Fighter
Base Class: Fighter

The Steppe Rider is a master of mounted combat who favors speed and precision over brute strength. While many warriors rely on heavy armor or tight formations, these fighters trust in mobility and distance, striking their foes from horseback with deadly accuracy.

Across wide plains and open frontiers, Steppe Riders learn to guide their mounts as extensions of themselves. A skilled rider can loose arrows while galloping, wheel away from danger in an instant, and reposition faster than most enemies can react. Their fighting style emphasizes constant movement—circling enemies, exploiting openings, and avoiding direct confrontation whenever possible.

To a Steppe Rider, the battlefield is not a place to stand firm but a space to control. By weaving through the fight and raining arrows on their foes, they disrupt enemy lines and wear opponents down through relentless pressure.

Some Steppe Riders are nomadic hunters or scouts who defend their homelands from afar. Others serve as elite outriders for armies, striking ahead of the main force to harass enemy formations. Whatever their origin, all Steppe Riders share a simple truth: a warrior who can move faster than their enemy decides when and how the battle is fought.

Level 3: Mounted Archer

You gain proficiency in Animal Handling if you don’t already have it. If you have proficiency, gain Expertise.

You gain the following benefits while mounted:

  • No Disadvantage at Close Range. Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged weapon attacks.

  • Drive-By Shot. If your mount moves at least 20 feet before you attack, you gain +2 to the attack roll.

  • Mounting Mastery. Mounting or dismounting costs 5 feet of movement instead of half your speed.

Level 7: Skirmisher’s Evasion

While mounted:

  • Your mount gains proficiency in Dexterity saving throws.

  • When your mount succeeds on a Dexterity save against an effect that deals half damage on a success, it instead takes no damage.

  • If you hit a creature with a ranged attack, your mount can move 10 feet without provoking opportunity attacks from that creature.

Level 10: Trick Shot

You learn special techniques for mounted archery. When you hit with a ranged weapon attack while mounted, you can apply one of the following effects:

  • Hamstring Shot – Target’s speed reduced by 10 ft until your next turn.

  • Driving Shot – Push the target 10 ft away from you.

  • Distracting Shot – The next attack against the creature before your next turn has advantage.

You can use Trick Shot a number of times equal to your proficiency bonus per long rest.

Level 15: Ride them Down

If your mount moves 30 feet or more before you attack a creature with a ranged weapon:

  • The attack deals an extra 1d10 damage, and

  • The target cannot take reactions until the start of its next turn.

Level 18: Storm of Arrows

While mounted, when you take the Attack action with a ranged weapon, your mount can move up to half its speed before or after each attack.

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