Ranger
Base Class: Ranger

 You and your beast focus one only one thing, the need for speed. The adrenaline surge that pushes you past your limits for an awesome ride.

 
 

Ranger's Companion

 

At 3rd level, you gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. Choose a beast that is no larger than Large and that has a challenge rating of 1/4 or lower. Add your proficiency bonus to the beast’s AC, and 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.

The beast obeys your commands as best as it can. It takes its turn on your initiative. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the Dash, Disengage, or Help action. If you don't issue a command, the beast takes the Dodge action.

If you are incapacitated or absent, the beast acts on its own, focusing on protecting you and itself. The beast never requires your command to use its reaction, such as when making an opportunity attack.

While traveling through your favored terrain with only the beast, you can move stealthily at a normal pace.

Furthermore, the Longstrider spell is added to your spell list.

If the beast dies, you can obtain a new companion by spending 8 hours magically bonding with a beast that isn’t hostile to you and that meets the requirements.

 
 

Initial and Sustained Sprint

Beginning at 7th level, on any of your turns when your beast companion doesn’t attack, you can use a bonus action to command the beast to take the Dash, Disengage, or Help action on its turn.

Whenever your beast companion starts to move the first 10ft only counts as 5ft of distance.

For example if your companion has 35ft of movement and is currently at rest. When it starts to move the first 10ft it will have 30ft of movement remaining.

Finally, the longstrider spell when cast upon you companion may be cast again on your companion without breaking concentration. 

This stack amount increases to three at level 11, 4 at level 15, and 5 at level 17.

 

Wild Ride

Your beast may attempt an opposed athletics check with advantage to knock an enemy(up to one size larger then your companion) 5ft away and prone if the beast has traveled at least 40ft prior to the collision.

 

Hit and Run

Your beast can move so fast that opportunity attacks against the beast or you when riding the beast are done at disadvantage. 

 

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