Base Class: Fighter
The archetypal outrider excels at finding safe passage through dangerous regions. Outriders usually favor light armor and ranged weapons, but they are comfortable using heavier gear when faced with intense fighting.
Bonus Proficiencies
At 3rd level, you gain proficiency with three of the following skills of your choice: Acrobatics, Athletics, Investigation, Medicine, Nature, Perception, Stealth, or Survival. You can choose to gain proficiency with thieves’ tools in place of one skill choice.
Acrobatics
You gain proficiency in the Acrobatics skill.
Athletics
You gain proficiency in the Athletics skill.
Investigation
You gain proficiency in the Investigation skill.
Medicine
You gain proficiency in the Medicine skill.
Nature
You gain proficiency in the Nature skill.
Perception
You gain proficiency in the Perception skill.
Stealth
You gain proficiency in the Stealth skill.
Survival
You gain proficiency in the Survival skill.
Thieves' Tools
You gain proficiency in using thieves' tools.
Superior Scouting
At 3rd level, you gain a set of abilities that are fueled by special dice called vigilance dice.
Vigilance Dice. You have four vigilance dice, which are d8s. A vigilance die is expended when you use it. You regain all of your expended vigilance dice when you finish a long or short rest.
You gain another vigilance die at 7th level and one more at 15th level.
Using Vigilance Dice. You can expend vigilance dice to gain a number of different benefits:
- Survival Superiority. When you make a check that allows you to apply your proficiency in Athletics, Nature, Perception, Stealth, or Survival, you can expend one vigilance die to bolster the check. Add half the number rolled on the vigilance die (rounding up) to your check. You apply this bonus after making the check but before learning if it was successful.
- Precision Attack. When you make a weapon attack against a creature, you can expend one vigilance die to add it to the attack roll. You can use this ability before or after making the attack roll, but before any of the effects of the attack are applied.
- Scout’s Evasion. If you are hit by an attack while wearing light or medium armor, you can expend one vigilance die as a reaction, adding the number rolled to your AC. If the attack still hits, you take half damage from it.
You can treat your vigilance dice as if they were superiority dice of the same size, if a feature allows you to use superiority dice.
Experienced Survivalist
At 3rd level, you are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, urban, or the Underdark. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.
While traveling for an hour or more in your favored terrain, you gain the following benefits:
- Difficult terrain doesn’t slow your group’s travel.
- Your group can’t become lost except by magical means.
- Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
- If you are traveling alone, you can move stealthily at a normal pace.
- When you forage, you find twice as much food as you normally would.
While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
You choose additional favored terrain types at 7th and 15th level.
Favored Terrain - Arctic
Your favoured terrain is the freezing cold tundra of the arctic.
Favored Terrain - Coast
Your favored terrain is the rugged coastlines, where the land meets the sea.
Favored Terrain - Desert
Your favored terrain is the dry, inhospitable climes of the scorched desert.
Favored Terrain - Forest
Your favored terrain is the arboreal realm of teeming, life-filled forests.
Favored Terrain - Grasslands
Your favored terrain is the expansive stretches of verdant grasslands.
Favored Terrain - Ocean
Your favored terrain is above or below the crashing waves and the stormy depths of the grand oceans.
Favored Terrain - Swamp
Your favored terrain is the murky, marshy bogs and fetid, poisonous swamps.
Favored Terrain - Underdark
Your favored terrain is the silent gloom and deadly shadows of the subterranean Underdark.
Favored Terrain - Urban
Your favored terrain is the bustling, crowded streets of an urban environment.
Self-Sufficient Spellcasting
You can cast spells as rituals, but not through other methods. An Outrider learns self-suffiency and the need to rely on themselves very quickly when in hostile environments, and they hone methods of energy-efficient spellcasting that provide high utility in surviving such harsh climes, burning these hard-learned lessons into their minds permanently to be recalled at any time.
When you gain this feature at Level 7, you gain the ability to cast spells as rituals, and you must choose a number of 3rd Level or lower spells to learn from the Bard, Druid or Ranger spell list with a total Spell Level of 4 or lower (Cantrips count as 1st Level Spells). Each spell you choose must be a 2nd Level or lower spell, and must have the ritual tag. When casting a spell you have learned with this feature, you can choose to use either Intelligence or Wisdom as your spellcasting ability, and you do not require any material components, unless those components have a GP value listed.
The following spells are treated as having the ritual tag for this feature only, enabling an Outrider to learn them and cast them as rituals:
Light
Mending
Animal Friendship
Hunter's Mark
Longstrider
Barkskin
Continual Flame
Cordon of Arrows
Find Steed
Find Traps
Knock
Magic Weapon
Spider Climb
Wristpocket
Catnap
Daylight
Glyph of Warding
Nondetection
Speak with Dead
Speak with Plants
Freedom of Movement
Locate Creature
Legend Lore
Teleportation Circle
Tree Stride
Find the Path
You can never cast a spell using this feature that has a spell level higher than half your Outrider level.
If you come across a spell in written form, such as a magical spell scroll or a wizard's spellbook, you might be able to learn how to cast it as a ritual. The spell must be on the spell list for the class you chose, the spell's level can be no higher than half your level (rounded up), and it must have the ritual tag. The process of learning how to cast the spell takes 4 hours per level of the spell, as you experiment with ways to perform the spell that will be both effective and practical while out in the field.
Improved Superior Scouting
At 10th level, your vigilance dice turn into d10s. At 18th level, they turn into d12s.
Improved Self-Sufficient Spellcasting
When you gain this feature at Level 15, you can choose up to 3 spells to add to your list of Spells Known. The spells you choose must be spells of 6th level or lower, and must be spells that you would otherwise be able to learn with the Self-Sufficient Spellcasting feature.
In addition, the casting time for your spells is reduced when casting them as rituals. The total casting time of spells cast with your Self-Sufficient Spellcasting feature becomes 1 minute, replacing the original casting time and the additional 10 minutes of casting time required to cast the spell as a ritual.
Improved Superior Scouting
At 18th level, your vigilance dice turn into d12s.
Comments