Rider (5e Class)
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|Time to hunt.|
- 1 The Rider
- 2 Creating a Rider
- 3 Class Features
- 4 Rider Archetypes
- 4.1 Bladerunner
- 4.2 Mystic Rider
- 4.3 Beast Knight
- 5 Multiclassing
Warriors from an unknown land, said to be able to forge a bond with beasts and fight together with them. These warriors have a connection to nature that is almost equal to a druid but instead of calling the elements of nature, they instead call for the aid of the wild's beasts. Riders are strong, both in strength and willpower. They can bond with various beasts with the use of subjugation, friendship or intimidation. Individually they are a challenge. But together they are a force to be reckoned with.
These warriors have spent much of their lives in the wild, learning to fight like beasts themselves. In time, this allowed them to gain senses akin to beasts; meanwhile, without becoming beasts.
The ability to bond with beasts is the result of the Rider's unique magic. Most Riders can only use this magic pool in order to create a bond or to harness an element; however, there are some Riders who have chosen to pursue a deeper understanding of this magic and have learned ways to channel this magic.
Partners of Beasts
The 'Bond' is what makes the Rider differ from most warriors, the connection that binds the Rider and a beast. The bond can be established either out of respect, friendship, service or fear. The method is different for all Riders but the result stays the same for all, they are now partners.
Creating a Rider
As you create your rider, think of how you discovered your unique ability to understand and connect to a beast. Did you fight in a battle that left you barely alive and a beast came and helped you, impressed on how bravely you fought? Were you trying to save a beast from being killed? Or did you encounter one in the wild while you were resting? This event leads you to the discovery of your unique gift and while most beasts would rather kill you, you have this special way of being able to connect to them. This often lead to a bond that is not established by a magical gift, but a natural one that was built from understanding.
You can make a rider quickly by following these suggestions. First, make Strength or Dexterity your highest ability score, depending on whether you want to focus on melee or ranged and finesse weapons. Make Wisdom your next highest for Animal Handling checks for the Bestial Bond. Lastly, choose Constitution if you want more hit points or Intelligence if you plan to choose the Mystic Rider archetype.
As a Rider you gain the following class features.
- Hit Points
Armor: Light armor, Medium armor, Shields
Weapons: Simple weapons, Martial weapons
Tools: Herbalism Kit, Poisoner's Kit
Saving Throws: Strength, Wisdom
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, Insight, Intimidation, Nature, Perception, Stealth, and Survival
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Dungeoneer's Pack or (b) Explorer's Pack
- (a) Leather Armor or (b) Hide Armor
- (a) Any bow/crossbow and 20 arrows/bolts or (b) Martial melee weapon and shield
- (a) 2 Simple melee weapons or (b) Martial melee weapon
|Rider's Blade||Features||Mystic R. Cantrips||Mystic R. Spells||—Spell Slots per Spell Level—|
|3rd||+2||1d4||Rider Archetype,Rider’s blade||3||3||2||—||—||—|
|4th||+2||1d4||Ability Score Improvement||3||4||3||—||—||—|
|7th||+3||1d6||Rider Archetype feature||3||5||4||2||—||—|
|8th||+3||1d6||Ability Score Improvement||3||6||4||2||—||—|
|10th||+4||1d6||Rider Archetype feature||3||7||4||3||—||—|
|12th||+4||1d8||Ability Score Improvement||4||8||4||3||—||—|
|14th||+5||1d8||Improved Bestial Bond||4||10||4||3||2||—|
|15th||+5||1d8||Rider Archetype feature||4||10||4||3||2||—|
|16th||+5||1d10||Ability Score Improvement, Beast aspect of Nature||4||11||4||3||3||—|
|18th||+6||1d10||Rider Archetype feature||4||11||4||3||3||—|
|19th||+6||1d10||Ability Score Improvement||5||12||4||3||3||1|
Starting at 1st level, you can establish a bond with a beast of your choosing. This beast or beasts will level at half as much as you do and gain experience equal to half what your character gains. Any beast that has a challenge rating of 3 and lower can be bonded with automatically. If you try to bond with a beast with a challenge rating equal to the amount of beasts you choose to control, note that you may only choose one of the following:
- You can have 1 beast of Challenge Rating 3 or lower.
- You can have 2 beasts of Challenge Rating 1 or lower.
