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 rich or noble castes with the resources to both keep steeds and pay for the tutelage of their use.
Cavalier Stance (1 point)
1st degree Spirited Steed bonus action (stance)
You protect your mount as you ride. While you are riding your mount, its Armor Class increases by an amount equal to half your proficiency bonus.
Lancer Strike (1 point)
1st degree Spirited Steed action
You knock your opponent prone with a direct hit from your weapon. You must be wielding a weapon with the reach property, mounted, and move 20 or more feet in order to use this maneuver. Make a melee weapon attack against a creature within your weapon’s reach. On a hit, you deal an extra 1d6 damage and the creature makes an Anchor saving throw or is knocked prone.
Mounted Charge (2 points)
1st degree Spirited Steed action
You charge your foe using your mount’s strength and swiftness to add power to your attack. When you activate this maneuver, you take the Attack action and make a weapon attack, as well as any additional attacks granted by Extra Attack. You must be mounted to use this maneuver. Move up to your mount’s Speed in a straight line. If at the end of your movement there is a creature within your reach, the first attack you make against it as part of this maneuver has advantage.
Riding Leap (1 point)
1st degree Spirited Steed bonus action
You coax your mount into making a remarkable leap. As long as you are mounted and move at least 30 feet in a straight line first, your mount can jump further and higher than usual. The height of the jump increases by a number of feet equal to your proficiency bonus and the distance of the jump increases by a number of feet equal to twice your proficiency bonus. Your movement this turn does not provoke opportunity attacks.
Rearing Menace (3 points)
2nd degree Spirited Steed action
You rear your mount, intimidating nearby opponents. When you activate this maneuver, you take the Attack action and make a weapon attack, as well as any additional attacks granted by Extra Attack. You must be mounted to use this maneuver. Choose a number of creatures equal to your proficiency bonus that are within 20 feet. Each creature makes a Courage saving throw. On a failure, a creature is frightened until the end of your next turn. A creature of the same size as your mount or larger has advantage on the saving throw.
Spur Mount (1 point)
2nd degree Spirited Steed reaction
In tune with your mount, you guide it to greater heights. While you are riding your mount, when it makes an ability check or saving throw you can use your reaction to grant it advantage.
Trample (2 points)
2nd degree Spirited Steed bonus action
You trample down enemies in your path. You must be mounted to use this maneuver. Move up to half your Speed without provoking opportunity attacks. Creatures in your path that are at least one size smaller than your mount make an Anchor saving throw. On a failure, a creature takes 2d6 bludgeoning damage and is knocked prone.
Launched Strike (2 points)
3rd degree Spirited Steed action
You leap from your mount to attack a nearby opponent. You must be mounted to use this maneuver. You leap 10 feet away from your mount and make a melee weapon attack against a creature within your reach before you land, falling prone. On a hit, your attack becomes a critical hit.
Sacrifice Mount (2 points)
3rd degree Spirited Steed reaction
You use your mount as a shield. 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.
Saddled Blows (3 points)
3rd degree Spirited Steed action
From atop your mount, you strike down at your foes with powerful blows. When you activate this maneuver, you take the Attack action and make a weapon attack, as well as any additional attacks granted by Extra Attack. You must be mounted to use this maneuver. Until the end of your next turn, when you use a melee weapon attack to hit a creature of a size smaller than your mount, it makes an Anchor saving throw. On a failure, it suffers one of the following (your choice): confused until the start of your next turn, knocked prone, or slowed until the end of your next turn
Prodigious Leap (3 points)
4th degree Spirited Steed reaction
Your mount makes an incredible leap, soaring through the air. When your mount makes an Acrobatics check to jump, you can use your reaction to grant it a fly speed equal to half its Speed until the end of your turn. Your mount can only fly in a straight line.
Spirited Whistle (1 points)
4th degree Spirited Steed action
You summon your mount to your side. When you have become separated from your mount but can see it, you can use an action to whistle. As long as your mount is able to hear you, it uses its reaction to move until it is adjacent to you. Your mount suffers a level of fatigue if this movement is more than twice its Speed.
Steely Steed Stance (3 points)
4th degree Spirited Steed bonus action (stance)
You focus on a deep and unspoken connection with your mount, lending it strength and working together as one. When you make a melee attack against a creature, your mount gains advantage on attack rolls against that creature until the start of your next turn. In addition, your mount has advantage on saving throws and it takes half as much damage as normal.
Reassuring Pat (3 points)
5th degree Spirited Steed reaction
Your mount takes comfort from your presence and gains its second wind. When your mount is hit by an attack, you can use your reaction to pat it reassuringly. Your mount regains hit points equal to your level. If your mount is charmed, poisoned, or restrained, it can use its reaction to end those conditions.
Wheeling Charge (3 points)
5th degree Spirited Steed action
You repeatedly charge your mount at your opponent, attacking again and again. Your mount takes the Dodge action. If it moves at least 10 feet in a straight line and there’s a creature within your reach, make a melee attack against that creature. If you can continue your movement for at least 10 more feet, you can turn around and attack the same creature again. You must end your movement at least 10 feet away from the creature