TEXT:  
  A NEW MARTIAL CLASS 
  FOR THE MOUNTED COMBATANT  
   
  
   
  CREDITS 
  Writing & Game Design: Micah Muldowney 
  Layout & Graphic Design: Micah Muldowney 
  Art / Illustrations: Used under public domain and 
  Creative Commons  
   
   
   
   
   
   
   
   
  CONTENTS  
  THE ISKUZAI CLASS..………….…....…………...... 1 
      Create an Iskuzai…..……..….…………........... 2 
      Quick Build………....……..….…………........... 2 
      The Iskuzai Table…..….....….…………........... 2 
  CLASS FEATURES………...…………..…...….......... 3 
      Whisper……...….....….…………........................ 3 
      Fighting Style……….….....….…………........... 4 
      Rough Rider…………….....….…………........... 4 
      Battle Hardened…..….....…....…………...........4 
      Iskuzai Harras………….....….…………........... 4 
      Move as One………...….....….…………........... 5 
      Iron Will……………...….....….…………........... 5 
      Fight as One…..….....………...…………........... 5 
      Dread Rider……….....….....….…………...........5 
  ISKUZAI HARRAS ………...……......……...............5 
      Shock Trooper…….....….....….………….......... 6 
      Harrier…..……….......………...…………........... 8 
      Horse Shaman…........….....….…………........... 9 
   
   
  ON THE COVER 
  Georg Linebreaker, veteran of a hundred 
  skirmishes, surveys the plain of battle and lays 
  plans for a full charge against an entrenched foe. 
     
   
   
   
   
   
   
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon 
  Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of 
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  herein is prohibited without the express written permission of Wizards of the Coast.  
   
  ©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, 
  CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. This work contains material that is copyright 
  Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters 
  Guild.  
   
  All other original material in this work is copyright 2020 by Micah Muldowney and published under the Community Content Agreement for 
  Dungeon Master’s Guild
  
   
   
   
   
   
   
   
   
   
   
     
   
  he savage cries of the invading 
  goblins turn to shrieks of dread, 
  only to be drowned out by the 
  thunder of hooves. The 
  townsfolk peer over their blockade just in time 
  to see the line of horses slice through their 
  would-be tormentor’s ranks with deft ease.  
  Haven Enraged, a hill giant tries to chase down 
  the puny warrior atop its steed, but it dances 
  continually out of reach, new-flow arrows 
  sprouting from his hide with each new attempt. 
    An old woman chants, spreading her arms, 
  and out of the mist forms a faintly glowing 
  steed of otherworldly beauty. As it solidifies, it 
  paw the earth and snorts, sparks fly from its  
  flaring nostril.  
     All of these heroes are Iskuzai – fierce 
  warriors and raiders sworn to the saddle. From 
  a young age, Izkuzai learn to understand and 
  train their mounts using secret husbandry 
  techniques based on for generations until horse 
  and rider seem to mend into a single unit in 
  combat, swift fierce, and deadly.   
     As mounted specialists, Izkuzai are often 
  wide travelers, preferring open country to 
  cramped cities, mountains or swamps. With a 
  reputation as profoundly effective cavalry, 
  many work as soldiers for hire, while others 
  only wish to protect what is theirs and hold the 
  world at a distance. A true Iskuzai never  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  1 
  
   
  believes that she or he can have enough horses 
  or other mounts,  collecting them whenever 
  they can afford to, and they painstakingly train 
  them in their peculiar riding style and tactics. 
  But they always have a favored steed that they 
  will return to time and again whenever the 
  going gets rough. 
   
  Iskuzai are often deeply attuned to the thoughts 
  and feelings of animals and the land around 
  them. When creating an Iskuzai, consider your 
  character’s background. How did they come to 
  join the Iskuzai? Were they born into a Iskuzai 
  family? Where they a foundling? Did they seek 
  an apprenticeship? As world travelers, Iskuzai  
  are often aware of much that happens in the 
  world, and they meet and share news with each 
  other often, so consider what kinds of events 
  might have impelled you to venture forth into 
  the larger world. Did you plan to join a 
  campaign or help a fellow in need?  
    
