Base Class: Ranger
Even in the company of your average, independent-minded Rangers, Outriders are a breed apart. Outriders specialise in scouting and information gathering, guiding their comrades to an objective safely, efficiently and marking those objectives.
Tales of the first Outriders tell of recruits to a Paladin order. While they had the faith and conviction to become Paladins in their own right, they lacked the discipline required to maintain their oaths. Rather than waste the potential of these individuals, the order turned their skills, Paladin training and unique traits towards a role more suited to their tendencies and abilities.
Quickly, their independence was identified as making them ideal for ranging ahead of formations, scouting for ambushes or enemy formations, moving swiftly on steeds to maintain contact with their target, and lighting up targets for their comrades to focus upon.
Level 3: Tracker
You excel at locating your target and are conversant in discreet communication to pass on crucial information about your quarry to your allies
You know Thieves Cant.
Additionally, you always have Advantage on Survival checks to find and/or track a creature.
Level 3: Paint The Target
With your quarry in sight, you are not only able to track him, but are able to indicate your quarry and its weak points to allies, allowing them to strike the target with deadly force.
Whenever you cast Hunter’s Mark, you may select a number of allies up to your Wisdom modifier. Each of the selected allies gains the benefit of the additional Hunter’s Mark damage whenever they strike the target with the Attack action.
This feature may be used a number of times equal to your Wisdom modifier. You regain all uses of this feature on the completion of a short or long rest.
Level 3: Outrider Spells
You gain the following Outrider spells. They count as Always Prepared for you.
|
Ranger Level |
Spells |
|
3 |
Guiding Bolt |
|
5 |
See Invisibility |
|
9 |
Sending |
|
13 |
Arcane Eye |
|
17 |
Rary’s Telepathic Bond |
Level 7: Trusty Companion
You can call on the aid of a trustworthy steed. You always have the Find Steed spell prepared.
You can also cast the spell once without expending a spell slot, and you regain the ability to do so when you finish a Long Rest.
Level 11: Ever Watchful
An experienced scout such as yourself is ever alert, ever watchful and you are extremely hard to catch off guard.
Whenever you roll initiative, you gain a bonus to initiative equal to your proficiency bonus. If you have Heroic Inspiration when you roll Initiative, you may use your Heroic Inspiration in order to give this initiative bonus to creatures of your choice within 20ft.
Level 15: Lighting the Way
Whenever you make an attack with a weapon, you may choose to use either its normal damage type or Radiant damage. On a successful hit, the target emits bright light for 5ft and dim light for a further 15ft.
Previous Versions
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