d20 tests, resistance to all damage, add your Superiority Die to its attack's damage. 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.
Victory Lap1+ focus5th degree Cavalry free action
You must be mounted or operating a vehicle at the end of a victorious combat in order to use this maneuver. Spend all of your focus. For each focus spent, choose one of the following: roll your Superiority Die and restore hit points to a creature of your choice equal to the result, roll your Superiority Die and restore mana to a creature of your choice equal to a quarter of the result, or roll your Superiority Die and restore focus to a creature of your choice equal to a quarter of the result. Then, you gain the benefits of a Short Rest. Once you use this maneuver, you cannot do so again until you finish a natural Long Rest.

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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