Bonus Proficiency
When you choose this original at 3rd level, you gain proficiency in one of the follow skills of your choice : Animal Handling, History, Insight, Performance, or Persuasion. alternatively, you learn one linguistic process of your choice .
Born to the Saddle
Starting at 3rd flat, your mastery as a rider becomes apparent. You have advantage on saving throws made to avoid falling off your mount. If you fall off your saddle horse and descend no more than 10 feet, you can land on your feet if you ‘re not incapacitated .
last, mounting or dismounting a creature costs you only 5 feet of drift, preferably than half your amphetamine.
Unwavering Mark
At 3rd grade, you gain a set of fight abilities, referred to as maneuvers, which are fueled by special dice called transcendence die .
Superiority Dice. You have four superiority die, which are d8s. A transcendence die is expended when you use it. You regain all your expended superiority cube when you finish a short-circuit or farseeing stay .
You gain another transcendence die at 7th level and one more at 15th grade .
Maneuvers. You spend your superiority die on your maneuvers. You can use more than one maneuver per bend, but no more than one maneuver per attack .
You know the following maneuvers :
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Control Mount. When you make a Wisdom ( Animal Handling ) discipline to influence a creature that you or an ally is riding, you can expend one superiority die, hustle it, and add the number rolled to the check. You can do this ahead or after rolling the d20, but before applying the results of the check .
Precision Attack. When you make a weapon attack against a animal, you can expend one superiority die, roll it, and add it to the assail roll out. You can use this ability before or after rolling the d20, but before any of the effects of the attack are applied .
Trip Attack. When you hit a creature with a weapon attack, you can expend one transcendence die to attempt to knock the aim down. Roll the die, and add it to the attack ‘s damage scroll. If the aim is large or smaller, it must besides succeed on a Strength economy throw ( DC 8 + your proficiency bonus + your Strength modifier ) or be knocked prone .
Warding Maneuver. If you or a creature within 5 feet of you is hit by an attack, you can expend one superiority die as a reaction if you ‘re wielding a weapon or a carapace. Roll the die, and add the number rolled to the prey ‘s AC against that attack. If the attack still hits, the target has resistance against the assail ‘s damage
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ferocious Charger
At 7th level, you gain extra benefits when you use your Trip Attack maneuver. You can expend up to two transcendence dice on it, adding both dice to the price roll. When you spend two cube in this direction, the prey has disadvantage on its Strength redemptive throw to avoid being knocked prone .
Improved Combat Superiority
At 10th level, your transcendence cube turn into d10s. At 18th level, they turn into d12s .
grim
Starting at 15th flat, when you roll enterprise and have no superiority dice remaining, you regain one superiority fail .