Base Class: Barbarian
To be a War Rider is to embody the raw, unbridled destruction of battlefield conflict. Where other barbarians fight on foot as solitary forces of nature, War Riders form an inseparable, blood-bound bond with legendary beasts, becoming a single engine of carnage. As heralds of bloodshed, they ride into the heart of battle, driving their foes into frenzy, spreading paranoia, and leading devastating charges that shatter army lines. To hear the thunder of a War Rider's mount is to know that war itself has arrived.
War Rider
At 3rd level, you have come to awaken the violence within you and unleash it on your foes, as a ritual for 1 hour you can bond with a creature to be your mount CR equal to half your barbarian levels and must remain 5ft from you during the ritual, and unwilling creature must make DC 10+Proficiency+constitution saving throw, on a fail the mount become your willing servant and a success the ritual fails.
whenever you rage while riding a mount.
- Your mount benefits from your Rage feature.
- Your Rage damage is doubled.
- You and your mount count as one size larger when determining your carrying capacity and the weight you can push, drag or lift.
Call in the Cavalry
The benefit of of your reckless attack feature and Fast Movement now extend to your mount, your mount no longer requires your commands to act on its own, and it now and extension of your will. (you mount will always take its turn after you not needing any commands)
Aspect of War
At 10th level, while riding and as part of entering rage, you can attempt to bolster strong emotions in a group of creatures for 1 minute. Each creature in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw DC 10+Proficiency+Consitution modifier; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects.
You can suppress any effect causing a target to be charmed or frightened. When this effect ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.
Alternatively, you can make a target hostile about creatures of your choice that it is friendly toward. If the creature is attacked or harmed by a spell or if it witnessed any creature that they would normally consider their friends being harmed it makes a new Charisma saving throw against the condition, If the saving throw succeeds, the condition ends. When the spell ends, the creature becomes friendly again, unless the GM rules otherwise
Once you use this feature, you can’t use it again until you finish a long rest.
Avatar of Carnage
At 14th level, your presence on the battlefield becomes an unstoppable force of devastation, inspiring absolute bloodlust in your mount and overwhelming dread in your enemies.
While you are riding your bonded mount while raging:
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Unstoppable Charge: When your mount moves at least 20 feet in a straight line toward a target and you or your mount hit it with a melee attack on the same turn, the target must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + your Strength modifier) or be knocked prone. If the target is knocked prone, you or your mount can immediately make one additional melee attack against it as a bonus action.
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Tread of the War God: Whenever you or your mount reduce a creature to 0 hit points, your mount can use its reaction to immediately move up to half its speed without provoking opportunity attacks and make one melee attack against a different target.
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