Base Class: Ranger
You have been trained in the ancient art of mounted combat.
Song of the Fallen.
When an allied creature within 30 ft. of you falls to zero hit points, you may use your reaction to invoke the powers of the gods. Reaching your hand to the creature, they are wreathed in golden light and restored to 1 hp.
Once this feature has been used, it cannot be used again until you complete a long rest.
Heavenly Steed
You magically summon a heavenly steed, which draws strength from the gods of the Astral Plane. The steed is friendly to you and your companions and obeys your commands. See its game statistics in the Heavenly Steed stat block, which uses your proficiency bonus (PB) in several places. You also determine the kind of animal the steed is, choosing a kind appropriate for the stat block. The steed bears runic marks, indicating its heavenly origin.
In combat, the steed acts during your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the steed to take the Attack action. If you are incapacitated, the steed can take any action of its choice, not just Dodge.
If the steed has died within the last hour, you can use your action to touch it and expend a spell slot of 1st level or higher. The beast returns to life after 1 minute with all its hit points restored.
When you finish a long rest, you can summon a different heavenly steed. The new steed appears in an unoccupied space within 5 feet of you, and you choose its appearance. If you already have a steed from this feature, it vanishes when the new steed appears. The steed also vanishes if you die.
HEAVENLY STEED
Large Celestial
Armor Class 12 + PB (Natural Armor)
Hit Points 10 + four times your ranger level (the steed has a number of hit dice [d8s] equal to your ranger level)
Speed 40 ft., swim 25 ft.
Saving Throws Str +2 plus PB, Wis +1 plus PB
Damage Resistances Radiant
Senses darkvision 60 ft., passive Perception 12
Languages understands the languages you speak
Challenge — Proficiency Bonus (PB) equals your bonus
Chosen Rider. When the ranger is mounted on their steed, they share damage resistances, saving throws, and AC.
Mounted Charge. While the ranger is mounted, if the steed moves at least 20 feet straight toward a target and then hits it with a stomp attack on the same turn, the target takes an extra 1d6 bludgeoning damage. If the target is a creature, it must succeed on a Strength saving throw against your spell save DC or be knocked prone.
Actions
Stomp. Melee Weapon Attack: your spell attack modifier to hit, one target. Hit: 1d6 bludgeoning damage plus PB radiant damage.
Battle-Hardening
Starting at 7th level, your bond with your steed strengthens, making you more in sync with one another. While mounted, you and your steed gain the following benefits:
- You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical effects.
- Glowing wings of energy extend from your steeds shoulders as you mount it. Your steed gains a flying speed of 25 ft.
- When your mount makes an attack while you are mounted, it deals an extra 1d6 radiant damage.
Cavalry Charge
Starting at 11th level, when you are mounted on your steed and it successfully knocks an enemy prone by charging, you may have it move up to half of its speed without provoking opportunity attacks and make a second attack against a different target. This cannot trigger another charge.
Master Cavalier
You and your steed are bonded wholly when mounted, your minds linked. When you are mounted on your steed, you gain the following benefits:
- Your steed's flying speed increases to 50 ft.
- When you cast a spell that targets only yourself, you can also affect your steed as long as you are mounted.
- Your steeds bonus damage when mounted increases by 1d6 (for a total of 2d6 extra damage).
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