Base Class: Barbarian
Terrifying in battle and feared by their neighbors, the nomads of the Plains of Tears have roamed and herded over their grasslands for centuries. Largely left alone before the Cataclysm because of the strong magic of their totem spirits and their fierce warriors, they have been even more isolated since, given the remote, non-strategically valuable nature of their lands. Which is just as well for them, given that their culture nearly perished with the severing from their ancestors and totem spirits. In the 2000 years of what the tribes refer to as "the Dead Roaming," tribes rose, fell, succumbed to charlatans from both within and without, overthrew said charlatans, coalesced, warred (with themselves, with the elves to the west, with literally anyone who set foot on their lands), and mourned. The traditional tribal market meeting place of Mathan became a permanent settlement, and eventually even hosted embassies from Drakovia and Altair, though the proxy war ambitions of both of these were disappointed.
Since the leyleaf plantings, however, the tribes are rediscovering their spirits, or perhaps it is the other way around. As a result, select warriors of each herd animal tribe have been imbued with the Herdmaster spirits, and once again the tribes revel in their connection to their animals, the land, and the spirits above them. Herdmasters are linked spiritually and physically to the herd animals of their tribes. More than any other barbarian path, the Herdmaster excels in mounted combat, with the ability to channel rage through their mounts and eventually manifest totem spirit mounts.
Spirit of the Saddle
3rd-level Path of the Beast feature
When you enter your rage, you can provide the benefits of that rage to your mount, including rage damage bonus and the ability to recklessly attack. You retain the benefits of rage yourself, and that rage is dependent on your maintaining it (thus should you go out of rage either voluntarily or involuntarily, the mount also comes out of rage).
Mastery of the Mount
3rd level Path of the Herdmaster feature
You gain proficiency in Animal Handling, unless already proficient, in which case take expertise in Animal Handling. In addition, 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. Lastly, mounting or dismounting a creature costs only 5 feet of your movement, rather than half of your movement.
One with the Steed
6th-level Path of the Beast feature
Starting at 6th level, you are able to apply the barbarian features Unarmored Defense and Fast Movement to your mount as well as yourself.
Totem's Wrath
10th-level Path of the Beast feature
Starting at 10th level, once per turn, when you or your mount hit a creature while you are raging, the target must succeed on a Wisdom saving throw against 8 + your proficiency bonus + your CON modifier or take 2d12 psychic damage
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Call the Spirit Mount
14th-level Path of the Beast feature
Starting at 14th level, as a bonus action, you can summon a Spirit Mount to appear, either beneath you or adjacent to you, that is able to access all the other powers available to mounts through your Herdmaster features. The Spirit Mount lasts until slain or dismissed.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
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