- You can have 3 beasts of Challenge Rating 1/4 or lower.
While your bonded beast(s) are within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your bonded beast's eyes and hear what it hears, gaining the benefits of any special senses that the beast has. You can also use your action to dismiss the bond you established with that beast. But depending on how you established that bond, they might attack you or leave peacefully.
Should your bonded beast die you can spend 1 day (can be done during a long rest) to perform a ritual with the druidic spirits of Faerun, if you have multiple dead beasts you can treat all of them under the same ritual. After the time has gone by your beasts spirit will be reformed by the Faerun spirits and brought back to life at 50% of it's maximum HP. You can spend an additional hour treating your bonded beast or simply roll a Hit Die and restore that much HP to your bonded beast.
At 14th level you may double the amount of beasts you can have with that challenge rating:
- You can have 1 beasts of Challenge Rating 10 or lower.
- You can have 2 beasts of Challenge Rating 3 or lower.
- You can have 4 beasts of Challenge Rating 1 or lower.
- You can have 6 beasts of Challenge Rating 1/4 or lower.
You also double the proficiency bonus of your Animal Handling skill.
At 17 level you may double the amount of beasts you can have with that challenge rating:
- You can have 1 beast of Challenge Rating 14 or lower
- You can have 2 beast of Challenge Rating 5 or lower
- You can have 4 beast of Challenge Rating 3 or lower
- You can have 6 beast of Challenge Rating 1 or lower
At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
Archery. You gain a +2 bonus to attack rolls you make with ranged weapons.
Defense. While you are wearing armor, you gain a +1 bonus to AC.
Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Protection. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level
Beginning at 3rd level, you gain the ability to harness the essence of nature and imbue your melee weapon. Choose an element from the Elements list that you want to imbue your weapon with. Your attack deals 1d4 extra damage of the chosen type. The Rider's Blade damage is considered magical. The damage die increases as you gain Rider levels, as shown in the Rider's Blade column of the Rider table. This damage is cumulative with weapon enchantments. Should your weapon leave your grip, the imbued element fades immediately. If you have an imbued element on a thrown weapon, it fades after the attack is complete. For weapons with ammo, such as bow, the magic flows through it and fades when the attack is complete.
You can imbue multiple weapons, costing a -1 penalty to the Rider's Blade damage rolls for each additional weapon imbued as you split the element between each weapon. You can change the element at any time.
Flames. Deal fire damage.
Ice. Deal cold damage.
Storm. Deal lightning damage.
Corrosion. Deal acid damage.
Venom. Deal poison damage.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Beginning at 5th level, you can now attack twice, instead of once, whenever you take the Attack action on your turn.
At 6th level, you become tougher as you improve as a rider. When being attacked by a creature, you can use your reaction to add half your proficiency bonus (rounded up) to your Armor Class.
At 9th level, you can choose to gain advantage on a attack roll.You can use this feature a number of times equal to your wisdom modifier(minimum of 1) ad you regain the ability to do so after a long rest.
Starting at 13th level, you gain the abilities of the beasts. You have advantage on Wisdom (Perception) checks relying on sight, smell and hearing. You also gain tremorsense within 30 feet.
Starting at 16th Your creature becomes so in tune with nature that he/she now takes on one aspect of the elements. Their attack's deals 1d6 extra damage of the chosen type. The Beast damage is considered magical to overcome resistance.
Flames. Deal fire damage.
Ice. Deal cold damage.
Storm. Deal lightning damage.
Corrosion. Deal acid damage.
Venom. Deal poison damage.
At 17th level, you start to assume a trait of a beast. Whenever you take a long rest, you can either choose to change or keep your Beast Nature.
Bear. You gain +1 to AC.
Wolf. You gain advantage on Dexterity (Stealth) checks.
Tiger. You can Dash or Disengage as a bonus action.
Spider. You can climb difficult surfaces without needing to make an ability check.
Panther. Your speed increases to 40 feet.
At 20th level, your bond with your bonded beast can never be broken. Whenever your bonded beast would take damage that would reduce it to zero hit points, it can choose to drop to 1 hit point instead. You must be conscious to grant this bonus. You can use this a number times equal to your wisdom modifier (minimum of 1) and regain all uses after a short or long rest.
Every Rider has their own approach to combat. Your chosen archetype indicates your most favored approach.
A Rider that has mastered the use of their Rider's Blade, being able to fight equally against foes that are more powerful than they are.
