Base Class: Ranger
Mounted on a horse, direwolf, or giant frog, the Rider directs his steed toward the fray of battle with grim determination. They gallop past their fellow adventurers, one hand on the reins and the other on their weapon, ready to bring justice to the glade their foe has invaded. Never more at home than on the back of their closest animal friend, Riders are premier hunters, trackers, and warriors when they need to be. A Ranger of the Rider Conclave is never truly alone when they have their trusty steed by their side!
Weapons for a Horseman
Your proclivity towards riding a mount leads you towards wielding martial and simple weapons freely, staying on your steed with no hands on the reins.
When on a mount, any ranged or melee weapon with the Versatile property with one hand will deal the same damage as if it were being wielded in two hands. Wielding Two-Handed weapons is not affected by this feature and proceeds as normal.
Mount Up
Due to your preference for mounted combat, you gain proficiency in the Animal Handling skill, and could feasibly convince many Beasts (including those summoned by the Find Steed spell) to allow you to ride it into battle. The Beast you try to tame must be CR 1/2 or lower, have no flying speed, and be at least a size larger than you.
You also gain the following benefits:
- You have advantage on melee attack rolls against any unmounted creature that is smaller than your mount.
- You can force an attack targeted at your mount to target you instead.
- If your mount is subjected to an effect that allows it to make Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
At 11th level, your skill with the creatures you encounter or summon allow you to summon and ride Beasts without a flight speed and up to CR 1 of the same size as you or larger as long as they remain within the bounds of the Find Steed spell. You may only cast this spell once per Long Rest.
Rider Spells
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Rider Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
| Rider Spells | |
|---|---|
| Ranger Level | Spells |
| 3rd | Speak With Animals |
| 5th | Find Steed |
| 9th | Crusader's Mantle |
| 13th | Freedom of Movement |
| 17th | Creation |
Rider’s Stamina
Starting at 7th level, you gain advantage on saving throws made to avoid falling off your mount. If you fall off your mount no more than 10 feet, you can land on your feet if you’re not incapacitated.
You also gain proficiency with leatherworker’s tools, and an accompanying set of these tools, in order to craft yourself a saddle and reins. Crafting follows the rules and timetables set out by the Dungeon Master’s Guide.
Finally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.
Run Them Down
At 11th level, you and your steed may charge toward your foes and take them down with extreme prejudice.
If you move at least 10 feet in a straight line right before attacking a creature while mounted, you may use any ranged weapon or a melee weapon with the Thrown property as if it also has the Finesse property to make an extra attack (for a total of three attacks), against up to three enemies. You will make 3 attack rolls and split the damage between up to three enemies. You must deal all the damage of one attack to each target -- as a single arrow or Thrown weapon will rarely hit more than one enemy in a shot -- but you may consider the same enemy the target for each shot.
Ride Like The Wind
At 15th level, you may now summon a more powerful mount, even one with wings.
If you choose to summon a Beast with a flying speed, then the mount follows the rules set forth in the Find Greater Steed spell. If you choose to summon a Beast without a flying speed, add 10 feet to its base speed instead. You may use this spell once per Long Rest.
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