  You can make an Iskuzai quickly by following 
  these suggestions. First, make Strength of 
  Dexterity your highest Ability Score, depending 
  on your battery and whether it focuses on 
  heavy melee or ranged / finesse weapons. Your 
  next highest should be Wisdom, followed by 
  Constitution. Second, choose the Outlander or 
  Mercenary Veteran background. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Level Prof. Bonus Features 
  Spirit Points 
  1st 
  +2 
  Whisperer, Fighting Style 
  - 
  2nd 
  +2 
  Rough Rider, Battle Hardened 
  - 
  3rd 
  +2 
  Harras Feature 
  3 
  4th 
  +2 
  Ability Score Improvement 
  4 
  5th 
  +3 
  Second Attack 
  5 
  6th 
  +3 
  Move as One 
  6 
  7th 
  +3 
  Harras Feature 
  7 
  8th 
  +3 
  Ability Score Improvement 
  8 
  9th 
  +4 
  Iron Will 
  9 
  10th 
  +4 
  Harras Feature 
  10 
  11th 
  +4 
  Fight as One 
  11 
  12th 
  +4 
  Ability Score Improvement 
  12 
  13th 
  +5 
  Rough Rider (improved) 
  13 
  14th 
  +5 
  Harras Feature 
  14 
  15th 
  +5 
  Battle Hardened (x2 uses) 
  15 
  16th 
  +5 
  Ability Score Improvement 
  16 
  17th 
  +6 
   
  17 
  18th 
  +6 
  Harras  Feature 
  18 
  19th 
  +6 
  Ability Score Improvement 
  19 
  20th 
  +6 
  Dread Rider 
  20 
   
   
   
   
   
  2 
  
   
   
  As an Iskuzai you gain the following class 
  features: 
   
  Hit Dice: 1d10 per Izkuzai level  
  Hit Points at 1st Level: 10 + CON modifier  
  Hit Points at Higher Levels: 1d10 (or 5) + CON 
  modifier per Iskuzai level after 1st  
   
  Armor: Light and medium armor, shields 
  Weapons: Simple and martial weapons  
  Tools: Leatherworker’s tools. 
  Saving Throws: Wisdom, Strength  
  Skills: Animal Handling and two skills of your 
  from Acrobatics, Athletics, Insight, Nature, 
  Perception, and Survival.  
  Language: One languages of your choice 
  beyond those of your race and background. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  You start with the following equipment, in 
  addition to the equipment granted by your 
  background:  
   Any martial weapon 
   6 javelins  
   Leather armor, Hide, Scale Mail, or Chain 
  Mail (if proficient)  
   A horse  bow and 30 arrows 
   An explorer’s pack 
   Leather Worker’s tools 
   A War Horse and tack 
   
  An Iskuzai training begins by connecting with 
  an animal and forming a bond. Starting at the 
  1st level, you may use a make an animal 
  handling check on a suitable steed within 10 
  feet with a DC depending on the type of 
  creature and its relationship with the character 
  (i.e. a domesticated riding horse would have a 
  very easy DC, while a strange, wild Dire Wolf 
  would be extremely difficult). On a success, you 
  create a bond with the animal that allows you 
  to ride it for 24 hours. If you own the creature 
  or are able to create an enduring friendship, the 
  effect becomes permanent. 
  You enjoy certain advantages while riding a 
  bonded mount: 
   You are attuned to what your mount is feels 
  and senses, particularly when they sense 
  danger. You may add your proficiency bonus 
  to your passive perception, perception checks, 
  and initiative rolls while you are mounted.  
   You have advantage on saves against any 
  effect that would dismount you. If you do fall 
  off your mount, you land on your feet if you 
  are not incapacitated, and can use your 
  reaction to remount if you have at least one 
  3 
  
   
  hand free and fall no more than 10 feet (i.e. to 
  grab the saddle or reigns on the way off). 
   Mounting and dismounting take only 5 feet of 
  movement. 
   