Dance of the Rider
Beginning when you choose this archetype at 3rd level, whenever you successfully attack a creature with your Rider's Blade you gain a +1 bonus to attack and damage rolls (max +3). But whenever you miss or get hit by an attack, the bonus reverts back to 0.
Starting at 7th level, you now deal full elemental damage to a creature that is resistant to the element you have imbued with your Rider's Blade.
At 10th level, you can use your reaction to add your proficiency bonus to your AC. You can only use this feature if your Rider's Blade is active.
Starting at 15th level, you can now choose from the Unnatural Elements list when choosing what element to imbue your weapon with. Additionally, imbuing multiple weapons no longer costs a penalty.
Roar. Deal thunder damage.
Death. Deal necrotic damage.
Smite. Deal radiant damage.
At 18th level, you now deal half damage to a creature that has immunity to the imbued element of your Rider's Blade.
Riders that have focused on the mastery of the arcane arts, deploying deadly spells on enemies or supporting their bonded beast and party members.
Cantrips. You learn three cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 11th level and another one at 19th.
Spell Slots. The Mystic Rider Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
Spells Known of 1st-Level and Higher. You know three 1st-level wizard spells of your choice, all of which you must choose from either the abjuration, conjuration, evocation, or transmutation spells on the wizard spell list.
The Spells Known column (Mystic R. Spells) of the Mystic Rider Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration, conjuration, evocation, or transmutation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration, conjuration, evocation, or transmutation spell.
Spellcasting Ability. Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Beginning when you choose this archetype at 3rd level, you gain proficiency in the Arcana skill and advantage on Arcana checks and Intelligence saving throws.
Secondary Arcane Art
At 7th level, You learn the spells of your chosen secondary arcane art.
Support. Bane, Bless
Defense. Shield of Faith, Sanctuary
Healing. Cure Wounds, Healing Word
Starting at 10th level, spells that only affect you can now also affect your bonded beast. Whenever you cast a spell that has a range of self, your bonded beast can also be affected. You may use this a number of times equal to your intelligence modifier(minimum of 1). You regain the ability to do so after a long rest.
At 15th level, you can now recover expended spell slots. During a short rest, you can choose a total of spell slot levels to regain, equal to your intelligence modifier (minimum of 1). You may use this feature once and regain the ability to do so after a long rest
Starting at 18th level, you can now cast a 5th-level spell and higher. The spell has to be from either the abjuration, conjuration, evocation, or transmutation spells on the wizard spell list. Regaining use of these spells depends on the level of the spell casted. Casting a 5th-level spell will take one day to regain, 2 days when 6th-level, 3 days for 7th, 4 days for 8th, and 5 days for 9th. During this period, you cannot cast a 5th-level spell or higher.
One soul with two bodies, both Rider and beast bonded together to be a deadly force.
Beginning when you choose this archetype at 3rd level, you not only learned to fight with your bonded beast but you also learned to fight alongside them. When you attack a creature that is within reach of your bonded beast, you can use your bonus action to have them attack the same creature or any other creature that is within reach.
At 7th level, you and your beast have gotten used to fighting alongside each other. You and your bonded beast gain the pack tactics ability.
Starting at 10th level, your bestial attacks marks death to your prey. Your bonded beast gains a bonus to hit equal to your proficiency bonus on a creature that you have attacked.
At 15th level, you can channel your anger through the bond to turn your bonded beast feral. While feral, your bonded beast gains an extra attack, immunity to being charmed and frightened, and resistance to bludgeoning, slashing and piercing damage. Make a d20 roll after your feral bonded beast's turns. On a 20, each hostile creature within 30 feet of your bonded beast must make a DC 15 Wisdom Saving Throw or be frightened for 1 minute. Your bonded beast stays feral for 1 hour or if there is no hostile creatures left. They must take a long rest for them to turn feral again.
Strength of the Beast
Starting at 18th level, your bond strengthens the beast you bond with. You can now add your Strength or Dexterity modifier to your bonded beast's damage rolls and your Wisdom modifier to all of their saving throws.
Prerequisites. To qualify for multiclassing into the Rider class, you must meet these prerequisites: 13 Strength/Dexterity
Proficiencies. When you multiclass into the Rider class, you gain the following proficiencies: Light armor, Medium armor, Simple weapons, Martial weapons