Ranger
Base Class: Ranger

Outriders are fast-paced rangers that are as quick as they are deadly. They focus on mobility over all other things, preferring to blast past their foes while sitting upon a speedy mount. They make good scouts and messengers, and are gifted magic from only the most expeditious of nature spirits, using their power to increase both their own speed and the speed of their mounts and allies. Outriders also often commune with these nature spirits, even summoning them to use as magical steeds themselves.

Strider Features

Ranger Level Feature
3rd Far Wanderer, Fierce Bond, Outrider Magic
7th Magic Mount
11th Trampling Strikes
15th Battle Strider

Far Wanderer

At 3rd level, your walking speed increases by 10 feet. If you are mounted, this bonus applies to your mount's speed as well. If the mount has a climbing, flying, or swimming speed, this bonus also applies to those. This bonus increases to 20 feet when you reach level 15.

Additionally, you gain proficiency with the Animal Handling skill and both land and water vehicles.

Fierce Bond

At 3rd level, you have formed a powerful bond with the nature spirits, who quicken the speed of your strikes and help you to keep your steadfast mount alive. When Controlling a Mount rather than riding an independent mount, the controlled mount is able to take the Attack action to make a single attack on its turn, in addition to the Dash, Disengage, and Dodge actions it already has access to while you are directing it. You can also add your Wisdom modifier (minimum of +1) to the attack rolls of your weapon attacks as well as the attack rolls of any friendly creature you are mounted on.

Additionally, once on each of your turns when you hit a creature with a weapon attack, you can use your reaction to cause a mount you are riding to gain 1d4 temporary hit points. These temporary hit points last until the beginning of your next turn. The number of temporary hit points gained from this feature increase by 1d4 when you reach 7th level (2d4), 11th level (3d4), and 15th level (4d4).

Outrider Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Outrider Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

Outrider Spells

Ranger Level Spell
3rd expeditious retreat
5th blur
9th haste
13th dominate beast
17th commune

Magic Mount

At 7th level, you call upon the nature spirits that grant you your speed and summon them, asking them to manifest in the form of a magical mount. You learn the find steed spell, which counts as a ranger spell for you, but doesn’t count against the number of ranger spells you know. You can cast find steed without expending a spell slot once with this feature and regain the ability to do so when you finish a long rest. You also learn the phantom steed spell at level 11, and the find greater steed spell at level 15, both of which count as ranger spells for you, but don't count against the number of ranger spells you know.

While you are mounted on a creature created by one of these spells, both you and your mount gain the benefits of half cover.

Trampling Strikes

Beginning at 11th level, you can swiftly do away with your foes with a clattering of hooves or a deft scrambling of feet. If a creature you are mounted on takes the Dash action on its turn, you can use this feature to steer it through one or more creatures' spaces. Up until the end of your mount's turn, you or your mount can make a single melee weapon attack against each creature whose space was passed through during the turn. The number of creatures that can be attacked this way is equal to your proficiency bonus. Neither you nor your mount can end the turn in the space of another creature.

Once you use this feature, you can’t do so again until you finish a short or long rest.

Battle Strider

At 15th level, you can push yourself and your mount beyond the limits of normal stamina for a short time. When you choose to do so as a bonus action, for 1 minute you or a mount you are riding (you choose each time this turn is reached in initiative order) can take an additional turn in combat at initiative count 10 (losing initiative ties). 

Creatures taking this turn cannot take bonus actions and are restricted to only their movement, and to the Dash, Disengage, Dodge, and Attack actions. However, when taking the Attack action on this turn, creatures are limited to making only one attack.

When this feature ends, any creature that gained the benefits of this feature suffer one level of exhaustion.

Previous Versions

Name Date Modified Views Adds Version Actions
8/1/2018 8:00:29 PM
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9/3/2018 6:26:33 PM
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2
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2/13/2019 7:20:43 AM
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1/22/2022 8:48:29 AM
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