  You adopt a particular style of Fighting as your 
  specialty. Choose a Fighting style from the list 
  of optional features.  
  Archery: You gain a +2 bonus to attack rolls 
  you make with ranged weapons. 
  Defense: While you are wearing armor, you 
  gain a +1 bonus to AC. 
  Great Weapon Fighting: When you roll a 1 or 2 
  on a damage die for an attack you make with a 
  melee weapon that you are wielding with two 
  hands, you can reroll the die and must use the 
  new roll, even if the new roll is a 1 or a 2. The 
  weapon must have the two-handed or versatile 
  property for you to gain this benefit. 
  Interception: When a creature you can see hits 
  a target, other than you, within 5 feet of you 
  with an attack, you can use your reaction to 
  reduce the damage the target takes by 1d10 + 
  your proficiency bonus (to a minimum of 0 
  damage). You must be wielding a shield or a 
  simple or martial weapon to use this reaction. 
  Protection: When a creature you can see attacks 
  a target other than you that is within 5 feet of 
  you, you can use your reaction to impose 
  disadvantage on the attack roll. You must be 
  wielding a shield. 
  Thrown Weapon Fighting: You can draw a 
  weapon that has the thrown property as part of 
  the attack you make with the weapon. In 
  addition, when you hit with a ranged attack 
  using a thrown weapon, you gain a +2 bonus to 
  the damage roll. 
   
   
   
   
   
   
   
   
   
   
   
  Two-Weapon Fighting: When you engage in 
  two-weapon fighting, you can add your ability 
  modifier to the damage of the second attack. 
    
  At the 2nd level, once per turn you may grant 
  yourself advantage on a melee attack you make 
  while mounted against unmounted enemies 
  that are smaller than your mount. At the 13th 
  level this extends to all attacks that you make. 
   
  At the 2nd level, your reassuring presence and 
  deft handling emboldens your mount. When 
  you roll initiative, you may grant your mount 2 
  temporary HP per Iskuzai level. You may use 
  this ability once per short rest. You may use this 
  twice per short rest at the 15th level. 
   
  At the 3rd level you choose an Iskuzai Harras 
  that exemplifies your style and approach as a 
  rider and mounted warrior.  
  The Harras you choose grants you features 
  at 3rd Level and again at 7th, 10th, 14th, and 18th 
  level.  
  4 
  
   
   
  When you reach 4th level, and again at 6th, 8th, 
  12th, 14th, 16th, and 19th level, you can increase 
  one ability score of your choice by 2, or you can 
  increase two ability scores of your choice by 1.  
   
  Beginning at 5th level, you can attack twice, 
  instead of once, whenever you take the Attack 
  action on your turn. 
   
  When you reach 6th level, your expert ability to 
  guide and control your mount through the flow 
  of battle protects them from harm. A bonded 
  mount has the same AC that you have, and you 
  can force an attack that targets your mount to 
  target you instead. Your mount uses your 
  dexterity save if it is higher than its own, and 
  adds your wisdom modifier to stealth checks. 
   
  Beginning at 9th level, your presence calms and 
  strengthens the mind of your steed. It uses your 
  savings throws for wisdom saving throws and 
  throws against effects that would frighten it. It 
  is immune to being charmed. 
   
  When you reach 11th level, you and your mount 
  learn to move as one. At this point, as a free 
  action you can command you mount to use 
  their action to make an attack. You may add 
  your wisdom modifier to their attack roll. 
  Your mount may also move through the space 
  of any prone creature. They must make a DC 
  equal to 11 + your wisdom modifier dexterity 
  saving throw or take damage equal to one of  
   
   
   
   
   
   
   
   
   
   
  their attacks as they trample them on a failed 
  save.  
  The effects of the dodge or disengage action are 
  shared between mount and rider, regardless of 
  who took them, and you may have your mount 
  take your reaction in your place.  
   
  At the 20th level, you reach the pinnacle of 
  riding skill. Add your wisdom modifier to all 
  attacks rolls, damage rolls, and saving throws 
  that it doesn’t already apply to while mounted. 
  You cannot be forced to dismount by any 
  means, and get a +10 bonus to any animal 
  handling checks. 
   
