Ranger
Base Class: Ranger

Saddlemasters roam wide open plains and steppes, relying on their connection to their mount to help protect their inhabitants. A saddlemaster's mount is chosen for their speed and endurance compared to the ferocity of a typical ranger companion. But in tandem with their rider, they're an unstoppable force, able to safeguard hundreds of acres of land.

Rider's Expertise

You had your share of experience riding all manner of beasts, giving you a profound understanding of their care. You gain the following benefits:

  • You gain proficiency in Animal Handling, or another skill from the list of those available to rangers.
  • You have advantage on saving throws to avoid being knocked off your mount, and can spend 5 feet of movement to climb on or off them.
  • When you hit a creature with a weapon while mounted, you can deal an extra 1d6 damage of the weapon's type to the target, which can take this extra damage only once per turn.

Primal Steed

You magically summon a primal steed, which draws strength from your ties to the land. The beast is friendly to you and your companions and obeys your commands. Choose its stat block— Steed of the Claw or Steed of the Hoof - which uses your proficiency bonus in several places. You determine the appearance of your steed- hooved steeds resembles horses and boars while clawed steeds resemble axebeaks and raptors.

In combat, the 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 on your turn to command it to take another action. That action can be one in its stat block or some other action. If the steed is being ridden or was at the start of your turn, it cannot make attacks until the start of your next turn. If you’re incapacitated, the steed loses any of these restrictions on its actions.

If the steed has died within the last hour, you can use your action to touch it and expend a spell slot of 1st level or higher. The beast returns to life after 1 minute with all its hit points restored.

When you finish a long rest, you can summon a different steed. The new steed appears in an unoccupied space within 5 feet of you, and you choose its stat block and appearance. If you already have a steed from this feature, it vanishes when the new steed appears. The steed also vanishes if you die.

Steed of the Claw

Armor Class 12 + PB (natural armor)

Hit Points 5 + five times your ranger level (the steed has a number of Hit Dice [d10s] equal to your ranger level)

Speed 40 ft., climb 40ft.

STR
16 (+3)
DEX
14 (+2)
CON
15 (+2)
INT
8 (−1)
WIS
12 (+1)
CHA
10 (+0)

Saving Throws Str +3 plus PB, Con +2 plus PB

Senses darkvision 60 ft., passive Perception 11 plus PB

Languages understands the languages you speak

Challenge — Proficiency Bonus (PB) equals your bonus

Fierce Creature. While you're incapacitated, the steed can attack a number of times equal to half your PB (rounded up) with the Attack action.

Powerful Build. The steed is considered to be one size larger for the purpose of determining its carrying capacity.

Thin Body. The steed can move through and stop in a space large enough for a Medium creature without squeezing.

Actions

Claws. Melee Weapon Attack: 3 + PB to hit, reach 5 ft., one target. Hit: 1d8 + 3 slashing damage.

 

Steed of the Hoof

Armor Class 12 + PB (natural armor)

Hit Points 5 + five times your ranger level (the steed has a number of Hit Dice [d10s] equal to your ranger level)

Speed 60 ft.

STR
16 (+3)
DEX
14 (+2)
CON
15 (+2)
INT
8 (−1)
WIS
12 (+1)
CHA
10 (+0)

Saving Throws Str +3 plus PB, Con +2 plus PB

Senses passive Perception 11 plus PB

Languages understands the languages you speak

Challenge — Proficiency Bonus (PB) equals your bonus

Loyal Creature. If you begin dying within five feet of the steed, it automatically stabilizes you at the start of your turn.

Powerful Build. The steed is considered to be one size larger for the purpose of determining its carrying capacity.

Steady Footing. The steed has advantage on checks to avoid being knocked prone.

Actions

Hooves. Melee Weapon Attack: 3 + PB to hit, reach 5 ft., one target. Hit: 2d4 + 3 bludgeoning damage.

 

Fearless Rider

At 7th level, you’ve learned how to become a fearless pair alongside your steed. If you and your mount are forced to make a saving throw to avoid being frightened, charmed, or exhausted, so long as you succeed, your mount does as well.

Additionally, moving through non-magical difficult terrain costs your mount no extra movement.

Mounted Momentum

At 11th level, you’ve learned how to turn your Steed’s speed into a weapon. When you command your Steed to Dash, your next weapon attack does an extra 1d6 damage of the weapon's type for every 10 feet it moves in a straight line, up to 4d6.

Cavalier of the Plains

At 15th level, your bond with your Steed has become unparalleled. Whenever you or your Steed gains temporary hit points, the other gains an equal amount. Whenever only one of you is healed, the other is healed for half as much. This trait only works if you’re within 5 feet of each other.

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