Ranger
Base Class: Ranger

A Beastrider forms a special bond with a beast companion that they are able to ride into combat. The Beastrider and their Steed learn to fight together, protecting and helping each other through all kinds of danger.

Level 3: Riding Companion

You have a primal bond with a beast that you can ride in combat, which draws strength from your connection to nature. You may choose any animal so long as it is at least one size larger than you and has an anatomy suitable to ride. You may also choose to have suitable saddlery and tackle obtained when you bond with the beast, however your bond is such that you can ride the beast proficiently even bareback. You can add barding but it must be purchased or crafted specially. 

The beast is Friendly to you and your allies and obeys your commands. You gain Proficiency in Animal Handling, and all Wisdom (Animal Handling) checks with your steed are made at advantage.

The Beast in Combat. In combat while mounted, the beast acts during your turn, and you and the beast must move together, using the steed's movement. It can move and use its Reaction on its own, but the only action it takes is the Dash or Dodge action unless you take a Bonus Action to command it to take an action in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the beast to take an Attack action using its natural attack, adding your Proficiency Bonus to the attack roll but not damage. Your steed can not attack in the same round it has used the Dash or Dodge action. Your steed also adds your proficiency bonus to Saving Throws you are proficient with.

If you have the Incapacitated condition, the beast acts on its own and isn’t limited to the Dash or Dodge action.

If you are not riding the beast, it acts during your turn, but you move separately using your individual movements. When not mounted, your steed can not add your Proficiency Bonus to any attacks or saving throws.

Restoring the Steed. If your steed has died within the last hour, you can perform an hour-long ritual. Nature spirits or a nature deity will return the beast to life with all its Hit Points restored so long as you are in harmony with nature and the steed's body can be recovered. If you have recently performed actions that have been detrimental to the surrounding environment, they may refuse to return the creature to life or demand some atonement or price. If your steed can not be returned to life, you may choose to bond with another willing creature as a steed.

Level 7: Mounted Combat Training

Commanding your Steed to take an action on your turn is now a Free Action. You can also command it to take the Dash, Disengage, Dodge, or Help action using its Bonus Action.

Your steed can use a Reaction to gain Advantage on a Saving Throw of your choice. 

You also gain Expertise in Wisdom (Animal Handling) checks, and you have Advantage on Wisdom (Animal Handling) checks with other beasts of the same type as your steed, or to ride any type of beast.

 

Level 11: Fight as One

You can summon mystical barding or magically-enhanced natural armor on your steed. Your steed's AC is now equal to 13 plus your Wisdom Modifier, plus your Proficiency Bonus. 

You and your steed may use the Interception Fighting Style Feat to protect each other. Your steed is always treated as holding suitable gear to use this feature. If you already have Interception as your Fighting Style, you may double your proficiency bonus when reducing damage with Interception, but only between you and your steed. (For example, if using Interception to protect another party member, you reduce the damage by 1d10 plus your Proficiency Bonus.

Level 15: Legendary Steed

When you cast a spell targeting yourself, you can also affect your Steed with the spell if the beast is within 30 feet of you.

While mounted, any healing spell applied to you also applies to your Steed.

You can use any of your magic actions from the Tireless feature to apply Temporary Hit Points to your Steed, and they also gain the benefits of Decrease Exhaustion. Using Nature's Veil also makes your Steed invisible if you are mounted or touching them.

Your steed also gains access to an additional boon that you choose:

  • Your steed gains a Flying speed equal to its Speed.
  • Your steed gains the Amphibious trait and gains a Swim speed equal to its Speed.
  • Your steed can glow at will or at your command, as though the Light has been cast upon it.
  • Your steed can turn invisible at will or at your command, as though the Invisibility has been cast upon it.
  • Once per Long Rest, when your steed takes damage, it can take a Reaction to roll 1d12 plus your Proficiency Bonus and reduce the damage by that total.

 

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