  When an Iskuzai warrior is trained for battle, 
  they focus on the style and technique of a 
  particular Harras, which has been handed 
  down by generations of warriors before them.   
  At level three, you choose your Harras. There 
  are three major Harras, each specializing in a 
  particular form of mounted combat: The Shock 
  Trooper, the Harrier, and the Horse Shaman. 
  5 
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Iskuzai from the Shock Trooper Harras 
  specialized in heavily armored, close quarters 
  combat where they can use their mount’s speed 
  and strength as weapons against their enemies. 
  Shock Troopers and their mounts fight as one to 
  strike, move, and demoralize their enemies. 
   
  Shock Troopers gain proficiency in heavy 
  armor and proficiency in specialized shock 
  weapons, the Bill or Hooked Glaive, and the 
  Dacian Falx. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  At the 3rd level, you gain the use of shock 
  weapons specialized for mounted combat: 
  Bill or Hooked Glaive: Identical statistics to a 
  regular Glaive, except on a hit you may choose 
  to make a grapple attempt as a free action as 
  long as the target is large or smaller. If you 
  succeed, you cannot use the weapon on another 
  target until the grapple ends. The target can 
  repeat the grapple check as an action to end the 
  grapple early on their turn. This does not apply 
  to attacks from the butt of the weapon. 
  Dacian Falx: Identical statistics to a longsword, 
  except on a hit you may choose to make a 
  grapple attempt as a free action as long as the 
  6 
  
   
  target is large or smaller. If you succeed, you 
  cannot use the weapon on another target until 
  the grapple ends. The target can repeat the 
  grapple check as an action to end the grapple 
  early on their turn. 
   
  Starting at level 7, if your mount moves 20 feet 
  of more on your turn before hitting a target 
  with your first attack, you get a +2 bonus to 
  damage and the target must make a  Strength 
  save against an 8 + your Strength modifier + 
  your Wisdom modifier DC. On a failed save, 
  they are knocked back 10 feet and fall prone. 
   
  Starting at the 10th level, the learn how to use 
  your mounts speed and weight to fuel the 
  strength of your strikes. Attacks made while 
  your mount is moving deal maximum damage. 
  If you grapple a creature with your shock 
  weapon and drag them, they take 2d4 
  bludgeoning damage for every 10 feet they are 
  dragged in this way. 
   
  At the 14th level, your expert guidance 
  improves your mount’s combat capabilities. 
  Add your wisdom modifier to its attack bonus, 
  and also to damage roles if it is greater than its 
  own modifier for the attack. 
   
  At level 18, once per turn, if you miss with an 
  attack roll after a charge, you may attempt to 
  target another creature in range instead. Reroll 
  the attack for the new target.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  7 
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Iskuzai from the Harrier Harras specialized in 
  engaging enemies from a distance and use their 
  mounts speed to keep they out of harm’s way. 
  Harriers and their mounts move like smoke, 
  striking and disappearing before the alarm can 
  be sounded.  
   
  Harriers gain proficiency in the acrobatics skill 
  and in the Horsebow, a specialized recurved 
  compound bow that is the size and weight of a 
  shortbow, but with the range and damage 
  capacity of a longbow. 
   
  At the 3rd level, as a warrior trained in mounted 
  archery, making a ranged attack roll while 
  within 5 feet of an enemy with your Horsebow 
  doesn’t impose disadvantage on your roll. In 
  addition, if you hit a creature within 10 feet of 
  you with your horsebow on your turn, that 
  creature can’t take reactions until the end of this 
  turn. 
  Further, when you use thrown weapons while 
  mounted and moving, you may add your 
  wisdom modifier to the damage roll. 
   
  At the 6th level, if a hostile creature approaches 
  within 10 feet of you, you may use your 
  mount’s reaction to move up to half its speed in 
  a direction away from the creature. As long as 
  you remain outside of their melee range, you 
  may use your reaction to make an attack with 
  your horsebow. 
   
  8 
  
   
   
  Starting at the 10th level, if your mount is 
  subjected to an effect that allows it to make a 
  Dexterity save to take only half damage, it takes 
  no damage if it succeeds and half damage if it 
  fails. If one of you succeeds in a dexterity save, 
  both do. 
   
