Ranger
Base Class: Ranger

Cowpokes, cowboys, herders, or rancheros, these Rangers ride the Wild West with their noble steeds and iron strapped to their hips. Cowboys range from gods-forsaken, monstrous outlaws looking for blood and a quick buck, to sheriffs looking to protect their community and many in between. They have a quick wit and a quicker draw, using their knowledge of the open plains and their abilities to herd cattle to survive those wild lands.

Level 3: Quickdraw

You always have a hand on your hip and a glint in your eye. When you roll initiative, you can make one weapon attack without using an action with a weapon in your inventory, whether or not it has been drawn already, against a creature within the weapon’s range. 

When you reach level 11, you can make two attacks when you roll initiative instead of one when you use this feature. Additionally, on a hit, you can cast Hunter’s Mark on the target with a free casting or available spell slot without expending a bonus action.

You can use this feature in this way a number of times equal to your Wisdom modifier (minimum of once). You regain all uses of this feature when you take a short or long rest.

Additionally, When you roll Initiative, you can add your Wisdom modifier to the roll.

Level 3: Noble Steed

Any good cowpoke needs a ride. You are capable of calling your steed to you at any moment necessary. You determine the kind of animal it is, choosing a type appropriate for the stat block.

Your Steed in Combat. In Combat, your steed acts during your turn. It can move and use its Reaction on its own, but the only action it takes is the Dodge action unless you take a Bonus Action to command it to take an action in its stat block or some other action. If you have the Incapacitated condition, your steed acts on its own and isn't limited to the dodge action.

Calling Your Steed. Whenever you finish a Long Rest, you can call your steed, which appears in an unoccupied space within 5 feet of you. You choose its appearance. 

As an action, you can temporarily dismiss your steed. As an action, while it is temporarily dismissed, you can cause it to reappear in an unoccupied space within 30 feet of you. Whenever your steed drops to 0 Hit Points, it disappears and leaves anything it was wearing or carrying behind in its space.

Stand With Your Steed. When your steed takes damage while you are within 5 feet of it, you can use a reaction to take the damage instead. This damage cannot be reduced in any way.

 

Noble Steed

Large Beast, Neutral

Armor Class: 13 plus your Wisdom modifier

Hit Points: 5 + 4 times your ranger level (the steed has a number of hit dice [d6s] equal to your ranger level)

Speed: 40 ft.

STR (Mod/Save)

DEX (Mod/Save)

CON (Mod/Save)

INT (Mod/Save)

WIS (Mod/Save)

CHA (Mod/Save)

16 (+3/+3)

12 (+1/+1)

15 (+2/+2)

8 (−1/-1)

14 (+2/+2)

11 (+0/+0)

Senses: Passive Perception 12

Languages: Understands the languages that you know

Challenge Rating: None (XP 0; PB equals your Proficiency Bonus)

Traits

Beast of Burden. The Steed counts as one size larger for the purpose of determining its carrying capacity.

Actions

Hooves. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Bludgeoning damage

Level 7: Lassoing Strike

No monster, man, or calf can escape the reach of your lasso. When you hit with a weapon attack against a creature sized huge or smaller within 60 feet on your turn, once per turn, you can attempt to grapple the target. When you use this feature, the target must make a Strength saving throw against your spell save DC. A target has disadvantage on this save if they are under the effects of the Hunter’s Mark spell. On a failed save, the target becomes grappled and lassoed. While a creature is lassoed, you can use a bonus action to pull the target 10 feet towards them. When you drag the grappled creature, they stay the same distance away from you and moves in the direction you do, along the shortest available path.

A creature grappled in this way can use an action to make the save again, being freed from the lasso on a successful save.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all uses when you finish a short or long rest.

Level 11: Round em’ Up

You have mastered keeping your herd and foes from escaping your reach. You can use an action to lock down a large area to keep your enemies in. When you do so, you create a 20-foot radius sphere within 120 feet of you. 

Whenever a creature in the sphere moves out of the sphere while you are riding a mount, you can use a reaction to attack the creature as long as it is within the range of your held weapon. On a hit, the creature is moved 10 feet towards the center of the sphere and has its speed reduced to 0.

The sphere lasts for 1 minute or until you hit a number of attacks against creatures, leaving the sphere equal to your Wisdom modifier (minimum of one).

You can use this feature once per short or long rest.

Level 15: Rodeo Master

You have grown to be a master of the frontier, and as such, you have become the greatest jockey the world over. You can use an action to leap up to 20 feet towards an enemy at least one size larger than you and attempt to control them.

When you do so, the creature must make a Strength saving throw. On a failure, you mount the creature, and they are under the effect of the Dominate Monster spell so long as you remain mounted, with the following changes:

Charm. The creature is not charmed, and the effect works whether or not the target is immune to the charmed condition.

Commands. You don’t need to issue telepathic commands to the target to control them.

Ending The Effect. Instead of remaking the saving throw when taking damage, the target remakes its save on its turn.

Strength Saving Throw. The saving throw is a Strength save instead of Wisdom.

You can use this ability once per long rest, but it is not expended if the target succeeds their first saving throw.

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