Fighter
Base Class: Fighter

Fiends from Hell attack the people of Elturel and its plains. The angel Zariel arrives, offering to train the Riders of Elturel into a force capable of destroying the demons. She leads them personally on the field, eventually finding the Hellgate and charging into Hell itself with 10,000 riders. A week later a few hundred return with the gate being closed behind them. The Riders of Elturel are thereafter renamed the Hell Riders in honor of their brave sacrifice, and their fame reaches across the breadth of Toril.

Hell Rider

When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special points called Hell Rider points.

 

Hell Rider Points. You have 3 Hell Rider Points (HRP). A Hell Rider Point is expended when you use it. You regain all of your expended HRP when you finish a short or long rest.

You gain another Hell Rider Point at 7th level, another at 15th level, and one more at 18th level.

Hell Rider.  You may spend 1 Hell Rider Point to activate a fear effect when mounted as an Action. You may target a single creature that can see you and all creatures within 30 feet of the target that you choose. All affected creatures must make an opposed Wisdom save against a single Intimidate skill check.  On failure the creature has the feared condition.

 

Bonus Proficiency

When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: Animal Handling, History, Insight, Nature, or Survival. 

Unparalled Warmounts

The Hellriders are masters of training mounts to serve their needs. 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. You can train Warhorses to always maintain a number of d8 hit dice and uses your proficiency bonus. Training a new warhorse takes one day per additional hit die until even with your own, while proficiency comes immediately. Your mount can also make dexterity saving throws for you both if you are mounted.

Need for Speed

At 7th level, every time you move at least half your available movement (or your mount's), then on the following turn you are under the effects of the Dodge action without spending anything to do so.

Legend of the Steppe

At 10th level, you may activate either of these abilities using available Hell Rider Points.

Volley: You can spend a Hell Rider point to use your action to make a ranged attack with a bow against any number of creatures within 10 feet of a point you can see within your weapon's range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.

Lancer: You can spend a Hell Rider point while mounted with a lance to add 3d8 piercing damage to the attack.

Horse and Rider

At 15th level, due to your ability to move with your mount, you can now decide whether an attack lands on you or on your mount, regardless of which of you it actually was directed at and use the proficiencies available to whichever takes the actual hit.

Evasive Maneuvers

At 18th level, you and your mount (while you are riding it) now gain the effect of Evasion on Dexterity saves

Previous Versions

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