Barbarian
Base Class: Barbarian

The Path of the Durendar Riders utilizes mobility and mounted combat to capitalize on a barbarian's strengths.


Your clan or tribe have developed unmatched mounted skill as part of your culture or lifestyle, often developing a symbiotic relationship with your mount. Dedicated riders can form a bond with their mount, allowing the barbarian to move and act in unison with it. The Rider may perform dazzling tricks in the saddle, or ride standing up to dive headlong into combat from Lizard back. The mount of a barbarian who chooses this path can become as enraged as its owner, wading into combat with hoof or claw, or charging headlong into a sea of enemies, trampling them underfoot.

Animal Speciality

Starting when you choose this path at 3rd level, you become more adept at handling a mount in combat. You gain proficiency in Animal Handling if you don't possess this skill already, or gain Expertise in this skill if you do.

Mounted Companion

Starting at level 3, you are able to form an everlasting bond with a Riding Lizard. This beast acts as your mount for class features. The Mount obeys your commands to the best of its abilities. The mount loses its Multiattack. When mounted your beast acts with you on your initiative and you can command it with a bonus action when you are not mounted it performs the dodge action when it is given no commands. Your beast understand all the languages you know but can't speak.

Once during your move, you can mount your beast when it is within 5 feet of you, or dismount without any cost in movement. You cannot mount a creature if you are incapacitated. 

You gain an advantage to Acrobatics (Dexterity) or Athletics (Strength) checks while mounted. If an effect moves your mount against its will while you're on it, you gain an advantage to succeed on a DC 10 Dexterity saving throw to avoid falling off the mount. You cannot land prone if you fall off your mount.

If your mount is knocked prone, you can use your reaction to dismount it as it falls and land on your feet. Otherwise, you are dismounted in a space within 5 feet it but are knocked prone.

When you gain your Mounted Companion at 3rd level, its proficiency bonus matches yours at +2. As you gain levels and increase your proficiency bonus, remember that your companion’s proficiency bonus improves as well, and is applied to the following areas: Armor Class, skills, saving throws, attack bonus, and damage rolls.

Share The Rage

Beginning at 6th Level, your connection to your mount grows stronger with your increasing rage. Your mount gains the same benefits as you do when you rage and gain the Reckless Attack feature. Your mount attacks are considered magical for the purpose of overcoming resistances and immunities. While mounted you and your mount gain advantage on saving throws to being charmed or frightened.

Improved Mounted Combat

Beginning at 10th Level, you and your mount are so entwined you know when each other are in danger and move to protect one another. you can now add your Dexterity Modifier to your mounts AC. If you are within half of your movement speed from your mount when it is hit from an attack you can use your reaction to move to your mount and add your Strength Modifier to your mounts AC against the triggering attack. This movement does not provoke an Opportunity attack. Your mount can perform the same reaction for you. This feature can only be done a number of times equal to your rages you regain all uses after a long rest.

your mount also regains its multi-attack feature.

Eternal Connection

Beginning at 14th level, you have formed such a connection with your mount that you can never lose each other. You and your mount are linked and always know each others location even on different planes of existence. Once per day, you can use the connection you have to perform a special ritual that will open a gateway between you and your mount once this is used it cannot be used again until you finish a long rest.

If you or your mount fall unconscious either of you can spend an action to use any number of your hit dice up to your Constitution Modifier to heal them. Once the ability is used it cannot be used again until you finish a long rest.

Comments

Posts Quoted:
Reply
Clear All Quotes