Outrider (5e Subclass)

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Fighter Subclass

Where the cavalier is a valiant knight, a defender of the people, the outrider is something much different. Centered around rapid assaults, mounted or not, they strike fast and retreat to fight again.

Born to Ride

Starting at 3rd level, your mastery as a rider becomes apparent. 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.


Starting at 3rd level, you can use your action to preform a Sweep. During a Sweep, you act as if you have dashed, and the next time a creature enters and exits your reach, you can make a melee weapon attack against them. The target you make this attack against cannot make an opportunity attack against you or your mount. You can make an amount of attacks in this way equal to the amount of attacks you could make with an attack action. Sweep ends after you make all of your attacks, or at the end of your turn.


Half of a good strike is knowing where to hit. Starting at 7th level, when making a Wisdom (Perception) check, if your total is equal to or less than 14, you can treat the result as 15.

Wind Up

Starting at 10th level, during Sweep, whenever you deal damage with a weapon attack, you deal extra damage equal to (the distance you have moved on your turn ÷ 5). After you make an attack with Sweep, Wind Up counts the amount you have currently moved as 0.

Agile Rider

You are remarkably quick, and can react to oncoming assault in a snap. Starting at 15th level, you can take the Dodge or Disengage action as a bonus action. This also applies to the mount you are riding, if you are controlling it.

Perfect Assault

You swing with frightening speed, and can preform immediate follow-ups to your brutal thrashing. Starting at 18th level, Wind Up does not reset after the first attack you make during Sweep.

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