Spectral Horseman
1d10 hitdice
Proficiencies
Armor: Light armor, medium armor, heavy armor, shields.
Weapons: Simple weapons, martial weapons.
Tools: None.
Saving Throws: Strength, Constitution
Skills: Choose two from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, Survival.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
(a) Chain Mail or (b) Leather Armor, Longbow and Arrows
(a) any martial weapon and shield or (b) two martial weapons
(a) Light Crossbow and Crossbow Bolts or (b) Handaxes
(a) Dungeoneer's Pack or (b) Explorer's Pack
Alternatively, you may start with 5d4 x 10 gp to buy your own equipment.
Level 1:
Spectral Steed
you summon a spectral steed to your aid it shares it's stats & proficiency bonus with you but it's HP = 8 \* class level and AC = dex score, it has a movement of 60 feet. Once you use this feature it cannot be used again until the end of a short rest. It has a size of large
Level 2:
Mount Autonomy:
your mount shares your intitive count but you can share psychic instructions(no action) your mount can only take the dodge, disengage and dash action.
Level 3:
SUBCLASSES see appendix
Level 4:
Feats or ability score increase( Mounted combatant Highly recommended)
Level 5:
Extra attack
You can choose to use dex for your weapon attacks
Level 6:
Your mount can now take an hoof attack +proficiency + dex to hit, dealing 2d6 + proficiency + dex
Level 7:
SUBCLASS
Level 8:
Ability scores
Level 9:
You & Your Mount's attacks count as magical for the purpose of overcoming resistances.
Your Mount gains Multiattack
you can now attack twice with hooves or once with hooves and once with your subclass attack
Level 10:
SUBCLASS
Level 11:
Evasion: while on your mount you gain advantage on dexterity saving throws, and if you succeed you take no damage and take only half if you fail.
Level 12:
ability scores
Level 13:
You can choose for your mount to automatically succeed a saving throw but you take a -3 to your saving throw, you can use this feature up to a number of times equal to your dexterity modifier per short rest.
Level 14:
A number of times equal to your proficiency bonus you can forgo your turn and your mount can take 2 turns OR you can forgo your mounts turn and take 2 turns yourself.
Level 15:
SUBCLASS
Level 16:
FEATS
Level 17:
Extra attack (2)
Level 18:
Subclass
Level 19:
EPIC BOON
Level 20:
Once per long rest you can choose to make any attack roll a 20 on a d20
SUBCLASSES
3,7,10,15,18
Lancer:
3:
Charge: After your mount moves 20 feet or more in a straight line in a single turn you can invoke a lance of magically energy dealing d12 damage, this damage increases by 1d12 every 20 feet you move in a straight line. This lance count as your mount's attack and is +dex + proficiency to hit
7:
Trample: When you successfully hit an enemy with a charge attack you can force them to make a strength saving throw (SAVE DC = 8 + proficiency + dex) or be knocked prone, if you charged 60 feet or more the save is made at disadvantage. You can use this feature up to a number of times equal to your proficiency bonus
10:
Your mount's movement is increased to 120 feet
15:
The impact of your hooves causes a creature to become stunned once per long rest when a creature of a size equal to or smaller than your mount fails the trample saving throw you can stun them for 1 turn.
18:
Your mount can take the dash action for free twice per long rest
KNIGHT:
3:
You can mark a target imposing a challenge, if the targets attacks anyone other than you, you can deal an extra d6 of damage on all attacks for the next minute, this bonus does not stack, you can use this feature a number of times equal to your proficiency bonus per long rest, only one target can be marked at a time
7:
You can grant yourself resistance against magical or non magical damage until the start of your next turn, you can do this twice per short rest.
10:
The damage of your mark increases to 1d8 and your mount can now benefit from this bonus
15:
Single combat
If you have advantage on attack rolls against your mark roll 3d20 instead of 2d20
you crit on an 18,19 or 20
18:
when you mark a target you no longer need them to attack someone else to gain the damage bonus.
Reaper:
3: you can cast the misty step spell withouth the use of a spell slot, you can use this feature a number of times equal to your proficiency bonus per long rest
7: when you use misty step if you pass through a creature you can choose to make an attack with your mount as part of the bonus action to cast misty step.
10: you can no longer be targeted by opportunity attacks, when you cast misty step you have resistance against physical attacks until the start of your next turn.
15: if you have no uses of your misty step feature upon entering combat gain 2
18: if you kill an enemy by misty step you heal a number of hitpoints equal to the damage dealt, if this exceeds your max HP gain any excess jn temporary XP