Barbarian
Base Class: Barbarian

PATH OF THE RIDERS
Barbarians following the path of the Riders create a bond with the sprit of Fey, Fiend or Celestial who materialise as a trusty mount.

Sprit Bond

You gain the ability to bond with the Spirit of a fey, fiend or celestial that assumes the form of a loyal, majestic mount. Over the course of a one hour ritual you call forth a spirit from the Feywild, Upper Planes or Lower Planes, during the ritual you spend time bonding with this Spirit forming a spirit bond linking you both together. Once the ritual is complete, in the closest unoccupied space to you, the spirit takes on a form of your choosing that is available to you. As you gain levels in this class you will have access to new forms that your spirit can take. The creature has the statistics provided in the Monster Manual for the chosen form, though it is a celestial, a fey, or a fiend instead of its normal creature type. Additionally, if it has an Intelligence score of 5 or lower, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak.

You control the mount in combat as pre mounted combat rules dictate. While the mount is within 1 mile of you, you can communicate with it telepathically. While mounted on it, you can make any spell casted that targets only you to also target the mount.

The Spirit disappears temporarily when it drops to 0 hit points or when you dismiss it as an action. It disappears into a pocket dimension where it awaits your summons. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. If your Spirit disappears due to falling to 0 hit points you must finish a long rest or 8 hours must pass before you can summon it again from the pocket dimension.

Your spirit companion can only gain the benefits of a short or long rest if they spend time resting in their pocket dimension although they don’t require food, water, or sleep.

As an action, you can release a Spirit from its bond, causing it to disappear permanently and allowing you to form a bond with a different Spirit. When the Spirit permanently disappears, it leaves behind any objects it was wearing or carrying. You can't have more than one Spirit bonded at a time.

Celestial Sprits

The celestial sprit you bond with can take any of the following forms as long as you meet the required class level. 

BARBARIAN LEVEL MOUNT OPTIONS
3rd Lion
6th Giant Elk or Giant Eagle
10th Pegasus
14th Winged Bull or Winged Lion

Fey Sprit

The fey sprit you bond with can take any of the following forms as long as you meet the required class level.

Barbarian Level mount Options
3rd Dire Wolf
6th Saber Toothed Tiger or Hippogriff
10th Winter Wolf or Griffon
14th Triceratops

Fiend Sprits

The fey sprit you bond with can take any of the following forms as long as you meet the required class level.

BARBARIAN LEVEL MOUNT OPTIONS
3rd Moorbounder
6th Giant Boar or Giant Vulture
10th Nightmare
14th Gorgon

Wild rider

You are a dangerous foe to face while mounted. While you are mounted and aren't incapacitated, you 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 a 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.

Bonded Rage

Beginning at 6th level if you enter a rage while mounted you extend your fury and allow your Soul bonded mount to join you in your rage and may enter a special bonded rage as you both become a unstoppable force of fury. This special rage grants you the following benefits:

• You double your rage damage bonus on any attack made against a creature equal to or smaller than your mount.

• You double your constitution modifier when determining your AC for unarmored defence, your mount also gains a bonus to its AC equal to its constitution modifier.

• You can use your bonus action to command your mount to make an attack with their action.

While in a bonded rage if you dismount your rage ends early although if you are dismounted against your will your rage ends early and you suffer 1 point of exhaustion.

Intimidating Presence

Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.

If the creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours.

Extended bond

Beginning at 14th level the bond you share with your mount deepens and grows stronger, while in you bonded rage you no longer lose your rage or gain a point of exhaustion from dismounting and as long as you remain with 30ft of your mount the bonded rage does not end. Additionally when you use your bonus action to allow your mount to make an attack they may use their multi attack if they have one.

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