Ranger
Base Class: Ranger

Rangers are well known as border guards between the civilized world and the wilderness, and with such a large area to cover it can be difficult to respond to threats before a situation worsens. Wild Riders are the first responders and shocktroopers among rangers, which incentivizes them to specialize in bonding with fast mounts who can carry them swiftly across the frontier.

Note: It is up to DM Discretion what is and isn’t considered a valid mount for the features of this subclass. Typically mounts are NPC’s that have the appropriate anatomy to be used as a mount by a bipedal creature.

Equestrian Savant

3rd Level Wild Rider Feature

You have been well educated in raising and grooming for riding animals. When you make an Animal Handling (Wisdom) check to interact with a creature that you are riding as a mount, you can treat any roll of 9 or lower as a 10. Furthermore you can choose to spend 1 hour tending to up to 6 mounts, provided they have access to food and clean water if they require it (Ex: undead creatures often don't require food or water). You can also do this as part of a short or long rest. For the next 24 hours, mounts that you tended to receive the following benefits: 

  • Their movement speed increases by 5ft.
  • They have advantage on saving throws against being frightened.
  • They receive temporary hit points equal to your spellcasting modifier at the start of each of their turns.

Wild Rider Magic

3rd Level Wild Rider Feature

You learn an additional spell when you reach certain levels in this class, as shown on the Wild Rider Spells table. Each spell counts as a ranger spell for you, but doesn’t count against the number of ranger spells you know.

Rider's Bond

3rd Level Wild Rider Feature

You can perform a 1 hour long ritual at the end of which you touch a willing creature that you could use as a mount, creating a powerful bond through nature magic. This bond lasts until either you or the mount chooses to end it, either you or the mount dies, or you use this feature to bond with another creature. This bond grants you the following benefits: 

  • While you and your mount are on the same plane of existence, you can use an action to teleport your mount to an unoccupied space within 5ft of you, or you can teleport it into your space and mount it as part of the same action. If there isn’t enough space within 5ft of you for your mount to occupy, this action does nothing.
  • While you are riding your mount, you can communicate with it telepathically and it understands your commands.
  • While you are riding your mount it is considered a controlled mount and acts on your initiative. You can command your mount to dash, dodge or disengage with no action required from you, though to command it to take any other action you need to use your bonus action.
  • If your mount’s hit points would be reduced to 0 as a result of taking damage, you can use your reaction to cause it to drop to 1 hit point instead. You can use this reaction once, and regain the ability to use it when you finish a short or long rest.

Great Stampede

7th Level Wild Rider Feature

The pounding of feet against the dirt disturbs nature, and can stir spirits into a frenzied charge. As an action, you can move up to your movement speed, or your mount’s movement speed if you are riding one, while ignoring creatures which would block your path in a straight line to an unoccupied space and summon a herd of beast shaped spirits to trample enemies around you. This movement doesn’t provoke attacks of opportunity.

These spirits take on the form of a creature of your choice, such as wild horses or cattle. 

The stampede barrels through enemies in a 15ft wide line that extends along the path you took moving with this action. Creatures of your choice caught in your stampede are forced to make a Strength saving throw, taking 4d8 bludgeoning damage and being knocked prone on a failed save, or half as much damage without being knocked prone on a successful save. You can use this feature a number of times equal to your proficiency bonus, and you regain all uses after you finish a long rest.

Expert Stablemaster

11th Level Wild Rider Feature

Your understanding of the care and management of riding animals has greatly improved, allowing for you to care for such creatures on par with experts. You can now care for up to 12 creatures at a time with your Equestrian Savant feature, and creatures that benefit from this feature now have all their movement speeds increased by 10ft instead and are immune to the frightened condition. 

Moreover, when you make a Medicine (Wisdom) check to treat or diagnose illnesses for a mount, or a Nature (Intelligence) check to recall information about mounts, you can treat any roll of 9 or lower as a 10.

Knight of the Wild Hunt

15th Level Wild Rider Feature

Your tireless riding experience has granted you the title of Knight among the famed spirits that ride through the night sky. Furthermore your bonded mount receives the following benefits:

  • If the mount doesn’t already have a faster flying speed, it gains a flying speed of 50ft.
  • Your telepathic link with your mount persists even while you aren’t riding it, so long as you are both on the same Plane of Existence.

When you use your Great Stampede feature while flying, the area of the stampede becomes a line with a height and width of 15ft, as long as it would be as a line, allowing you to hit creatures above and below you. Also its damage is increased by 2d8 to a total of 6d8 bludgeoning damage when it is used on the ground or in the air.

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