Base Class: Ranger
The epitome of light cavalry, the marauder is an agile rider and a tactical nuisance. No foe is safe in the open when a marauder is around. While effective on their own, the marauder is partnered with a riding horse and the two become an inseparable team.
Born to the Saddle
Starting at 3rd level, your mastery as a rider becomes apparent. You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you’re not incapacitated.
Finally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.
Skirmisher
Starting at 3rd level, you are difficult to pin down during a fight. You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn’t provoke opportunity attacks against you or your mount.
Run Them Down
At level 7, you've learned to attack when opponents break formation and pick off strays. If you move at least 10 ft in a straight line before attacking creature without allies within 5 feet and hit, you may add a d8 to the damage roll. This bonus damage may be applied once per turn. This increases to 2d8 at level 11, 3d8 at level 15, and 4d8 at level 17.
No Mere Horse
Upon selecting this ranger type, you are joined by a riding horse (or appropriate riding mount for the setting/character's size). This horse remains a beast, but your partnership is clear. The mount responds to simple commands, comes when signaled and Animal Handling checks for the mount are rolled with advantage. Finally, the ranger may drop into the saddle from 20ft without damaging themselves or the mount.
Add your proficiency bonus to the mount’s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals the hit point number in its stat block or four times your ranger level, whichever is higher. Like any creature, it can spend Hit Dice during a short rest to regain hit points.
Trusty Steed
At the 11th level, the marauder has the option to take on an exotic mount or place their trust in the horse that has carried them this far. In either case the ranger's speed is increased by 10ft. and they gain proficiency with leatherworking tools if they don't already have it. Choose one of the following options:
Trusty Steed- You're sticking with your horse and that familiarity has the following benefits:
-The riding horse's speed is increased by 20ft.
-The two of you have complete trust in one another. Both of you can roll advantage against charm or fear effects as long as you can see each other.
-The rider is completely aware of the horse and acts to protect them as they would themselves. While mounted, no creature may target the mount but must instead attack the rider.
That New Mount Smell- You gain an exotic mount and are treated as capable of riding it, using the new leatherworking proficiency to construct a specific saddle. The nature of the new mount should be discussed with your Dungeon Master and should be a creature from areas your character has been in. The mount may be a beast or monstrosity, it's Intelligence may be no higher than 5 and it's CR may be no higher than 5.
Shared Soul
At level 15 the kinship between rider and mount has risen beyond their roles. The two are treated as under the effects of the spell Warding Bond without needing casting, components or concentration so long as they are within 60 feet of one another.
While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has resistance to all damage. Also, each time it takes damage, you take the same amount of damage.
The spell ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures.
The marauder may choose to dismiss this effect as a free action or reaction.
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