Ranger
Base Class: Ranger

Serve, Protect, and Bring Glory as you Drive across the Land

You rapidly progress across the country in your chariot and skillfully steer it through the chaos of battle. You work best as a duo with a skilled warrior or spellcaster, who can fight from the back of your chariot while you guide your steeds and maintain your momentum. 

Level 3: Equine Equipment

Whether by completing training, family inheritance, or as a gift from the otherworld, you gain two riding horses and a chariot. The chariot has AC 15, a Damage Threshold of 9, and 27 (5d10) Hit Points. It grants Half Cover to occupants. Yourself and one additional creature of medium size or smaller can comfortably occupy the chariot. While riding your chariot, treat any yoked creatures drawing the chariot as mounts, except that the rules for mounting and dismounting apply to the chariot itself.

One use of the mending cantrip restores 9 HP to a damaged chariot. The chariot can be repaired as long as its HP has not been reduced by its maximum HP below zero. However, you cannot drive a chariot with 0 HP or under.

If your horses are killed or lost, or your chariot is lost or destroyed beyond repair, you must find and obtain your own replacements.

Level 3: Taking the Reins

You gain proficiency in chariots and any other mount-drawn vehicles, such as a carriage. In addition, you can add your proficiency bonus to checks made to repair a chariot or other mount-drawn vehicle.

Level 7: Phantom Steed

You learn find steed spell. The spell counts as a Ranger spell for you, and Wisdom is your spellcasting ability for it. You can summon up to two Otherworldly Steeds using this spell at one time, i.e. if you cast this spell a second time after summoning one Otherworldly Steed, the first one is not replaced, and instead a second Otherworldly Steed is summoned. Casting the spell while two steeds are present triggers the replacement of one of them as specified in the spell. When you cast the spell, you may, if you wish, summon it to be automatically yoked to your chariot if an appropriate space at the front of the chariot is unoccupied.

Level 11: Legendary Chariot

You learn how to customize your chariot, transforming it into either a Phantom Chariot or a Scythed Chariot. Whenever you finish a Short or Long Rest, you can replace the chosen option with the other one.

Phantom Chariot

You enchant your chariot so that it is practically weightless. Under most conditions, the body of the chariot hovers about two feet above the nearest horizontal surface, so that the wheels of the chariot still just brush the surface, making it feel virtually weightless to your mounts. If your chariot is drawn over difficult terrain, including loose sand, boggy ground, and even the surface of bodies of water, its progress is unimpeded. It can even be drawn up into the sky if pulled by flying mounts. If in the sky, the chariot will parallel the movements of the mounts drawing it, e.g. if they glide horizontal to the ground, it will glide horizontal to the ground; if they dive, it will dive in the same direction and at the same angle.

This effect stops working when the weight borne by the enchantment, including the weight of the chariot itself, occupants, and any equipment, exceeds 800 lbs. The effect returns as soon as that weight if reduced back to 800 lbs or fewer.

Scythed Chariot

You equip your chariot with additional armor and bladed weapons that will help you cut down your foes as you charge across the battlefield. Your chariot weighs an additional 200 lbs and gains +2 AC. Additionally, when the left or right side of your chariot passes within 5 ft of a creature due to the movement of the chariot, the creature is forced to make a Dexterity Saving Throw. On a failure, the creature takes (2d6) Slashing damage. Prone creatures do not have to make the save and take no damage.

Level 15: Bonded Souls

While riding in your chariot, you can make any spell you cast that targets only you also target your mounts.

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