  At the 14th level, you may make an additional 
  horsebow attack as a bonus action. You may 
  use this ability twice per short rest.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  At level 18, mounted archery becomes second 
  nature to you. Your horsebow attacks ignore 
  half and three-quarters cover, do not suffer 
  penalties for long range, and add your wisdom 
  modifier to damage rolls. 
   
   
  Iskuzai from the Horse Shaman Harras are 
  particularly in tune with the spirits of their 
  warrior forbearers and the steeds of legend that 
  they rode. Channeling the magical energies of 
  their people, they can summon forth great 
  steeds from the past to obey their bidding.  
   
  Horse Shamans gain proficiency in the religion 
  skill and expertise in animal handling. 
   
  At the 3rd level, you learn the Iskuzai ritual to 
  summon the spirit of an ancestor’s steed to 
  serve as your mount. You may summon a spirit 
  steed using a 1 minute ritual.  
  The summoned steed takes the form that you 
  choose, though it has the base stats and 
  capabilities of a warhorse. If it dies, it 
  disappears and you must repeat the ritual to 
  procure another steed of legend. You may also 
  use your action to dismiss it. You may only 
  have one summoned steed at any given time. 
  You may choose the characteristics that your 
  summoned steed possesses in addition to its 
  stats. 
   +1 to base AC (1 SP) 
   +10 feet to base speed (1 SP) 
  9 
  
   
   
  Proficiency in a saving throw (1 SP) 
   +10 HP (1 SP) 
   Your steed can communicate with you 
  telepathically at a distance of up to 10 miles. 
  (1 SP) 
   Your steed may use its turn at will to touch a 
  creature and give it the benefit of the 
  guidance or resistance cantrip. (1 SP) 
   Gives of dim light in a 30 foot radius (1 SP) 
  You have 1 point to spend in this way per 
  Iskuzai level. You regain all expended points 
  after a long rest.  
    
  At the 6th level, you may imbue your steed with 
  magical properties. When you summon your 
  steed, you gain access to 6 of the following 
  optional magical effects, which your steed may 
  use as an action. These effects come with a 
  single charge per time the price is paid:  
   Thunderwave  (1 SP)  
   Feather Fall (1 SP) 
   Hunter’s Mark spell. This can be used either 
  by the mount or the rider, but not both (1 SP) 
   Sanctuary (1 SP) 
   Sleep (1 SP) 
   Dragon Breath (2 SP) 
   Calm Emotion (2 SP) 
   Enlarge/reduce (applies to rider and steed) (2 
  SP) 
   Invisibility (applies to rider and steed) (2 SP) 
   Levitate (2 SP) 
   Misty Step (2 SP) 
   Pass without a trace (2 SP) 
   Silence (2 SP) 
   Spider Climb (2 SP) 
  The rider maintains concentration for any 
  concentration effects. 
   
  Starting at the 10th level, your mount’s attacks 
  are magical for the sake of overcoming 
  resistance, and their attack bonus is your 
  proficiency bonus + your wisdom modifier. 
  They use your wisdom modifier as the damage 
  modifier for the attack. 
   
  At the 14th level, you may take 2 cantrips of 
  your choice from any list, which your mount 
  may cast as an action cantrips with a range of 
  self incluse the rider in the effect. Additionally, 
  you choose an additional 6 Heart of Magic 
  Options that you can use when summoning a 
  steed, including from the following options: 
   Blink (3 SP) 
   Fear (3 SP) 
   Fly (3 SP) 
   Gaseous Form (applies to rider and steed) (3 
  SP) 
   Haste (applies to steed only) (3 SP) 
   Spirit Guardians (3 SP) 
   Water Breathing (applies to rider and steed) 
  (3 SP) 
   Water Walk (3 SP) 
   Freedom of Movement (4 SP) 
   Greater Invisibility (4 SP) 
   
  At level 18, choose an additional three Heart of 
  Magic effects you may choose from when 
  summoning a steed. When you summon a 
  steed, you may choose one effect that you have 
  paid for that does not deal damage. Your steed 
  may create that effect at will.  
  10 
  
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