Ranger
Base Class: Ranger

Very few dare to traverse the rough desert wastes - even fewer have embraced these deadlands as their home. These nomadic wanderers are known as Desperados. Either living as outlaws or animal wranglers at the edge of civilization, Desperados are famous for their mystical bond with their mounts, as well as their striking precision with their weapons.

Desperados don't usually commune well with others, having learned that it's easier to survive with their steed as their only company. Still, when a big enough menace crosses the wastes, they will do what's necessary to survive.

Desperado's Mount

At 3rd level, to help you travel the dangerous wastes, you have bonded with a mystical mount.

You can cast the Find Steed spell once without expending a spell slot. Once you cast this spell in this way, you can't cast that spell again until you finish a long rest.

Moreover, when you reach 5th level, you learn the Find Steed spell - this spell counts as a Ranger spell for you.

Born to The Saddle

Also at 3rd level, you have advantage on saving throws you make to avoid falling off your mount. If you fall off your mount and descend no more than 10 ft., you can land on your feet if you're not Incapacitated.

Finally, mounting or dismounting a creature costs you only 5 ft. of movement, rather than half your speed.

Deadeye Accuracy

Finally at 3rd level, you wield your weapons with uncanny precision that allows you to hinder your enemies in many ways.

Once on each of your turns, when you hit a creature with an attack roll, you can use one of the following trick shots:

Vicious Shot. The attack's target takes an additional 1d6 damage of the weapon's type.

Tumbling Shot. The attack's target must succeed on a Dexterity saving throw against your spell save DC or be knocked Prone.

Disarming Shot. The attack's target must succeed on a Strength saving throw against your spell save DC or drop one object of your choice that it's holding.

Crippling Shot. The attack's target must succeed on a Constitution saving throw against your spell save DC or have its speed reduced by 10 ft. until the start of your next turn.

Adept Rider

By 7th level, your connection to your mount grows deeper, as your skills as a rider sharpen.

When you summon a creature with the Find Steed spell, it gains the following characteristics:

  • Its hit point maximum increases by a number equal to three times your Ranger level.
  • Moving through nonmagical Difficult Terrain costs the mount no extra movement.
  • You can add your proficiency bonus to any saving throw the mount makes.

In addition, whenever your mount is reduced to 0 hit points while within 60 ft. of you, you can use your reaction and expend a spell slot of 2nd level or higher to restore all of the mount's hit points.

Quickdraw

By 11th level, your speed with a weapon is legendary.

Whenever you roll initiative, you can use your reaction to swiftly draw one weapon you have, and either move up to your speed, take the Dodge action, or make one attack against a creature you can see within the weapon's range. If you hit with this attack, you can use one of your trick shots from your Deadeye Accuracy feature.

Tough as Nails

At 15th level, your body and spirit have hardened enough to endure the roughest situations.

When you drop to 0 hit points, but aren't killed outright, you can choose to gain one level of Exhaustion and regain a number of hit points equal to your Wisdom modifier + your Ranger level.

Once you use this feature, you can't use it again until you finish a long rest.

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