Base Class: Paladin
Paladins who take the Oath of the Rider believe that there are many problems in the world and too few people to solve them. They are considered to be hedge knights, nomadic warriors who never stay in one place for too long. If someone were to come across this paladin most times it would be on the road with their trusty steed or helping a small village suffering from a problem they can not solve themselves. Paladins of this oath travel light and often forage for food on the road or accept the hospitality of others who have heard of their deeds. Many of these paladins are humble and always ready to lend a hand to those who truly need it.
TENETS OF THE RIDER
The tenets of the Oath of the Rider drive a paladin to travel far and wide to help those in need.
Help the Helpless. Always be ready to lend a hand to those who's problems you know you can solve.
Respect the Road. Be respectful to the land and creatures that dwell there, some are far wiser than you.
Travel Far. Be on the move as long as possible, your next destination may be in dire need of your assistance.
Guide the Lost. Assist any who lose their way, train those who need guidance and share the wisdom you've gained on your travels.
Oath Spells
3rd-level Oath of the Rider feature
You gain oath spells at the paladin levels listed in the Oath of the Rider table. See the Sacred Oath class feature for how oath spells work.
Oath of the Rider Spells
| PALADIN LEVEL | SPELLS |
|---|---|
| 3rd | animal friendship, healing word |
| 5th | animal messenger, enhance ability |
| 9th | tongues, mass healing word |
| 13th | dominate beast, fabricate |
| 17th | commune with nature, mass cure wounds |
Channel Divinity
3rd-level Oath of the Rider feature
You gain the following Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.
Warning Instincts. You can use your Channel Divinity to heighten your senses, knowing everything going on around you. As a reaction, you can choose a number of creatures you can see within 30 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). Until the beginning of your next turn, you and the chosen creatures have advantage on Dexterity saving throws, and attack rolls against them can't have advantage. A creature must be deafened or incapacitated to benefit from this effect.
Sacred Mount. You can use your Channel Divinity to summon a trusted mount to aid you in your times of need. As an action, you can summon the mount, which appears in an unoccupied space of your choice that you can see within 5 feet of you. It is friendly to you and your companions, and it obeys your commands. See this creature’s game statistics in the Sacred Mount stat block, which uses your proficiency bonus (PB) in several places. You determine the creature’s appearance, it can have two legs or four but it can't be humanoid in shape; your choice has no effect on its game statistics.
In combat, the mount shares your initiative count, and it can take its turn immediately before or after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions in its stat block or the Dash, Disengage, Help, Hide, or Search action. If you are incapacitated, the mount can take any action of its choice during your turn, not just the Dodge action.
Your mount remains for a number of hours equal to your 2 x your proficiency bonus, or until you use a bonus action to dismiss it. When it is reduced to 0 hit points, or if it is further than 1 mile away from you at the end of your turn, the mount disappears.
SACRED MOUNT
Large beast
Armor Class 12 + PB (natural armor)
Hit Points 5 + your Charisma modifier + five times your paladin level (the mount has a number of Hit Dice [d10s] equal to your paladin level)
Speed 50 ft.
Saving Throws Str +4 plus PB, Dex +1 plus PB
Skills Athletics +4 plus PB, Perception +2 plus PB
Damage Resistances poison, radiant
Condition Immunities charmed
Senses darkvision 60 ft., passive Perception 12 + PB
Languages understands the languages you speak
Challenge — Proficiency Bonus (PB) equals your bonus
Brave. The mount has advantage on saving throws against being frightened.
Well Trained. Friendly creatures riding the mount have advantage on saving throws made to avoid falling off.
Actions
Forceful Strike. Melee Weapon Attack: +4 plus PB to hit, reach 5 ft., one target. Hit: 2d6 + PB force damage.
Charge (1/Short Rest). The mount uses its full movement to run forward in a straight line. Each creature in the 10-foot wide line must make a Dexterity saving throw against your spell save DC or take bludgeoning damage equal to half your paladin level (rounded down) and fall prone. If a large object or creature is in the mount's path it can't charge.
Reaction
Rearing Push. When the mount or its rider is hit with an attack by a creature smaller than the mount, it can make an attack against that creature. If the attack hits, instead of dealing damage the creature is pushed back 5 feet.
Aura of Hospitality
7th-level Oath of the Rider feature
You emanate an aura that fills you and your companions with warmth and comfort. Whenever a spell or effect would cause you or a friendly creature within 10 ft. of you to roll one or more dice to gain hit points they can roll the number of dice twice and choose the higher total. In addition, if a creature finishes a short or long rest while within your aura they gain temporary hit points equal to 2d8 + your Charisma modifier. These hit points last until the creature finishes another short or long rest.
When you reach 18th level in this class, the range of the aura increases to 30 feet.
Bonded Duo
15th-level Oath of the Rider feature
As an action, you can loudly whistle, calling for your mount and summoning it to you from a distance. If the mount is within 1 mile of your current location it magically appears in an unoccupied space of your choice that you can see within 5 feet of you.
Additionally, you and the mount gain the following benefits:
• The mount's walking speed increases to 60 ft. Whenever you summon your mount and choose its form it can gain an 80 ft. flying or swimming speed.
• While riding your mount, you have advantage on Intimidation and Persuasion checks.
• Mounting or dismounting costs you only 5 feet of movement, rather than half your speed.
Sacred Cavalier
20th-level Oath of the Rider feature
You and your mount act like one; a shining light in the darkness. As a bonus action, you gain the following benefits for 1 minute:
- While riding your mount it can't drop below 1 hit point and its attacks deal an extra 1d8 radiant damage.
- You can cast spells through your mount as if it had cast the spell by using its reaction.
- As a reaction, you can use your spell slots to allow your mount to use Divine Smite when it hits with its forceful strike.
- Attacks can't have advantage against you and your allies within 30 feet of you.
Once you use this feature, you can’t use it again until you finish a long rest.
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