Ranger
Base Class: Ranger

Steppe peoples tend to live on the fringes of civilization in nomadic clans and family groups or small city-states which live on the trade of exotic furs and animals. Climactic extremes and sparse resources create a rugged people who by necessity have learned to rely on their own strength for survival. For this reason, when the steppe does go to war, their neighbors take note, as steppe warriors are among the most ferocious and durable the world has to offer.

Harass and Harry

At 3rd level, you have mastered the art of staying out of reach. Whether mounted or not, you can use your Reaction to take either the Disengage or the Dodge action.

Mount and Rider

At 3rd level, you are one with your mount in combat. While mounted, add your mount's attribute modifier to any save or attack of the corresponding attribute.

You possess expertise in Animal Handling.

You have Advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you’re not incapacitated.

Finally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.

Steppe Tactics

At 7th level, you've mastered the martial training of the steppe peoples. You gain five Superiority Die. These die are d8s. You can apply these Superiority Die to any of the following Maneuvers:

 

Ambush. When you make a Dexterity (Stealth) check or an initiative roll, you can expend one superiority die and add the die to the roll, provided you aren't incapacitated.

 

Commanding Prescene. When you make a Charisma (Intimidation), a Charisma (Performance), or a Charisma (Persuasion) check, you can expend one superiority die and add the superiority die to the ability check.

 

Grappling Strike. Immediately after you hit a creature with a melee attack on your turn, you can expend one superiority die and then try to grapple the target as a bonus action (see the Player's Handbook for rules on grappling). Add the superiority die to your Strength (Athletics) check.

 

Precision Attack. When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.

 

Feinting Attack. You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll this turn against that creature. If that attack hits, add the superiority die to the attack's damage roll. The advantage is lost if not used on the turn you gain it.

 
Goading Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.
 
Menacing Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.

 

Tactical Assessment. When you make an Intelligence (Investigation), an Intelligence (History), or a Wisdom (Insight) check, you can expend one superiority die and add the superiority die to the ability check.

Steppe Conditioning

At 11th level, you embody the physique of a steppe warrior. Add +1 points to either Strength of Constitution. You also gain resistance to cold and heat damage, and one physical damage (slashing, piercing, or bludgeoning) of your choice.

Spirit of the Horde

At 15th level, you attune yourself to the spirits of your ancestors and can call upon them for assistance. Once per Long Rest, you can call upon the Ancestral Horde to aid you in battle. Use a bonus action to call upon the Horde and direct them to take one of the following actions:

Flank. Your next three attacks have Advantage.

Feigned Retreat. The next three attacks against you have Disadvantage.

Encirclement. Target up to three enemies. Reduce their movement to 0 and force them to spend their Reactions attacking the spectral Horde.

Previous Versions

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3/29/2021 1:10:18 AM
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