Dedicated to the ideals of chivalry, chevaliers are gallant warriors who serve as champions and exemplars to the people around them. A chevalier’s personal honor is his or her most treasured possession; it is far better to die with honor than to live without it. Chivalric codes vary from race to race and culture to culture, but most agree on a number of noble virtues that all chevaliers should aspire to: courage, fairness, mercy, justice, loyalty, honesty, charity, piety, moderation, and gallantry.
    Although chevaliers strive to cultivate all the chivalric virtues, the most important elements of their code revolve around behavior on the field of battle. Honor demands that chevaliers seek out the most worthy foes on the field to defeat in a fair fight. Chevaliers aren’t under any requirement to stand and die against superior foes—but they must stand as long as they hold out any hope for victory, and they need to execute a fighting retreat rather than flee in panic if the battle is hopeless. Likewise, chevaliers strive to fight fairly. Flanking foes or attacking dazed enemies is fair enough, especially if the enemy has the advantage of numbers, but performing a coup de grace or attacking a stunned foe is not honorable. Some chevaliers might wait for enemies that have fallen prone to stand again before resuming combat, or to permit a respite if a foe requests one. Of course, enemies who refuse to fight in a chivalrous manner fall outside the protections of honor and should be dealt with in the most expedient manner available.
    Chevaliers frequently come from well-born families. Many chivalrous traditions arise from the requirements of elite military social classes, such as heavily armored cavalry and highly trained sword fighters. Acquiring the specialized equipment and years of training needed to serve as their realms’ most highly prized warriors—whether that warrior ideal is a human knight, a dwarf giant-slayer, or an eladrin bladesinger—is never cheap or easy. In some lands, aspiring heroes aren’t permitted to become chevaliers unless they can prove their noble birth and thus their right to claim the privileges of knighthood, but in most places low-born warriors of skill and personal integrity can win their spurs through the sponsorship of royal patrons or their performance on the battlefield. No one denies that chevaliers are prone to more than a little haughtiness toward those they perceive as their social inferiors, but even the prickliest among them are conscious of their obligation to protect the weak and the poor from those who would oppress them.

    Chevalier Starting Feature (1st level): While mounted, you and your mount gain a +5 power bonus to Athletics checks and Acrobatics checks to jump, swim, or hop down. You can use your skill check or your mount’s skill check, whichever is better.
    In addition, you gain the valiant charge power.
    Chevalier Level 5 Feature (5th level): You gain a +2 power bonus to Diplomacy checks and Intimidate checks.
    Chevalier Level 10 Feature (10th level): You gain a +1 power bonus to saving throws.

Chevalier Attack Valiant Charge

You charge your enemy and strike out, momentarily holding it where it stands.

Encounter        Martial
No Action      Special

Trigger: You hit a creature with a charge attack.

Effect: The creature is immobilized until the end of its next turn.

Chevalier Utility 2Battle Riding

You quickly guide your mount away from danger.

Encounter        Martial
Immediate Interrupt      Melee 1

Trigger: A mount you are riding is damaged by an attack.

Effect: Your mount takes half damage from the triggering attack. After the attack is resolved, your mount can shift 1 square.

Chevalier Utility 6Indefatigable

You call upon your iron self-discipline to shake off the effects of enemy blows.

Daily        Healing, Martial
Minor Action      Personal

Effect: You regain hit points equal to your healing surge value, and you can make a saving throw.

Chevalier Utility 10Loyal Stand

You protect nearby allies with a flurry of blocks and parries for a short time, refusing to give ground.

Encounter        Aura, Martial
Minor Action      Personal

Effect: You activate an aura 1 that lasts until the end of your next turn. You and your allies gain a +2 power bonus to AC while in the aura, and you can reduce the distance of push, pull, or slide effects against you or your allies in the aura by 1 square.

Published in Dragon Magazine 399.