Base Class: Ranger
Cowboys were essential in the development of the old west and this archetype is inspired and created by the original cowboys. Rangers who typically choose this archetype are wild cards, adventurous, and all-around remnants of the old west. Unlike many Rangers, the weapon of choice of a cowboy is a firearm and cowboys are always around some sort of steed or mount. Cowboys show their skills off in stylish ways and can typically be quite the charmers.
Old-West Proficiency
Starting when you choose this archetype at 3rd level, you gain proficiency with firearms allowing you to add your proficiency bonus to attacks made with firearms, and proficiency in Animal Handling if you are already proficient you double your proficiency bonus for Animal Handling checks. Alternatively, you can learn one language and one set of artisan's tools.
You can roll a d6 in place of the normal damage while using a whip.
Mounted Adept.
Starting at 3rd level, You gain a beast companion that accompanies you on your adventures and is trained to be your mount. Choose a beast that is no smaller than Medium and no larger than Large, and that has a challenge rating of 1/2 or lower, the beast cannot have a flying speed.
You are much more proficient than most at riding atop a noble steed or any other mount of your choice. While mounted on your mount your AC increases by 1, and while riding your mount the mounted creature gains a bonus to their movement speed equal to 10ft.
Battle Hardened Rider
Over time you and your mount have gained much experience in combat gaining a set of new abilities. Starting at 7th level enemies have disadvantage on opportunity attacks made against you while mounted and your mount can no longer be made prone by the effects of spells or abilities.
Your balance and ability to stay glued to the back of your mount has improved. You cannot be unwillingly dismounted from your mount by the effects of spells or abilities.
Whip Crack
Starting at 11th level you can roll a d8 in place of the normal damage while using a whip, and when you make a successful attack roll from 10ft away using the whip you score a critical hit on a 19 or 20, when you score a critical hit you can choose to grapple the creature using the whip, at the start of each of the creatures turns they make a strength save equal to your spell save DC.
Superior Mounted Skill
At 15th level, while mounted any Dexterity, and Strength saving throws you make have advantage.
While mounted, when you are subjected to an effect that allows you to make a Dexterity or Strength saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
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