sandmote
2020-10-02, 02:05 PM
This page on the homebrewery (https://homebrewery.naturalcrit.com/share/V7P6h-u3g)
Where the Horizon Walker involves teleportation and extraplanar travel and the Beastmaster focuses on an animal companion, I wanted a specifically mounted ranger subclass. The fluff was then ranger focused on exploring distant reaches. The result is a little all over the place though; benefits mostly support a strafing strategy where you run in for damage and then back out so you can apply pressing motion.
Trailblazer Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Trailblazer Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
Trailblazer Spells
Ranger Level Feature
3rd Find Familiar Rhino's Rush
5th Find Steed
9th Blink Water Walk
13th Find Greater Steed
17th Teleportation Circle
Charging Blow
At 3rd level, you learn to draw on the energy of your motion to augment your attacks. Once per turn, when you move at least 20 feet toward a creature and them make a melee weapon attack against the creature on the same turn, you deal an additional 1d8 1d6 damage of the weapon's type. If you would gain this benefit and choose to make a shove attempt instead, you gain a 1d4 bonus to your attempt and can push the creature up to 10 feet away on a success.
Stout Steed
When you choose this archetype at 3rd level, you can learn to better control a creature you ride. Any A mount you control can ignore any penalty from terrain that would not apply to you, and your mount has advantage on saving throws against being frightened, restrained, or stunned.
You can also control your steed to force your enemies around the battlefield. You may treat yourself as the size of your mount for the purposes of making a shove and escaping a grapple.
Pressing Motion
By 7th level, you can not only improve your own motions but force your enemies to move against their will. If a creature moves at least 20 feet and ends its movement within 5 feet of you before making a melee attack roll, you can use your reaction to turn the creature's momentum against it. Before the creature's attack roll is resolved, make a shove attempt against the creature. On a success the creature enters your space and then you can move it to any position within 5 feet of you. If the original target of the creature's attack is no longer within its reach, the creature must choose a new target or lose the attack.
Starting at 15th level, the creature is also knocked prone.
Combined Blows
At 11th level, your skill as a mounted combatant is such that you can bring your mount to attack even as you control it.
Whenever you take the attack action, you can have your mount make an attack on your turn. This does not count as your mount's action for your turn. You can freely mix together your and your mount's attacks, and you can apply your charging blow feature to your mount's attack.
On the Road Again
At 15th level, your movement speed increases by 10 feet. While controlling a mount, it gains this benefit instead.
Whether mounted or on foot, your travel pace is doubled, as is the travel pace of up to ten companions while they're within 60 feet of you and you're not incapacitated.
Where the Horizon Walker involves teleportation and extraplanar travel and the Beastmaster focuses on an animal companion, I wanted a specifically mounted ranger subclass. The fluff was then ranger focused on exploring distant reaches. The result is a little all over the place though; benefits mostly support a strafing strategy where you run in for damage and then back out so you can apply pressing motion.
Trailblazer Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Trailblazer Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
Trailblazer Spells
Ranger Level Feature
3rd Find Familiar Rhino's Rush
5th Find Steed
9th Blink Water Walk
13th Find Greater Steed
17th Teleportation Circle
Charging Blow
At 3rd level, you learn to draw on the energy of your motion to augment your attacks. Once per turn, when you move at least 20 feet toward a creature and them make a melee weapon attack against the creature on the same turn, you deal an additional 1d8 1d6 damage of the weapon's type. If you would gain this benefit and choose to make a shove attempt instead, you gain a 1d4 bonus to your attempt and can push the creature up to 10 feet away on a success.
Stout Steed
When you choose this archetype at 3rd level, you can learn to better control a creature you ride. Any A mount you control can ignore any penalty from terrain that would not apply to you, and your mount has advantage on saving throws against being frightened, restrained, or stunned.
You can also control your steed to force your enemies around the battlefield. You may treat yourself as the size of your mount for the purposes of making a shove and escaping a grapple.
Pressing Motion
By 7th level, you can not only improve your own motions but force your enemies to move against their will. If a creature moves at least 20 feet and ends its movement within 5 feet of you before making a melee attack roll, you can use your reaction to turn the creature's momentum against it. Before the creature's attack roll is resolved, make a shove attempt against the creature. On a success the creature enters your space and then you can move it to any position within 5 feet of you. If the original target of the creature's attack is no longer within its reach, the creature must choose a new target or lose the attack.
Starting at 15th level, the creature is also knocked prone.
Combined Blows
At 11th level, your skill as a mounted combatant is such that you can bring your mount to attack even as you control it.
Whenever you take the attack action, you can have your mount make an attack on your turn. This does not count as your mount's action for your turn. You can freely mix together your and your mount's attacks, and you can apply your charging blow feature to your mount's attack.
On the Road Again
At 15th level, your movement speed increases by 10 feet. While controlling a mount, it gains this benefit instead.
Whether mounted or on foot, your travel pace is doubled, as is the travel pace of up to ten companions while they're within 60 feet of you and you're not incapacitated.