Lord of the Rings (5E)
Horsemen are mounted fighters. Whether charging into combat on their armored mount, or harassing the enemy flanks on a swift horse, Horsemen are the masters of mobility on the battlefield.
When you choose this archetype at level 3, you gain mounted training that allows you to effectively control a mount in the chaos of battle. You gain proficiency in Animal Handling. If you are already already proficient, you gain Expertise in Animal Handling instead – doubling your proficiency bonus in that skill.
You may purchase one mount from the standard mounts list for half of its base price, this mount becomes your Steed. If your Steed dies or is otherwise lost, you must purchase a a new mount at full price to gain a new Steed.
Your Steed becomes trained to answer your commands without hesitation. While riding your Steed, you can use your action to command it to use any of its actions.
Your Steed has maximum hit points equal to its base hit points plus half of your maximum hit points.
Any mount you conjure, such as through find steed or phantom steed, also counts as your Steed.
Your Steed is well-suited to the rigors and chaos of war. Whenever you gain a level, your Steed gains extra maximum hit points equal to your Constitution modifier. Your Steed also has advantage on saving throws to resist becoming Frightened.
MOUNTED FIGHTING STYLE
Starting at 7th level, you gain additional bonuses based on your chosen Fighting Style:
Archery. While riding your Steed, you can make an extra ranged weapon attack at disadvantage against a target within 15 feet of you when you take the Attack action on your turn.
Defense. While you are wearing armor, you gain resistance against slashing damage from non-magical weapons. While your Steed is wearing barding, it gains a+ 1 bonus to AC and resistance against slashing damage from non-magical weapons.
Dueling. While riding your Steed and wielding a melee weapon in one hand and no other weapons, you gain a+ 1 bonus to damage rolls with that weapon.
Great Weapon Fighting. While riding your Steed, your damage modifier is doubled when you make a critical hit.
Protection. While riding your Steed, when a creature that is more than 10 away from you attacks you, their attack roll has disadvantage. You must be wielding a shield.
Two-Weapon Fighting. While riding your Steed. when you land a critical hit, you can use your reaction to make another weapon attack.
At 10th level, you gain one of the following features of your choice:
Skirmisher’s Barding. While your Steed is wearing light or no barding, it gains 15 feet of speed.
Horselord’s Barding. While your Steed is wearing medium or heavy barding, any bludgeoning, piercing, or slashing damage it takes is reduced by 3.
Starting at 15th level, while riding your Steed, you gain advantage on initiative rolls.
Beginning at 18th level, your Steed can reroll a saving throw that it fails. If it does so, it must use the new roll. Your Steed can use this feature three times between long rests.
At 18th level, you gain one of the following features of your choice:
Elite Skirmisher. While riding your Steed, once per turn you can deal an extra 1d8 damage to one creature you hit with an attack if you have advantage on the attack roll.
Elite Horselord. When you use Second Wind, your Steed regains hit points equal to 2dl0+ your fighter level.